Virtual World Evaluation
Transcription
Virtual World Evaluation
The Road To My Village: Evaluation, Description and Classification of Synthetic Worlds as Research Fields Marek Buzinkay, Leeds Met University office@buzinkay.net October 10, 2008 Abstract This short paper documents the way to objective 1 of my research project (http://www.buzinkay.net/research/). It argues and outlines the process of evaluation and selection of a specific synthetic world as the main investigation arena of my research study. Furthermore, it describes in short the four synthetic worlds that have been chosen and it also presents the Synthetic World Cultural Classification, which has been constructed. 1. Introduction Whereas we are represented in the real world with our physical body, we are in need of a digital representation in synthetic worlds. Such representations are called avatars, and, depending upon the virtual world setting, avatars can be chosen with different skills, style, sex, apparel, and race among other options. These options may vary from one synthetic world to another (Bartle, 2003), but normally avatars are 3-dimensional, interactive and controlled by the user via an interface. Their appearance can be changed to the player’s imagination, and they can collect, buy or sell artefacts of different value within a synthetic world. The term ‘synthetic world’ (Castronova, 2006) highlights the fact that these 3D worlds are of human origin, and that they are real in the sense of being a social and economic arena. As avatars represent us in such environments, they occupy an interesting position in an increasing cultural, social, political and economical environment. Populations of single MMOGs like World of Warcraft are bigger than states like Austria (around 8 Mio; compare Woodcock, 2008), and the GNP per capita of MMOG Norrath is somewhere between Bulgaria and Russia (Castronova, 2001). The social and economical importance of synthetic worlds may increase dramatically as currently isolated MMOGs will be connected in the coming years to a synthetic world-metaverse: avatars could cross the boundaries of their original MMOG without losing or changing their identity. The general aim of the research study “Avatar Narratives: Identity and Social Mobility in Synthetic Worlds” is to clarify social mechanisms in synthetic worlds regarding identity crafting. Avatar identity is seen as the core of any future theory about social mobility in synthetic worlds and should provide a better understanding of social activities in such environments. The main research question deals with the role of narratives in the creation of an avatar identity as well as their consequence for reputation and social mobility within synthetic worlds. This said, this research study should ask: o how an avatar identity is built upon narratives, o how the social network of an avatar contributes to the building of an avatar identity, o what role avatar identity plays in any social mobility theory in synthetic worlds, and o what media / applications can be used to generate such an identity of digital traces, for example text, images, screencasts . For a detailed outline of the research questions, see the final research study proposal. Synthetic worlds serve as a prime field of research for this study. They are the “natural” habitat of avatars and social online communities. Regarding the research questions, it becomes necessary “to dive into” the cultural space of avatars (and their communities) to participate, to observe and to interact with avatars to generate relevant data. This proceeding is due to the quality of data the study wants to reveal: rich descriptions of a culture. Ethnographic methods depend on access and contact to informants of specific (sub)cultures to collect data of origin, to understand their language and culture and to analyse the complex system of interaction, values and social order properly. As each culture on earth has its own cultural values, ways to communicate and to create social order, cultural questions can’t be generalized and be valid for all cultures, but first for the culture researched. In a similar way, this is true for synthetic worlds: o they differ in age, used technology, game type, game themes, o but also in computer pre-requisites, fee models, avatar interaction, avatar modelling functions and many more features; o players behind avatars have different motives (Yee, 2007; Ducheneaut & Moore, 2003 ) to play certain games and to interact with other avatars In all, the design of a synthetic world, the business model and the player base decide what kind of avatar culture will be established in a synthetic world. There are no research studies to explain the relationship between these factors, but some studies (Bartle, 2003; Quandt, 2007; Taylor, 2006; among others) and the diversity of synthetic worlds and their themes suggest that their cultures differ from one of other worlds. This said, it is important to reflect the process of selection of a synthetic world for such a research study. These steps are described in the following sections. 