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	<title>Tim Howgego &#187; Video Games</title>
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		<title>Adventures in the Invisible Tent</title>
		<link>http://timhowgego.com/adventures-in-the-invisible-tent.html</link>
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		<pubDate>Sat, 13 Feb 2010 14:30:11 +0000</pubDate>
		<dc:creator>Tim Howgego</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[Consumerism]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Philosophy]]></category>
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		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://timhowgego.com/?p=210</guid>
		<description><![CDATA[Here&#8217;s a tent.

It&#8217;s invisible. But it is. There. Walk forward into the space it occupies, you find yourself within the tent.

The tent only exists when one is within it. When outside, we see the world without the tent.
This article explores the implication of this uncanny art form on how we build and use virtual environments. [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a tent.</p>
<p><img class="border" title="Exterior elevation of the Invisible Tent at the Argent Tournament, Icecown, Azeroth." src="http://timhowgego.com/files/argent_tent.jpg" alt="Invisible Tent" width="514" height="422" /></p>
<p>It&#8217;s invisible. But it <em>is</em>. There. Walk forward into the space it occupies, you find yourself within the tent.</p>
<p><img class="border" title="View from inside the Invisible Tent." src="http://timhowgego.com/files/argent_tent_inside.jpg" alt="Inside Invisible Tent" width="514" height="327" /></p>
<p>The tent only exists when one is within it. When outside, we see the world without the tent.</p>
<p>This article explores the implication of this uncanny art form on how we build and use virtual environments. It first explains why this invisible tent is considered to be a software bug. The article explores how our ability to accept the uncanny varies from person to person. It then suggests that the spatial, built, environment is far less important than the social structures that exist within them. This topic contains a lot of images. <span id="more-210"></span>On this page:</p>
<ul>
<li><a title="Jump to section: Impossible Objects." href="#impossible">Impossible Objects</a></li>
<li><a title="Jump to section: Improbable Spaces." href="#improbable">Improbable Spaces</a></li>
<li><a title="Jump to section: The Final Frontier." href="#frontier">The Final Frontier</a></li>
<li><a title="Jump to section: Exploring the Uncanny." href="#uncanny">Exploring the Uncanny</a></li>
<li><a title="Jump to section: Urban Art." href="#urban">Urban Art</a></li>
<li><a title="Jump to section: The Mean Streets of Dalaran." href="#dalaran">The Mean Streets of Dalaran</a></li>
<li><a title="Jump to section: It's Irrational, Stupid!" href="#irrational">It&#8217;s Irrational, Stupid!</a></li>
<li><a title="Jump to section: The Importance of a Big Tent." href="#big_tent">The Importance of a Big Tent</a></li>
</ul>
<h3 id="impossible">Impossible Objects</h3>
<p><img class="border" title="Waterfall, Maurits Cornelis Escher, 1960." src="http://timhowgego.com/files/waterfall.jpg" alt="Escher's Waterfall" width="332" height="424" /></p>
<p><a title="External link: Maurits Cornelis Escher." href="http://www.mcescher.com/">Maurits Cornelis Escher</a>&#8217;s Waterfall, 1960. Oscar Reutersvärd&#8217;s idea of the &#8220;impossible figure&#8221; was popularised by <a title="External link: Wikipedia - Roger Penrose." href="http://en.wikipedia.org/wiki/Roger_Penrose">Roger Penrose</a>, as the &#8220;Penrose triangle&#8221;. Escher has drawn an impossible object: The geometry of the structure is an illusion, which logically breaks once the position of the artist (in 3D space) changes.</p>
<p>Like our invisible tent, the (illusion of) reality in the impossible object is dependant on the position of the observer. This mirrors a key problem in <a title="External link: Wikipedia - Quantum mechanics." href="http://en.wikipedia.org/wiki/Quantum_mechanics">quantum mechanics</a>: That one set of things can simultaneously exist in more than one state (<a title="External link: Wikipedia - Schrödinger's cat." href="http://en.wikipedia.org/wiki/Schr%C3%B6dinger's_cat">Schrödinger&#8217;s cat</a> is both alive and dead). It is only the observer of the system that resolves the outcome. Hence, the definition of the observer <a title="External link: BBC - In Our Time - The Physics of Reality." href="http://www.bbc.co.uk/programmes/p00548dl">becomes critical</a> to understanding, well, everything.</p>
