Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Sunday, March 8, 2009

My Freewrite on WoW

I find it fascinating how online/virtual cultures have been created. World of Warcraft, for example, is most certainly its own world, full of spaces, vegetation, races, living creatures, food and liquid for sustenance, conflicts, and communication. The only difference, pragmatically speaking, between WoW and the physical/actual world is the monthly membership cost. Aside from that, WoW is a legitimate community and culture. Ever since I have begun taking Anthro 128C, I have opened my eyes to the virtual realms that, I now see, are real and somewhat tangible, but tangible no less. In WoW, people of different races, classes, and hybrids of race and class, as well as different skillsets, form guilds together that utilize the diverse array of skillsets in WoW to raid a giant enemy creature. Some slay, some curse, others heal, and they may even take turns using the different abilities. The point is, those people, miles apart in the physical world, share an intimate space within the virtual world of Warcraft and form bonds and achievements as one unit. Physical space and intimacy are no longer required to stay together. The non-physical world is existent and real.

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This is my first post on the blog for the year, and I decided to post a freewriting exercise I did to ease my writer's block that has paralyzed me from posting on the blog. I have only played WoW for a sum of 25 minutes, so this post may not be accurate of the world. However, I wanted to share my freewrite as proof of my growth from the class and my growth as a writer. Thanks for reading!

-Geraldo

Wednesday, February 25, 2009

WoW promoting torture and murder?

Thought I would share this interesting review regarding the new "Death Knight" class introduced to World of Warcraft along with the most recent expansion. It's a fairly dated article, but I feel it's still relevant to the sentiments of those concerned with any adverse affects violent games may have on players, as well as the subtle messages that may be promoted through gameplay.

I can't agree or disagree with the reviewer's stance that the forced roleplaying aspect of the Death Knight's initial storyline promotes bloodthirsty and psychopathic virtual behavior because, well, I've never actually played a Death Knight or experienced the gameplay that goes along with it. What I've come to understand from this article, however, is that some players object to Blizzard's decision to force them to torture, maim, and kill. The Death Knight is apparently an extreme form of constricted role play with little beginning options as to where to go and what to do. As opposed to players picking and choosing their quests and objectives within the vast universe of WoW, anyone with a Death Knight is required to advance through a premeditated storyline before stepping out in the freer world of the actual game.

I recently created a Blood Elf character for my class research, and I recall having to complete quests which required that I kill a certain amount of non-hostile animals. The difference being, of course, that I chose to do the quest and I wasn't shuffled right along on a direct storyline path. I also acknowledge that the Blood Elf, as allied with the Horde side of the game, is apparently supposed to be an "evil" class. However, the underlying plot of WoW is obviously war; and in war, there are two sides to every story. I don't necessarily agree that there are good factions and bad factions within WoW, just severe disagreements and misunderstandings.

In any case, players are required to have already played a level 55+ character in order to play a Death Knight, and I'm far from that. As such, I admit to having very little direct experience with the similarities and differences of the Death Knight and Blood Elf classes. However, the article does reveal some fascinating elements of a virtual world's variable gameplay and how even the slightest constrictions create in-game animosity.

Monday, February 16, 2009

Virtual Conferencing

As you all may know, virtual worlds such as Second Life offer businesses the ability to hold virtual events online. Some of you may have even taken a course here at UCI where classes were held within Second Life. This is a growing phenomenon and, as I discuss below, has a number of advantages for businesses. An article in Virtual Worlds News reports that with the downward trend of the economy more businesses are projected to cut back on travel expenses. As a result, virtual conferencing has been viewed as a way for businesses to cut travel costs. Although face-to-face interaction is an essential aspect of business relations, face-to-face meetings are not always necessary, not to mention that they are costly. Telepresence solutions such as video conferencing and virtual world collaborations provide a viable alternative for businesses. And as the technology for video conferencing and virtual world solutions improves and is more directed to business needs, companies are finding it a more attractive option. To illustrate the significance of video conferencing on business, Gartner predicts that by 2012 2.1 million airline seats will be replaced by virtual conferencing alternatives.

Virtual events businesses, such as Corporate Planners Unlimited in Second Life, have expanded their services to take advantage of the growing industry. Corporate Planners Unlimited offers standard sessions and networking events as well as team –building exercises such as skydiving and treasure hunts. These virtual planners give businesses a variety of creative options in much the same way real life events planners do, but at a cheaper price. For most business though, it is not a matter of doing away with physical events and face to face meetings completely, but about finding applications and ways of blending the virtual and real worlds together.