2. Existing synthetic worlds First of all, I started to compile a list of potential synthetic worlds. I used online resources (see section 9 “online resources”) to do this and finished with a first spreadsheet, listing different categories of role-playing games (RPGs): o Console-RPGs o Computer-RPGs o Tactical-RPGs o Rogue-like RPGs o Massive Multiplayer Online - RPGs Why role-playing games? Role-playing games give the player the possibility to interact with others. Some types of electronic games interact “only” with the computer (e.g. “Pacman”) or don’t use a virtual ego for interaction (“Chess”). Instead, roleplaying games offer features that enable to interact and to store artefacts, hence to create a culture of values and social order within a social space like a synthetic world. These cultures are a mix of imported (e.g. Schroeder, 2001) and developed social values, which makes it important to consider the cultural background of the dominant user group within a synthetic world, too. First selection This list generated around 1.500 single games. As a first step, I excluded some groups of games for the following reasons: o they don’t offer player interaction in persistent worlds ( ComputerRPGs) o they don’t use avatars as core element of game design ( TacticalRPGs, Rogue-like RPGs) o they are not persistent: synthetic worlds are generated at the beginning of a game session and stopped or erased at the end of a game session. Almost all Console-RPGs work this way. Some like “Home” of Sony are still under development or very young and in a Beta phase of testing. As a result, I focused on the remaining group of MMORPGs because they don’t show the characteristics outlined above. It is a pragmatic step to filter, but also a qualitative one: only MMORPGs can offer player interaction through avatars as their key element of design, player identity, and persistence. The list of synthetic worlds can be seen in the appendix of this document. The evaluation process This first selection reduced the list of potential synthetic My next step was to create evaluation criteria for the process of the remaining synthetic worlds. The goal synthetic world as the main research place and to alternative MMORPGs for additional data checks. worlds down to 197. following evaluation was to identify one have two or three I formulated criteria that must be met (“mandatory criteria” – section 3) and three groups of different-weight criteria (“other considered criteria” – section 4). Due to the huge amount of games, I developed a procedure to minimize the data collecting effort: 1. Step: all games to be checked for mandatory criteria 2. Step: all games to be ranked upon highest weighted criteria: any games with one K.O. or two 0-values will be excluded 3. Step: all remaining games to be ranked upon 0,5 weighted criteria: any games with two 0-values will be excluded 4. Step: sum up all criteria values for remaining games In the next sections, I will outline the evaluation process in detail. 3. Mandatory Criteria According to my evaluation process, the next step was to evaluate the entire list of 197 MMORPGs to establish whether they meet all mandatory criteria. If not, they would be excluded from further evaluation. Criteria definition The overall research study wants to analyse how avatar identity is created, how it supports and uses social capital and how social mobility is possible within and among synthetic worlds. Due to these objectives, a future study must be conducted in a proper cultural environment, means MMORPG, where these matter of facts can be found and researched. Otherwise, the data collected would not deliver answers from the proper cultural environment. I defined the following four mandatory criteria: 1. Avatars must be available: avatars are a part of the synthetic world. 2. Avatars are essential to interact among players: avatars can be controlled by the player and used to communicate to and interact with other players. 3. Avatars represent a different identity than the player itself: avatars are not a simple reference to the real person behind the avatar but have their own visual and functional characteristics, a social network of avatars and they are not reduced to display real-world skills, achievements and personal data (like age, sex, profession). 