<p>In the invisible tent we can both change the position of the observer, and simultaneously (through the &#8220;eyes&#8221; of 2 separate in-game characters) confirm the existence of both states of the tent. And obviously conclude it&#8217;s an unintended graphical programming bug.</p>
<p>But <strong>why is that <em>so obviously a bug</em>?</strong></p>
<h3 id="improbable">Improbable Spaces</h3>
<p>There are <a title="External link: Impossible World." href="http://im-possible.info/english/">many different ways to visualise impossible objects</a>. True <a title="External link: Gershon Elber's Escher for Real." href="http://www.cs.technion.ac.il/~gershon/EscherForReal/">3D renderings can be made</a>. However, the illusion is only maintained when viewed from a certain angle.</p>
<p>Escher&#8217;s art has been recreated in various video games from <a title="External link: Sinclair Infoseek - Realm of Impossibility." href="http://www.worldofspectrum.org/infoseekid.cgi?id=0004051">Realm of Impossibility</a> to <a title="External link: Impossible figures in computer games." href="http://im-possible.info/english/art/games/diablo-ii.html">Diablo 2</a>. These games use <a title="External link: Wikipedia - Isometric projection." href="http://en.wikipedia.org/wiki/Isometric_projection">isometric-style</a> graphics, which already involve creating the illusion 3D, while restricting the observer to a single angle of view. Such alternative realities are acceptable to us because they <em>appear</em> to be very similar to what we see on planet earth.</p>
<p>Some &#8220;innovative&#8221; video games like <a title="External link: Gamasutra - Thinking With Portals: Creating Valve's New IP." href="http://www.gamasutra.com/view/feature/3839/thinking_with_portals_creating_.php">Portal</a> or <a title="External link: World of Goo." href="http://www.worldofgoo.com/">World of Goo</a> design gameplay around rearranging the physics of the game&#8217;s world. In Portal, the player creates 2 portals (holes) in different walls of the same room. An object thrown through one hole, exits from the other hole with the same momentum, but with different direction.</p>
<p><img class="border" title="Portal, Valve, 2007." src="http://timhowgego.com/files/portal.jpg" alt="Portal" width="514" height="272" /></p>
<p>Yet even in such a <em>radical</em> title, the majority of the game&#8217;s world is earth-like. In Portal, the player&#8217;s character has a head at the top, and legs at the bottom. Those legs walk on a surface textured to resemble a floor.</p>
<p>Look out the window. Ever wondered why the sky is at the top of the view, and the ground is at the bottom? Thought not. The brain is processing information from our eyes, but how it chooses to arrange that information seems somewhat arbitrary. Much as western civilisation draws maps of the world with Arctic at the top of planet earth, not the bottom. In a virtual environment, it would be easy for characters to walk (upside-down) along the top of the screen. But that doesn&#8217;t happen, because it &#8220;feels&#8221; uncomfortable. We&#8217;re so used to processing information where the sky is above the person, that such a radical rearrangement would be distracting.</p>
<h3 id="frontier">The Final Frontier</h3>
<p>Except. Space-based science fiction routinely defies Newtonian physics and nobody seems to care. We implicitly understand that there isn&#8217;t much friction in outer-space, and that a relatively small projectile would be enough to cause almost any spacecraft to implode. Yet we&#8217;re happy to watch <a title="External link: Star Wars." href="http://www.starwars.com/">Star Wars</a> craft dog-fighting through space, firing colorful energy weapons, and cornering with complete disregard for their previous direction of travel.</p>
<p>So long as the &#8220;artificial gravity&#8221; in their spaceships pins everyone&#8217;s feet to the bottom of the screen.</p>
