This is immensely intriguing – not just as something I quite fancy having a go at (just “for the lulz”, as the kids say), but from a conceptual point of view – The Passively Multiplayer Online Game.
Basically, PMOG is a browser extension that makes a game out of visiting websites – but as the name suggests, it does so passively. It doesn’t demand tasks of you as a player, but instead presents you with opportunities for play that you may (or may not) decide to take up.
“Passive-ists aren’t asked to roll for initiative and then take part in a full-on turn-based combat. Rather, moments of combat and gifting invite the player briefly into the gameworld. This is not the same as the strategic blow-by-blow that makes Dungeons and Dragons style combat so engrossing. PMOG’s fun is often the fun of discovery and misdirection.
This is the point in the design process at which the internet really became physical for me, and the aesthetic decisions stem from that. Mines, the first tool I’d designed, were initially meant to be crafted by players from flotsam they’d collected on websites like so much primordial goo. Now they’re prefabricated tools you can buy, trade, set, or detonate. The imaginary world of the internet in my mind became a city that had been built over and over again, a sprawling maze of secrets.”
Go read that article. It’ll take you maybe five minutes, but it’ll be worth it. Not all landscapes are physical.
Following on from my mention of the Dune Project roleplay sim in Second Life, here’s an article on New World Notes that talks about another roleplay sim that looks far and away better developed, coded and styled:
[Image lifted from original article at New World Notes blog; please contact if removal is required.]
“There’s a pretty elaborate backstory to CoLA , but to sum up: you are playing in a world that saw the Apocalypse but forgot to die. Most of humanity is wiped out, undead, mutated or cursed. As a role-player you get a nice spread of species to choose from, so no matter what mood you’re in, we have you covered.”
Much like the Dune Project, it looks a little too hardcore for me – I left my roleplay days behind long ago, not through any sense of shame but through lack of time to devote to them. But it’s interesting to see these things develop – sure, there are plenty of MMORPGs out there, but the way that Second Life can act as an adaptable host platform for a multitude of different user-created games is nothing short of unique. When the server code goes open-source and peer-to-peer, things are going to get very strange very quickly.
Man, I’ve been badly slack on posting here, apart from the link dumps. What can I say, I’ve been a busy person. But today I saw a little gem of a post about the economics of online games and I have half an hour to spare… Continue reading Online economies reach across the divide
We’ve featured plenty of case-mods here on VCTB, but we’re always astonished by just how far people can take an idea and run with it. Continue reading More case-mod goodness…Mountain Dew, anyone?
Swapping the nine-iron for a battle axe (+2 vs. undead)… Continue reading Online gaming…the new golf?