4. Avatars act in a persistent world: the synthetic world exists and ages also when avatars are not “online”. Next, I want to argue why I choose these criteria as mandatory. Avatar types Depending of the capabilities of our avatar, we can perform differently in those worlds. Regarding criterion 2, I would like to outline different avatar types (and their place of existence), to explain their distinct features and thereby to show the importance of this criterion. 1. 2D Avatar: this is the simplest form of avatar. A 2D avatar is a twodimensional picture of a face, upper body or complete body, mostly used in applications like forums, chats or VoIP and email clients. These avatars are very basic and can’t normally do anything than to show their “face”. 2. 2D animated Avatar: this is a normal 2D Avatar with some animations build in and also used in applications like mentioned above. The advance here is a more realistic and lively avatar. Some chat services use such animated avatars to ‘talk’ to customers. One avatar-based service like this is Stella (a chat-bot). Another form of animated 2D avatar are cartoon avatars (e.g. at Club Penguin). 3. 2,5D avatars like in many virtual games (e.g. Papermint, Habbo) show some 3D perspectives by applying a certain viewing angle through the interface to the avatar. They are limited in their moves, and they can communicate to each other. Often, they can also collect objects and “buy” artefacts. 4. 3D avatars: the main difference to 2,5D avatars is the new won perspective. The viewing point can change between first person and bird view, sometimes 360 degrees. 3D avatars can move almost naturally in their virtual environment and communicate via chat among them. Example: Entropia. 5. 3D editable avatars: typically, this type of avatar can collect objects and change their appearance (like clothing, hair cut and the colour of eyes). Such avatars exists in worlds like ‘There’, ‘Kaneva’ and ‘Metaversum’. 6. 3D knowledge avatar: this type of avatar is the highest form of available avatars. Such avatars can not only change their appearance, but: add new gestures add new skills add and create new artefacts create note cards and more. The best example for a 3D knowledge avatar is an avatar in SecondLife. Avatars below 3D are of minor value for this research study not only because of low interaction functionality, but also in form of avatar identity creation (criterion 2). Where we can’t add distinct features and visual characteristics to our avatar, avatar identity crafting is very limited (mandatory criteria 3). Criterion 3 is the core criteria of the entire research study: the study doesn’t want to research the player-avatar relationship, but the process of identity creation of the avatar itself through the community of avatars. Avatars are “born” with the creation of a database account in a synthetic world, but their identity as “independent” avatar is a process of months and years. If there is no need in a specific synthetic world to create such type of avatar identity, this environment is not considered valuable for this study. The general aim of the study is to clarify not only the identity creation process, but also the possibility to transfer avatars from one world to another – including their identity. Evaluation process and result I used my list of 197 MMORPGs to access online information about each synthetic world. During this data collection process, I identified YouTube screencasts as a quick way to ask for the mandatory criteria. In contrast to official screenshots and trailers of game producers, YouTube screencasts have been produced by users recording their game. This is far more valuable, because it showed the MMORPG in action. This means, most of the time it displayed true avatar interaction. In a few cases, YouTube videos were not available. In this case I used only the official websites as data source. The result of this process was that 116 MMORPGs didn’t meet all four mandatory criteria and were excluded. The remaining 81 MMORPGs will be further evaluated, which is described in the next section. The complete evaluation sheet of all 197 MMORPGs is available in the appendix. 