<p>Why is Star Wars&#8217; reality so &#8220;plausible&#8221;? Because <strong>the environment is so unlike our own earth-bound reality that there aren&#8217;t enough similarities to cause confusion</strong>.</p>
<p>The result is an &#8220;uncanny valley&#8221;: Plausible alternative realities must either be almost identical to earth, or <em>very</em> different. Not in-between. The term was coined by Masahiro Mori to describe <a title="External link: The Uncanny Valley." href="http://www.arclight.net/~pdb/nonfiction/uncanny-valley.html">human reactions to robots</a>, but was also a theme <a title="External link: Wikipedia - Uncanny." href="http://en.wikipedia.org/wiki/Uncanny">explored by psychologists</a> like Sigmund Freud.</p>
<p>So, the 2 states of the tent are &#8220;a bug&#8221; because the tent is in <a title="External link: Brave n00b World." href="http://www.spaaace.com/cope/?p=108">an earth-like world</a>, where humans expect to observe tents in just one state.</p>
<p>Is it that simple? No chance.</p>
<h3 id="uncanny">Exploring the Uncanny</h3>
<p>In <a title="Exploration is Dead. Long Live Exploration!" href="http://timhowgego.com/exploration-is-dead-long-live-exploration.html">Exploration is Dead, Long Live Exploration</a>, I wrote about how the need to explore video games had increasingly been replaced by information-management skills. However, true forms of game exploration still exist, such as the art of reaching a place in a virtual world that the designers did not intend anyone to visit. Typically it involves clever use of a character&#8217;s abilities, or finding &#8220;holes&#8221; in the terrain. This <a title="External link: MMOwned - Challenge - Master of Exploration." href="http://www.mmowned.com/forums/wow-exploration/121135-challenge-master-exploration-25.html">MMOwned topic</a> contains many examples. Below is Mrtiller in Silithus.</p>
<p><img class="border" title="Mrtiller's Silithus Exploration." src="http://timhowgego.com/files/silithus_exploration.jpg" alt="Mrtiller's Silithus Exploration" width="514" height="318" /></p>
<p>These people are exploring the uncanny: Seeking out the near-reality that is so uncomfortable for majority of players.</p>
<p><a title="External link: Trendpreneur - Spaces between places." href="http://www.trendpreneur.com/online/spaces-between-places/">Jennie Lees</a> started to make the connection between the exploration of abandoned places in the physical and virtual world (a lot of my comments there re-emerge in this article). Urban exploration typically involves accessing disused buildings, underground spaces, or tall structures. Activities range from <a title="External link: Subterranea Britannica." href="http://www.subbrit.org.uk/">historical interest groups</a>, through <a title="External link: Russia's new code-breaking game." href="http://news.bbc.co.uk/1/hi/world/europe/8309999.stm">games like Russia&#8217;s Dozor</a>, to <a title="External link: 28dayslater - The UK UE Urbex Urban Exploration Forums." href="http://www.28dayslater.co.uk/forums/">trespass-based exploration</a>. Below is Ali_Explores &#8220;On ur counterweightzz&#8221;.</p>
<p><img class="border" title="Ali_Explores, On ur counterweightzz, New Court Development, London, 2010." src="http://timhowgego.com/files/urban_exploration.jpg" alt="Ali_Explores On ur counterweightzz" width="500" height="277" /></p>
<p>The aim is to reach somewhere that exists, but is outside the immediate reality of most of the local population.</p>
<p>These people are a niche in society. But their activities demonstrate that <strong>the definitions of uncanny &#8211; how far away from reality we are prepared to venture &#8211; differ from person to person</strong>.</p>
<h3 id="urban">Urban Art</h3>
<p>Some of the most intriguing art exists within the uncanny. Almost by definition, you won&#8217;t find it in a gallery; you can&#8217;t buy it and take it home.</p>
<p><img class="border" title="Banksy's Double Yellow Line Flower, Pollard Street, London, 2007." src="http://timhowgego.com/files/banksy_flower.jpg" alt="Banksy's Flower" width="332" height="303" /></p>
