![]() ![]() Linden's Peter Gray just explained to me how that works: Now, eligible Blocksworld creators will also be able to redeem Blocksworld coins for real money. To date, Blocksworld players have published more than 2.7 million creations, and more than 700,000 player-created models are currently for sale in the marketplace. The Blocksworld coins that creators earn can be used to purchase additional content within the app, including themed building sets and models. After watching it, I got to chatting with Jim on Facebook Messenger (of course), and he made some really interesting points about scaling VR-enabled virtual worlds I'll discuss in a future post.īy the way, here's the video I shot of the Suzanne Vega show in SL which happened (wow) almost exactly ten years ago:Ĭontinue reading "Scaling Single-Sharded Virtual Worlds: Eve Online & Second Life Vet Jim "Babbage" Purbrick Explains" »īlocksworld from Linden Lab is now available for iPhone (in addition to iPad), and that transition comes with a pretty big announcement that hasn't gotten much coverage: Interestingly, judging by concurrency rates, Eve Online is slightly less active than SL.What Suzanne Vega's appearance in SL (see video below) taught Jim about scaling.Discussing Linden Lab's "firebreak" strategy to stop grey goo attacks in SL.Now at Facebook himself, Jim explains how he helped scale Second Life during its high growth period, and just as important, connect it to the web through APIs, then went on to do the same with Eve Online. I'm highly biased but I think this presentation by my pal Jim "Babbage Linden" Purbrick gave to Facebook developers recently is pretty damn interesting: It's important to see upcoming virtual worlds we write about a lot, specifically High Fidelity and Project Sansar, in relationship to MMOs like these that are launching around the same time:Ĭontinue reading "Can High Fidelity & Project Sansar Compete With MMOs Like Worlds Adrift?" » With no rules or boundaries, you create your own adventure. There's no XP or leveling-up, your progress and skill will be driven by accumulating knowledge and artifacts, not by mouse clicks. Experience truly emergent gameplay with no set missions or quests in a huge multiplayer sandbox. Join thousands of players in a shared world at the same time and explore a vast sky of procedurally generated islands. To me this captures the magic that made Minecraft so massive, translated into truly massive MMO scale: Worlds Adrift is a persistent sandbox - every tree that falls and every item crafted will exist and remain where it is forever, until you or someone else interacts with it. I told you about the island creator for Worlds Adrift, now look at some of the fantastic islands beta users have already created and seen incorporated into the single-shard MMO: ![]()
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