4. Other Considered Criteria In this section, I will discuss the nomination of other considered criteria for my evaluation process as well as the process itself. Useful criteria After excluding more than a half of MMORPGs from my list, I still had 81 to analyze and to evaluate to choose one as my prime arena for field research. Therefore, I developed a list of additional criteria: o History and likely future of a MMORPG o Main activity time frames o Customizable avatars o Operating system o Existing synthetic world economy o Game specific networks o Member base o Game engine type o Costs o Research literature o Research data Why do I have to consider them? I want to describe each one of these criteria and explain their value for my research project. I also had to weight them because one criteria may be more important to the project than another. 1. History and future of a MMORPG: this is a very important factor, because I have to be sure that the MMORPG will be available for the next 18 months (of my research project) and hopefully longer (to conduct other research projects); “history” means also that I need a research environment for my project with an already established virtual society and cultural values. Weight: 0,75 2. 3. 4. 5. 6. 7. 8. Values: 10 points (“established history”, “bright future”), 5 points (“just started”, “bright future”), 0 points (“established history”, “future undecided”), K.O. (“no future”) Main activity time frames: this is a very important factor too. The question is: “When does avatar interaction mainly occur?” This may depend from group to group, but also from server to server. Server in East Asia have other main activity time frames than in the US or Europe. I have to make sure that I would be available almost every day during the main activity time. In my case, these are the evening hours. Weight: 0,75 Values: 10 points (21.00 – 02.00, UTC+1), 5 points (07.00 – 16.00, UTC+1), 0 points (16.00 – 21.00, UTC+1), K.O. (02.00 – 07.00, UTC+1) Customizable avatars: the third very important feature is if users can customize their avatars. This is important for role-playing and identity crafting as avatars can distinguish themselves from others. Weight: 0,75 Values: 10 points (“fully customizable”), 5 points (“limited customization”), 0 points (“only standard customization available”) Operating system: synthetic worlds normally need client software to be installed on a local computer to connect to a central game server. This client software must run on a given operating system (OS), but is not always available for all existing OS. As I have limited resources, I only can provide notebooks running on MacOS or Windows. Weight: 0,5 Values: 10 points (Mac OSX 10.3 and above, Win2000), 5 points (WinXP, Vista), K.O. (Linux and others) Existing synthetic world economy: If the game design enables a inworld economy (currency system, trading), a richer society and culture will develop. This is important to my research because it would allow exploring deeper into social networks, social capital and reputation mechanism. Weight: 0,5 Values: 10 points (“available”), 0 points (“not available”) Game specific networks: for triangulation of my field data (participative observation, informant interviews etc.), I need other sources of game culture and avatar interaction in addition to …. Good sources are social networks outside of a synthetic world, either in form of discussion boards, social media platforms or other social software applications. Weight: 0,5 Values: 10 points (“available”), 0 points (“not available”) Member base: as I want to observe and to live with avatars, I need an existing population. Established culture and rules can be expected within a synthetic world, where large populations exist and interact. Weight: 0,5 Values: 10 points (“more than 500.000 players”), 5 points (“more than 100.000 players”), 0 points (“more than 50.000 players”), K.O. (“less than 1.000 players”) Game engine type: depending on the game engine type, avatars can be found in different flavours: as 3D, 2,5D and 2D avatars. For my research project, 3D avatars are preferred due to the fact identity crafting and interaction is best possible in a 3D environment. Weight: 0,5 Values: 10 points (“3D game engine”), 0 points (“2,5D game engine”), K.O. (“2D game engine”) 9. Costs: I don’t have any external funding to my research project, so my financial resources are limited. Therefore, costs of acquisition and monthly fees must be considered. Generally, those fees are low. That’s why the weight of this factor is low too as I can afford most of the games. Weight: 0,25 Values: 10 points (“for free or almost free”), 5 points (“more than 15 Euro / month”), 0 points (“more than 30 Euro / month”), K.O. (“more than 50 Euro / month”) 10. Research literature: In recent years, books became available to different synthetic worlds. They don’t deal with synthetic worlds as I do in my research project, but discuss other social, political, economical, educational or psychological aspects of synthetic worlds. This could be