<p><a title="External link: Banksy." href="http://www.banksy.co.uk/">Banksy</a>&#8217;s Double Yellow Line Flower on Pollard Street, London, 2007. An introduction to twisting the established rules of urban reality.</p>
<p><img class="border" title="Intact, OSA, 2004 - 2006." src="http://timhowgego.com/files/shoreditch_signal_box.jpg" alt="Intact" width="332" height="340" /></p>
<p>The <a title="External link: OSA - Office for Subversive Architecture." href="http://www.osa-online.net/">Office for Subversive Architecture</a>&#8217;s &#8220;Intact&#8221;, 2004-6. The <em>refurbishment</em> of an abandoned concrete railway signal box to resemble a quaint country cottage. It relates to a specific time and place: Theoretically a desirable area to live it due to its proximity to the City of London, Shoreditch is one of the most deprived, least desirable locations in London.</p>
<p>Of course for most people, this is all <em>too uncanny</em>: It should either not be seen, or be replaced with a <em>more normal</em> reality. &#8220;Graffiti&#8221; tends to get painted away local council workmen. And the old Shoreditch (Bishopsgate) railway yard is <a title="External link: Bishopsgate Development Framework." href="http://icube.ltd.uk/project_bishopsgate.shtml">now being covered</a> in iconic-ally expensive commercial office buildings, as the financial district of London expands east-wards. Like the urban and MMOwned explorers, these uncanny artists and architects seem destined to live at the margins of society.</p>
<p><strong>Our ability (or otherwise) to accept the uncanny is important, because it would seem to constrain our ability to evolve into more spatially &#8211; and socially &#8211; complex realities</strong>. To be able to accept that the tent both exists and does not exist, depending on the position of the observer. To simultaneously live in more than one social group, without feeling the need to merge them together. Or even to understand that the cat is both alive and dead.</p>
<h3 id="dalaran">The Mean Streets of Dalaran</h3>
<p>But. It&#8217;s easy to misunderstand the role of place.</p>
<p>Look at these 2 images of Dalaran, currently the busiest capital city in Azeroth (World of Warcraft).</p>
<p><img class="border" title="The (Empty) Filthy Animal, Dalaran." src="http://timhowgego.com/files/empty_inn.jpg" alt="The (Empty) Filthy Animal" width="514" height="321" /></p>
<p>The Filthy Animal, the Horde faction&#8217;s inn. Designed like a physical world bar, with seating, tables, food, drink, a cosy fire&#8230; And, except for the staff, it&#8217;s empty.</p>
<p><img class="border" title="Idling mounted on the streets of Dalaran." src="http://timhowgego.com/files/mounted_in_dalaran.jpg" alt="Idling Mounted" width="514" height="483" /></p>
<p>On the street, outside the Horde enclave. Many of the characters are idling in the street, while mounted on various different creatures. None of them are moving. The pink flying creature (above the well) is a particularly rare flying mount, gained by completing a year-long sequence of activities.</p>
<p>The physical world equivalent would involve a &#8220;night out&#8221; sitting in the parking lot (car park), never entering the bar. Madness. What&#8217;s going on?</p>
<p>Although Dalaran may look like a fairly typical human settlement, what you see has nothing to do with the built environment. <strong>It has everything to do with <a title="External link: Valuing Nothing." href="http://timhowgego.com/valuing-nothing.html">virtual consumerism</a>: Mounts are being used as a visual statement of player characters&#8217; expertise, accomplishments, existence.</strong> Signs and symbols, without significant use or exchange value. Mounts cannot be ridden inside buildings. And the whole purpose is to be seen, so one must mount up in the busiest place, which tends to be in the street.</p>
<h3 id="irrational">It&#8217;s Irrational, Stupid!</h3>
<p>I think it was unfortunate that some of the earliest academic work on Massively Multiplayer Online Games was <a title="External link: Virtual Worlds - A First-Hand Account of Market and Society on the Cyberian Frontier." href="http://papers.ssrn.com/sol3/papers.cfm?abstract_id=294828">conducted by economists</a>. Unfortunate because economists tend to assume rational consumer behaviour, when so much of what people are doing transpires not to be rational.</p>