interesting or in some way helpful for my own research. Weight: 0,25 Values: 10 points (“available”), 0 points (“not available”) 11. Research data: As books, data became available to different synthetic worlds, but are hard to find and to access. Data exists sporadic, scattered in the web to social, political, economical, educational or psychological aspects of synthetic worlds. This could be interesting or in some way helpful for my own research. Weight: 0,25 Values: 10 points (“available”), 0 points (“not available”) Concluding, these non-mandatory criteria must have displayed my own resources to the project (time, money, access), a solid and beneficial research environment as well a favourable sphere for an avatar identity culture. Data collection After selecting my evaluation criteria, I had to collect the appropriate data to all of the remaining 81 synthetic worlds. In fact, as I encountered a K.O. value for a specific MMORPG, I stopped the acquisition of other criteria data and went to the next data set. The sources for this type of data were mainly the official websites of single synthetic worlds. Alternative sources were discussions boards ( “future of the game”, “main activity time frames”, “game specific networks”, “member base”) as well as search engines in particular ( “research literature”, “research data”). The top 10 synthetic worlds are listed in the appendix showing all values from the evaluation process. 5. Outcome, Forecast and Conclusion In this section, I want to summarize the results of my synthetic world evaluation process as well as to describe my future research arena. Additionally, I want to present my alternative synthetic worlds for data collection and triangulation. Concluding, I will outline my next steps into a new world – a researcher’s journey “to leave for my village”. One aspect of my evaluation process, the construction of a synthetic world cultural classification, will be presented in section 6. Outcome The remaining 81 synthetic worlds were listed and evaluated according the criteria defined (see section 4) and data found. The result at the top of the list was very close and so I decided to add an extra-vote to the evaluation: my personal sympathy toward a synthetic world. As I will research (this means “to live for hours every day”) in a certain synthetic world, I will have to like it at least a little bit. This is not only reasonable (to keep the motivation high throughout the complete research project), but also important (to identify with its own role, avatar and game surrounding) to engage deeper with the new culture. The top 4 synthetic worlds are: 1. Entropia Universe 2. Second Life 3. Roma Victor 4. World of Warcraft I will use Entropia Universe (see description below) as my main research environment. From my understanding, Entropia Universe has not been included in research projects yet (maybe because it’s a synthetic world mainly used by European players). Second Life can be useful as reference because – like Entropia – it is less a game than a virtual world. Roma Victor seems to be a very interesting concept of a historical surrounding with elements of trading and developed society. Finally, World of Warcraft can be useful as a reference because it is maybe the most researched synthetic world right now. Entropia Universe Entropia Universe is based on a virtual planet called Calipso somewhere in space. The settlers from Earth are in a constant battle for survival against virus-infected robots, but they also have to make their daily living through hunting, mining, trading and manufacturing. Besides that, there is also a diverse cultural life on Calipso with art galleries, TV stations, many events and night clubs. On Calipso, colonists can make their living by selling their products (and exchange the Calipso currency against the US$), but colonists have also to invest into real estate, tools, weapons, clothes, e.g.. From a social point of view, colonists form groups or societies to band together and utilize their diverse skills for the sake of the group. URL: http://www.entropiauniverse.com/ SecondLife SecondLife (SL) is a synthetic world simulating the real world in certain areas: not all avatars looks like humans, but most do. The world is similar to the world on Earth, and the main component of play is entertainment. There is no ultimate goal to reach, but to socialize and to have some fun. The features of SecondLife are quite unique: users have the possibility to create their own digital artefacts, to distribute and to earn money. They can build they own houses with imagination as the only limit. Many FirstLive companies, institutions and individuals have their representations in SecondLife for commercial purposes. SecondLife is a very popular synthetic world and the frontrunner when media talks about virtual worlds. It has more than 12 million registered users, and 1,2 millions are considered active (logged-in in the past 60 days; see also http://www.massively.com/2008/07/09/second-life-daily-news/). The hype in 2006 lead to high expectations, one-time users and to massive withdraw of advertising money. The damaged image of SL may be the start of a slow decline of this innovative synthetic world concept. URL: http://secondlife.com/ Roma Victor Roma Victor is a non-fantasy MMORPG based on the Roman Empire at 180AD. Players in this synthetic world will find a historical environment, an in-game economy and a realistic scene. The game isn’t as popular as Entropia, SecondLife or World of Warcraft, but has a dedicated memberbase of players (the number is estimated around 5.000). URL: http://www.roma-victor.com/ World of Warcraft World of Warcraft plays in the world of Azeroth, a land divided between humans and orcs. Both fractions battle for superiority and form guilds for raids on the enemy. The single player can choose a fraction and a race as well as a personalized “face”. This warrior / magician / healer (or other social role) is asked to discover the world of Azeroth, to fulfil quests and to collect experience points to improve his/her social status within a guild and the world of Azeroth. World of Warcraft started in 2004 and is by far the most popular MMORPG today. It has more than 10 million subscribers (compare Woodcock) and is based on a monthly-fee model. Several research projects have been conducted within World of Warcraft, mainly because it is such a popular synthetic world. A good example for research literature using World of Warcraft as a research environment is the “World of Warcraft Reader” from Hilde Corneliussen and Jill Walker Rettberg. URL: http://www.wow-europe.com/ Forecast: next steps into new world Selecting these four synthetic worlds for further analysis and research, the next step will be to study game rules, pre-requisites and social network of players before engaging in the respective world. It will be the starting point of a pilot study in Entropia Universe, where the methods of ethnography, the most critical factors of my research project and the necessary pre-requisites for objectives 2, 3 and 4 will be checked, reviewed and tested. In the next and last section, I will outline a by-product of this phase of my research project, a synthetic world cultural classification. 6. Synthetic World Cultural Classification One aspect of my evaluation process was to use the collected data and to construct a classification of synthetic worlds. I will describe the process and the features of this classification in this last section. Building a classification Classifications are used to structure a field of knowledge and create a system of relationships and describing attributes. The typical way to construct a classification is to use a taxonomy, which is a set of defined terms in hierarchical, parent-child relationships. The disadvantage of a taxonomy is that it is built upon a singular view or angle. But we can look at a knowledge field from different sites and describe diverse aspects of it. By contrast, a faceted classification allows the assignment of multiple classifications to an object (synthetic world), enabling the classifications (like this one) to be ordered in multiple ways. Existing game classifications Using a faceted classification means first to identify different dimensions of an object. The resources I visited to generate my list of synthetic worlds (see section 8, “online resources”) already used some kind of classification for their own site navigation. The most common dimension was “game genre”, a widely used aspect to cluster MMORPGs in a convenient way. A scientific classification of games was created by Espen Aarseth, Solveig Marie Smestad and Lise Sunnana (2003) and was called “a multi-dimensional typology of games”. It is built on a general typology of textual communication (Aarseth, 1997) and is valid for all games in virtual environments. The main dimensions are space, perspective, time, player structure, control and rules. As the dimensions indicate, all kind of computer games can be indexed within this classification. More general faceted classifications follow a general structure recommended by S. R. Ranganathan (1989). This classification is also called Colon Classification (CC). It uses five main facets to describe an object: personality, matter or property, energy, space and time (see also Chan, 1994). From my perspective, I wanted to create a classification for synthetic worlds only (not all games), to describe them by cultural and less technical dimensions and to use a faceted classification to do this to provide different views to a MMORPG. The outcome is the Synthetic World Cultural Classification. Synthetic World Cultural Classification The Synthetic World Cultural Classification consists of four dimensions: 1. Game genre: Game genres are widely used in the gaming industry to describe the main content of a synthetic world. I used the following genres: fantasy, mythology, history, sci-fi, first-person shooter, sports, object simulators, virtual life simulation. 