<p>Consider my favorite virtual commodity, fish:</p>
<ul class="spacedlist">
<li>Ask about anglers&#8217; <a title="Favorite Fishing Places." href="http://timhowgego.com/favorite-fishing-places.html">favourite fishing places</a>, and less than a quarter of the explanations mention the type of fish caught &#8211; even fewer its value. Artistic, emotional and social themes are just as important as practical reasons. (It&#8217;s much the same for physical world recreational anglers.)</li>
<li>Almost 20%  <a title="Where We Fish." href="http://timhowgego.com/where-we-fish.html">of all fish catches</a> are while trying to complete a daily quest (something done for many different reasons). Another 20% are caught while idling in Dalaran (which contains nothing of auctionable value). Something similar is due to training cooking skills (most of which is similarly worthless).</li>
<li>Only 1/4 of the <a title="Fish Finder: Fish Feast." href="http://www.elsanglin.com/fish/fish_feast.html">Fish Feast</a> cooked are ever sold at auction, in spite of them having the highest (auction) sell-price of any cooked fish. The &#8220;social economy&#8221; &#8211; supplying goods directly to friends &#8211; transpires to be just as important as the market-based &#8220;cash economy&#8221;.</li>
</ul>
<p>Unconvinced? Try this:</p>
<p><a title="Advertisement: Secret Gold Guide." href="http://a.elsanglin.com/secret_gold_guide/"><img src="http://timhowgego.com/files/secret_gold_guide_728_90.png" alt="Advertisement: Secret Gold Guide." width="728" height="90" /></a></p>
<p>It&#8217;s an advert for a &#8220;gold making&#8221; guide &#8211; techniques that <a title="Learn2Play, the new Real Money Trading?" href="http://timhowgego.com/learn2play-the-new-real-money-trading.html">teach the player to make money within the game</a>. I advertise many similar guides, even though competition (and probably a decline in the need for money to achieve things within the game) means they do not sell as well as they used to.</p>
<p>In the first week of display, earnings through this advert exceeded all other advertising revenue, even though the advert only occupied 10% of the site&#8217;s advertising inventory. Other adverts primarily sell to ability to earn &#8220;gold&#8221;. This advert primarily sells the prestige a sexy flying mount.</p>
<p>Die-hard economists will insist that the mount has utility (it allows faster travel), and in part they are right. There is some rationality in player actions. But <strong>there&#8217;s <em>mounting</em> evidence that the dominant form of economy is irrational, socially driven, consumerism</strong>.</p>
<p class="box"><strong>Animal Farm</strong><br />
World of Warcraft&#8217;s operator, Blizzard, continue to refer to items like mounts and minipets as &#8220;vanity&#8221;. They increasingly sell them for <abbr title="United States">US</abbr> Dollars &#8211; directly, or <a title="External link: WoW.com - New plush pets with matching in-game pets coming soon." href="http://www.wow.com/2010/02/10/new-plush-pets-with-matching-in-game-pets-coming-soon/">through franchised products</a>. These items do not make the underlying game any easier to play &#8211; they do not change game-play mechanics. So, it is argued, they have no influence on the equality of players. That objective <a title="External link: WoW.com - Notes from the BlizzCon press conference." href="http://www.wow.com/2007/08/04/notes-from-the-blizzcon-press-conference/">defined Blizzard&#8217;s policy</a> on Real Money Trading: &#8220;Everyone starts off even [in <abbr title="World of Warcraft">WoW</abbr>]. In the real world that&#8217;s not true, but in WoW everyone starts even, and the <abbr title="Real Money Trading">RMT</abbr> stuff messes with that.&#8221; Yet <abbr title="World of Warcraft">WoW</abbr> increasingly resembles an exclusive gymnasium: There are lots of machines to help you keep fit. And you may even play on them from time to time. But the main reason you join a gym (rather than just jogging round the park) is to be seen by other people at the gym. WoW is a social world in which vanity increasingly dominates. Selling vanity for hard currency may be commercially attractive, but ultimately will have a <a title="External link: Paying for Points." href="http://timhowgego.com/paying-for-points.html">significant impact</a> on &#8220;player society&#8221;. And &#8211; frankly &#8211; denying this currently demonstrates hypocrisy (or ignorance) of <a title="External link: Wikipedia - George Orwell's Animal Farm." href="http://en.wikipedia.org/wiki/Animal_Farm">Orwellian</a> proportions.</p>