2. Main activity context: in contrary to genres, "main activities" describe typical challenges in a synthetic world. I identified the following main activities: life in space, maritime, martial arts, modern life, modern war, post-apocalyptic survival, trading. 3. Cultural background: "Cultural background" describes the setting of a synthetic world, the cultural influences and artefacts that dominate that world. I distinguished the following cultural backgrounds: ancient Egypt, Celtic, East Asia, Greek / Roman, Hindu, mediaval world, prehistoric, western world. 4. Game engines: "Game engines" describe the type of perspective used in a synthetic world. Although this is "less cultural relevant", it can indicate the age of a synthetic world as well as have some consequences for the synthetic world social life itself. I distinguished the following game engines: 3D, 2,5D, 2D and text-based. The entire classification including 157 synthetic worlds can be found at http://www.buzinkay.net/research/classification/classification.html. It includes a list of all 157 synthetic worlds and their values of the four dimensions. All dimensions and their aspects can be browsed separately. 7. References Aarseth, Espen & Smestad, Solveig Marie & Sunnana, Lise (2003). A MultiDimensional Typology of Games. University of Utrecht. Aarseth, Espen (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore and London: The Johns Hopkins University Press. Bartle, Richard (2003). Designing Virtual Worlds. Berkeley: New Riders Games. Castronova, Edward (2006). Synthetic Worlds: The Business and Culture of Online Games. Chicago: University Of Chicago Press. Castronova, Edward (2001). Virtual Worlds: A First-hand Account of Market and Society on the Cyberian Frontier. Report Working Paper no. 618. München: Centre of Economic Studies and Ifo Institute for Economic Research. Chan, Lois Mai (1994). Cataloging and Classification: An Introduction. 2nd ed. New York : McGraw-Hill. Corneliussen, Hilde G., und Jill Walker Rettberg. 2008. Digital Culture, Play, and Identity: A World of Warcraft Reader. The Mit Press. Ducheneaut, Nicolas / Moore, Robert J. (2004). “Let me get my alt:” Digital identiti(es) in multiplayer games. Palo Alto Research Center (PARC). Quandt, Thorsten, Jeffrey Wimmer, und Jens Wolling. 2007. Die Computerspieler: Studien zur Nutzung von Computergames. 1. Aufl. Vs Verlag. Ranganathan, S.R. (1989). Colon classification. New Delhi: UBS Publishers Distributors. Schroeder, Ralph (Ed.) (2001). The Social Life of Avatars. Berlin: Springer Verlag. Taylor, T. L. 2006. Play Between Worlds: Exploring Online Game Culture. The Mit Press. Woodcock, Bruce, MMOG subscriptions, [internet] available from http://www.mmogchart.com/charts [accessed 05 May 2008] Yee, Nick (2007). The Proteus Effect: Behavioral Modification via Transformations of Digital Self-Representation, Dissertation, Stanford University. 8. Online Resources To create a list of role-playing games, I used the following online resources [all accessed May 15-25, 2008] : MMORPG.com http://www.mmorpg.com/ MMOSITE.com http://www.mmosite.com/ MMPLAY.de http://www.mmplay.de/ Source Movies http://www.source-movies.co.uk/ Drosi.de http://www.drosi.de/rezensionen_c.htm#COMPUTERSPIELE Gamezone.de: http://www.gamezone.de/ Wikipedia – Computergames http://en.wikipedia.org/wiki/Online_game 9. Appendix other reasons not consistent no Avatar Identity no Avatar play no Avatar Evaluation sheet MMORPGs: “must criteria” This first table sums up the evaluation of MMORPGs mentioned above. First, you will find a list of MMORPGs, which have not been considered for further evaluation because one of the four mandatory criteria was missing (this is marked with an “x” in the specific column). Further below, you will find the list and result of MMORPGs, which have been evaluated also for the additional criteria. Not considered: 3B A Tale in the Desert Active worlds Adventure Quest Amazing world Asiantown Audition Online