<h3 id="big_tent">The Importance of a Big Tent</h3>
<p>So, for most people the invisible tent is a bug because it is too uncanny. But maybe that doesn&#8217;t matter, because the tent is merely a visual back-drop to a social simulation? Our mistake was to be concerned about the tent, instead of the people <em>stood</em> around it.</p>
<p>The tent is still important, because without it the social interactions would not be sufficiently realistic to be plausible. Before we can commune, we have to agree on a common reality, otherwise we&#8217;ll spend the whole time arguing about stuff we can&#8217;t resolve. Like which way is up.</p>
<p>Or maybe not. There are at least 2 alternative logics:</p>
<ul class="spacelist">
<li>De-immersion: <a title="External link: Wikipedia - Will Harvey." href="http://en.wikipedia.org/wiki/Will_Harvey">Will Harvey</a> first developed <a title="External link: There." href="http://www.there.com/">There</a>, then <a title="External link: IMVU." href="http://www.imvu.com/">IMVU</a>. IMVU is, in many ways, a more basic version of There: IMVU focuses on the social/avatar elements. So do we need the virtual world at all? IMVU &#8211; and increasingly many Facebook-style games &#8211; suggest that the social elements of complex immersive worlds continue to work well without the complex immersive world. Why try harder? Of course there are also examples such as <a title="External link: WeeWorld." href="http://timhowgego.com/weeworld.html">WeeWorld</a>&#8217;s synchronous (virtual) world doubling the sales of virtual goods. Presumably it became easier to be seen by others, and hence more important to be seen wearing the &#8220;right&#8221; clothes. (<a href="http://www.wolfsheadonline.com/?p=3809" title="External link: WoW’s Growing Immersion Deficit.">Wolfshead</a> provides some evidence of de-immersion within WoW.)</li>
<li>De-canniness: As people become familiar with different virtual environments, experience makes them less likely to be confused by the uncanny. This outcome cannot be assumed: Early adopters of new technology are more likely to be &#8220;explorers&#8221; than wider society, while later users will tend to have lower tolerance for the uncanny. Equally, worlds designed to match earth-bound expectations of reality have no need to &#8220;push the boundary&#8221; and create anything different, so their users will never experience anything different.</li>
</ul>
<p>The absolute arbiter of reality seems to be other people. If we agree, then it is, because the social component dominates. Dislike of the uncanny may always keep us locked into earth-like realities. But the fact that the fabric of those worlds appears to be secondary to the people within them, makes me wonder why we still tend to think of reality in physical terms. Tent or no tent.</p>
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		<title>De-Analysing Blizzard&#8217;s Starcraft 2 Marketplace</title>
		<link>http://timhowgego.com/de-analysing-blizzards-starcraft-2-marketplace.html</link>
		<comments>http://timhowgego.com/de-analysing-blizzards-starcraft-2-marketplace.html#comments</comments>
		<pubDate>Sat, 22 Aug 2009 03:17:40 +0000</pubDate>
		<dc:creator>Tim Howgego</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Business Models]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://timhowgego.com/?p=108</guid>