Dance Ballerium BaoBao-BengBeng Barbie girls Beanie Babies Blitz 1941 Blue Mars Bots Chaotic City of Heroes Citypixel Club Penguin Continuum Corum Online Crossgate Cybertown CyWorld Dark Sun Online: Crimson Sands DarkSpace Diaspora Dofus Doppelganger Dragon Raja — 2D Fantasy DragonRealms Dransik Dream of Mirror Online x x x 2D not online yet Asian community Asian community ? Chinese interface x x x not online yet Future ? x x x x 2D x x x x Future? Korean x x not online x x 2D x 2D Retro Fantasy Dune Generations Dungeons & Dragons Online Earth Eternal Emil Chronicle Online Empire of Sports Eternal Wars x Chinese interface x Not considered: Eudemons Online EVE Online EverQuest Online Adventures Face of Mankind Fallen Sword Fantasy Westward Journey Fiesta First-person shooter Flight simulation games FlowPlay Frenzoo Fung Wan Online Furcadia Furcadia Gaia online Gekkeiju Online GodsWar Online Grid Club Helbreath Ikariam Infinity: The Quest for Earth Jumpgate LaTale Legends of Future Past Lego Universe Lunia Mafia Death Magical Land Magi-Nation Mankind MapleStory Megami Tensei Online Meridian 59 Mycosm Myth War Online Navy Field Neocron 2 Nexus: The Kingdom of the Winds other reasons not consistent no Avatar Identity no Avatar play no Avatar east Asian interface minor social interaction 2D Chinese servers x Playstation 2 only x x Chinese interface x x x x HongKong community Chinese x 2D, future? 2D minor social interaction 2D 2D 2D x ? x ? x 2D x x 2D x Chinese (?) interface x x x 2D Japanes interface future? not online yet 2D x x 2D E-asian community x SE-asian community x x Not considered: Project Visitor (formerly 10six) Ragnarok Online Runescape Sangokushi Online Seal Online Shadow of Legend Shattered Galaxy Shot-Online Society Space Cowboy Online Star Sonata StarQuest Online Stick Arena Tales of Eternia Online The 4th Coming The Realm Online The Sims Online Tibia Toontown Online Trickster Online Twinity Ultima Online Urbandead Uru Live Utopia Online Virtual Magic Kingdom Wakfu Westward Journey World War II Online Xiah Yogurting Yohoho! Puzzle Pirates Yulgang Zero Online Zhengtu meets all must criteria other reasons not consistent no Avatar Identity no Avatar play x no Avatar Nostale Ogame Perfect World Planetarion Popomundo PowerUp: The Game x 2D 2D Chinese Korean (game time) 2D x x x x 2D x x Japanese 2D 2D closing August 2008 2D Japanese 2D x 2D x x 2D 2D 2D, chinese x online availability ? Korean x Korean East-Asian servers 2D Entropia Second Life Roma Victor World of Warcraft EverQuest II Age of Conan Lineage II Star Wars Galaxies Dark Age of Camelot Moove online 9Dragons ArchLord Kaneva Pirates of the Caribbean Online There HiPiHi The Lord of the Rings Online The Matrix Online Guild Wars The Legend of Mir 3 Habbo Hotel ROSE Online Wurm Online Anarchy Online Dark and Light Final Fantasy XI Hellgate: London Knight Online Metin 2 Regnum Online Richard Garriott's Tabula Rasa Soul of the Ultimate Nation Asheron's Call Cabal Online Pirates of the Burning Sea Rappelz Red Light Center Voyage Century Online Horizons: Empire of Istaria Irth Worlds Mabinogi Maid Marian Minions of Mirth MU Online The Saga of Ryzom With Your Destiny Rakion Shadowbane Cronous Dungeon Runners RF Online Mythos Tales of pirates Conquer Online Silkroad Online Darkeden VMK Nicktropolis AWplanet 2Moons Active Worlds Adellion Ashen Empires Awomo Champions Online Concerto Gate Dark Ages DECO Online Eternal Lands Fairyland Frugooscape FusionFall Granado Espada Moparscape Mortal Online OZ World Priston Tale Requiem: Bloodymare Rubies of Eventide Tantra Online Uncharted Waters Online Zu Online Memberbase Game engine type Sum I 10 10 10 0 5 10 5 0 0 0 10 0 10 10 10 10 10 10 10 10 10 10 10 10 10 10 0 10 10 0 5 10 5 10 0 10 10 10 10 10 0 10 10 10 10 10 10 10 48 5 48 10 39 10 42 5 40 5 39 5 39 5 39 5 40 5 39 10 39 5 39 5 Sum II Games specific networks 10 10 10 10 10 10 10 10 10 10 10 10 Personal Vote Existing SW economy 10 10 10 10 10 10 10 10 10 10 10 10 Research Literature OS 10 10 10 10 10 10 5 5 10 10 10 5 Research Data Avatars customizable 10 10 5 10 10 5 10 10 10 5 5 10 Costs activity frame Top 10 synthetic worlds Entropia Second Life Roma Victor World of Warcraft EverQuest II Age of Conan Lineage II Star Wars Galaxies Dark Age of Camelot Moove online 9Dragons ArchLord Future Evaluation sheet top 10 synthetic worlds This sheet shows the best evaluated worlds according to my criteria list. The points can be seen in the specific columns, “Sum II” indicates the total points for the evaluation 0 0 10 53,75 0 0 5 52,5 0 0 10 46,25 0 10 0 46,25 0 10 0 43,75 0 0 5 42,5 0 10 0 42,5 0 0 5 42,5 0 0 0 41,25 0 0 0 41,25 0 0 0 40 0 0 0 40