		<description><![CDATA[ Earlier in 2009, Blizzard announced a non-commercial World of Warcraft add-on policy, which caused much discussion. Today at BlizzCon, Rob Pardo (illustrated) introduced the Starcraft 2 Marketplace: A future (after the game&#8217;s launch) system that would allow independent development teams to create custom &#8220;premium maps&#8221; for the game, and make money from them. That&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://timhowgego.com/files/rob_pardo_blizzcon_2009.jpg" width="200" height="218" alt="Rob Pardo" class="border" style="float: left; margin: 0 7px 7px 0;" /> Earlier in 2009, Blizzard announced a non-commercial World of Warcraft add-on policy, which <a href="http://timhowgego.com/de-analysing-blizzards-add-on-policy.html" title="De-Analysing Blizzard’s Add-On Policy.">caused much discussion</a>. Today at <a href="http://www.blizzcon.com/" title="External link: BlizzCon.">BlizzCon</a>, Rob Pardo (illustrated) introduced the <a href="http://www.starcraft2.com/" title="External link: Starcraft 2.">Starcraft 2</a> Marketplace: A future (after the game&#8217;s launch) system that would allow independent development teams to create custom &#8220;premium maps&#8221; for the game, and <strong>make money from them</strong>. That&#8217;s precisely what World of Warcraft add-on developers cannot do. So what&#8217;s changed?</p>
<h3>Why Create a Starcraft 2 Marketplace?</h3>
<p>Pardo stated:</p>
<blockquote><p>&#8220;If you create a really cool map, with all original content, that&#8217;s awesome, you can put it up onto the service [Battle.net], and actually make money on your map.&#8221;</p></blockquote>
<p>Blizzard is prepared to share a &#8220;portion&#8221; of the revenue <em>if</em> you create your own Intellectual Property, and don&#8217;t simply re-use their property. Seems reasonable.</p>
<p>The <abbr title="Starcraft">SC</abbr>2 Marketplace is intended to allow parts of the <abbr title="modification">mod</abbr>&#8216; community to evolve from amateurs to professionals. &#8220;Fan made&#8221; maps were acknowledged as an important way to keep Starcraft alive &#8211; over time, players shifted from Blizzard-made maps to fan-made maps. But maps (Pardo used Warcraft 3 as an example) still tend to use Blizzard&#8217;s game assets (such as art textures), because creating original content takes a lot of effort. And passion alone does not pay the bills. By allowing map authors to earn money from popular maps, those people would be able to fund the creation of their own, original game assets.</p>
<p>There&#8217;s a real sense that Blizzard lost the chance to nurture and (commercially) gain from innovations within &#8220;their game engine&#8221;. Rob Pardo again:</p>
<blockquote><p>&#8220;The Tower Defense maps came out of the Warcraft 3 community. And now you see Tower Defense in the PlayStation store&#8230;&#8221;</p></blockquote>
<p>Earlier in the day <a href="http://twitter.com/Stompalina/status/3460464109" title="">Stompalina tweeted</a> about the similarity between Battle.net (Blizzard&#8217;s community platform) and Steam (<a href="http://www.valvesoftware.com/" title="External link: Valve Software.">Valve</a>&#8217;s community platform). And she&#8217;s not wrong.</p>
<p>Both companies <a href="http://timhowgego.com/video-games-industry-innovation-edinburgh-digital-interactive-symposium.html" title="Video Games Industry Innovation – Edinburgh Digital Interactive Symposium.">are unusual</a>. They have both <em>escaped</em> from the traditional publisher-funded business model that underpins most major (non-casual/Flash) game development and distribution. Valve&#8217;s <a href="http://store.steampowered.com/" title="External link: Steam.">Steam</a> originally gained popularity from games like Half Life, but has now become a method of distributing games written by others &#8211; everyone from small college/&#8221;garage&#8221; projects, to mainstream titles, like Total War.</p>
<p>Valve is already ahead of Blizzard in constructing a social-gaming platform, even though Blizzard was there first, and should understand the media better (from developing World of Warcraft). So perhaps opening up Starcraft as a semi-commercial platform for third parties is a new strategy in that race?</p>
<h3>Why Not Create a Marketplace in Other Games?</h3>
<p><img src="http://timhowgego.com/files/sc2_marketplace_blizzcon_2009.jpg" width="180" height="244" alt="SC2 Marketplace Illustration" class="border" style="float: right; margin: 0 0 7px 7px;" />  Competition with the wider gaming industry does not explain why Blizzard are so unwilling to adopt a similar approach within their other games. Some of <em>us</em> (and I include myself) would like to do this within World of Warcraft. I have <a href="http://timhowgego.com/de-analysing-blizzards-add-on-policy.html" title="De-Analysing Blizzard’s Add-On Policy.">previously demonstrated</a> that WoW has a huge pool of talent among its players, and that pool of talent is increasingly reluctant to work within WoW because it has become <em>afraid</em> to make money. Something which we now all seem agree is required to support major (time-consuming) projects.</p>
<p>It is possible to create original <abbr title="Intellectual Property">IP</abbr> within <abbr title="World of Warcraft">WoW</abbr>. Technically this would be more difficult within a <abbr title="Massively Multiplayer Online Game.">MMOG</abbr>, because players that don&#8217;t buy your content, still need to interact with those that do. But there are creative methods of working round those limitations.</p>
<p>One possibility is that Starcraft 2 is a new product, which is politically (within Blizzard&#8217;s decision-making process) and technically (programmed to be supported from the outset) far easier to impose a new strategy on. And we might eventually see a more relaxed approach in Azeroth.</p>
<p>My fear is that World of Warcraft is being treated differently because its brand is to valuable at this stage in its <a href="http://www.raphkoster.com/2007/06/15/how-open-big-virtual-worlds-grow/" title="External link: Raph Koster - How Open Big virtual worlds grow.">life-cycle</a>.</p>
<p>Shrewd observers will note that Blizzard have started &#8220;<a href="http://www.wsicorporate.com/more/article/Star_Wars_Franchise" title="External link: Entertainment Franchise - Star Wars Franchise.">doing the Star Wars thing</a>&#8221; with the WoW brand: The revenue directly from the game gradually becomes less important than all the merchandise and franchise opportunities. <a href="http://www.wow.com/tag/wow-mountain-dew/" title="External link: WoW.com - WoW Mountain Dew.">Soft drinks</a> and <a href="http://entertainment.upperdeck.com/WoW/en/" title="External link: Upper Deck.">Trading Card Games</a> were just the beginning&#8230;</p>
<p>The problem for &#8220;fan-based&#8221; projects is:</p>
<ol>
<li>Franchise and license opportunities are not available to &#8220;the little guy&#8221;. They&#8217;re not the large businesses <a href="http://www.blizzard.com/us/legalfaq.html" title="External link: Blizzard Legal FAQ.">Blizzard look for</a>.</li>
<li>If you sell a license it has to be worth something. So a &#8220;fan project&#8221; cannot co-exist with a franchised project that it (often inadvertently) conflicts with.</li>
</ol>
<p>There have been several examples over the last year where conflict has arisen. Unfortunately, I&#8217;m not able to publicly discuss all of them. Suffice to say the legal threats are very real: Suddenly one finds one&#8217;s self <em>liable</em> for lost earnings of the franchisee and Blizzard. That&#8217;s almost certainly more money than <em>you</em> have &#8211; few people are prepared to risk bankruptcy.</p>
<h3>On the Road to Damascus</h3>
<p>If Blizzard have had a change of heart, will anyone trust them? Sadly the answer is yes. Not least because individuals tend to confuse the company with its products. And the corpses of all those fallen add-on developers decay fast.</p>
<p>A marketplace doesn&#8217;t fit Blizzard&#8217;s culture &#8211; somewhat secretive, protective, and controlling of its work. But Blizzard seem very similar to <a href="http://www.apple.com/" title="External link: Apple.">Apple</a>. And Apple have managed to sustain a very successful iPhone store, full of applications created by independant developers. If both parties benefit, these uncomfortable partnerships can thrive.</p>
<p>Perhaps there is hope after all?</p>
<h3>Postscript</h3>
<p>The following day, in an interview with DirectTV, Rob Pardo was asked this question directly: Why Blizzard are endorsing commercial SC2 mods, while they have just outlawed commercial WoW mods? His reply was:</p>
<blockquote><p>&#8220;We&#8217;re not making money from the people that are doing third party things for WoW. It&#8217;s not really allowed to go out and make stuff around WoW without licensing it from us. It&#8217;s really us just protecting our Intellectual Property.&#8221;</p></blockquote>
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