Apple tablet for web, books, movies, and interactive story?

Apparently Apple is asking Australian media companies if they want to put their content on its upcoming tablet computer. The Sydney Morning Herald goes as far as to say:

It will have a touch screen and be targeted at users who mainly want to surf the web, read books and newspapers or watch movies.

Seeing what the iPhone did for the mobile web and applications I can’t wait to see what it does for books. But more than that I’d like to see it be a catalyst for new forms of media; like webcomics or dare I say interactive story.

The Apple tablet will truly put the viewing experience in your lap and well within reach of your fingers. Think of doing more than hitting pause and play? It seems the perfect place to experiment with interactive story. Now if only Genkii would launch their One Coin comics platform.

And who knows, maybe it’ll stir up some excitement in virtual worlds again.

Hollywood needs to go real-time

As the article on CNet explained, Hollywood’s world is dieing. It almost brings a tear to my eye as an aspiring screenwriter. I was hoping to slip into the industry before the collapse. Looks like I may be a little too late.

The past weekend, at a conference on the USC campus, Disney CEO Bob Iger said the “business model that formed the motion picture business…is changing profoundly before our eyes.”

Iger warned that studios must make profound changes, “or you will no longer have a business.”

It’s the same for all old media, their lock on distribution and production is fading and with it their massive profits. Hollywood needs to find a new way, but as anyone knows – change is hard. There are some who are trying to lead the way as I saw at the 2009 Screenwriting Expo where Anthony Zuiker was pitching is digi-novel Level 26. I was lucky enough to also catch Zuiker at the Virtual Worlds Conference in 2007 where he introduced the famous CSI Second Life episode and tie-in. I’ll give Zuiker credit, at least he is trying as he says, to merge Hollywood and Silicon Valley.

Returning to work after the screenwriting expo Monday I got to hear about the deep scars previous attempts to merge Hollywood and Silicon Valley had left behind. Visual Purple‘s roots are actually in interactive story or better known in the 90’s as interactive movies, producing such hits as Silent Steel and Blue Force. They’ve also worked on countless projects with Hollywood that went no where. Hollywood and Silicon Valley are of two different cultures – one doesn’t get story, the other can’t admit failure. But as they say, necessity is the mother of all invention and Hollywood needs something new.

What we can expect from Hollywood in the next few years:

  1. A rush to ancillary sales – Disney has maximized this model with their theme parks
  2. Smaller budgets – this isn’t any surprise as they try and ratchet back expenses
  3. Experimentation with SaaS (Software as a Service) type model – maybe we can call it MaaS (Movies as a Service) but it’s pretty much the same thing as games moving to subscriptions with the likes of WoW

The last one, the SassS model, might be new for some people but it’s one of the only surefire ways to make money on the Internet. The only problem is how do you cram movies into such a model, something where the movie itself is in real-time and can only be experienced if you’re connected. You have to tie the entertainment value to the server, not just try to encrypt or lock down a video file. But how would that look? What would it be like if movies were real-time?

Call it real-time story or interactive story it’s something I’ve been experimenting with for years. And for the last few months I’ve actually been building it at Visual Purple. Every day I work with Virtual Worlds, NPCs, and a story engine to create real-time story. There are others creating real-time story as well. MMO developers are creating story worlds, which are a type of interactive story. Narrative in video games are another form. However all of them are still not that similar to the movies Hollywood was built upon. At Visual Purple we’re building training simulations – they have story but when was the last time you paid $10 to watch a training movie? But the technology is there and evolving. When movies were new they were almost nothing like what we see today in theaters. Many just captured vaudeville acts. But they evolved and the same will be true with interactive story. The situation today is similar to what the early film pioneers dealt with at the turn of the century. The technology and production quality will improve as it did for video games and artists will learn how to create drama using the tools. It’s an exciting time and it might just be the next big thing in Hollywood.

Sneaky suspicion Apple is about to release a virtual world

It looks like Nokia, or at least their investment arm is looking at virtual worlds.

The Wall Street Journal today is reporting that Nokia Growth Partners, with $350 million under management, is actively looking to invest in virtual worlds. Reporting from the VentureWire Technology Showcase in Redwood City, Calif., today, the news service writes that Mary McDowell, executive vice president and chief development officer at Nokia, said the fund is “particularly interested in investing in start-ups innovating in payments and transactions, analytics and advertising, and gaming and virtual worlds.”

Virtual worlds might seem an odd investment for the Nokia at first glance, but they might be thinking:

  1. Social networks will naturally evolve to 3D
  2. Virtual worlds are all about entertainment and outside of games and streaming videos there isn’t much of that on the Web
  3. There is great potential for augmented reality in virtual worlds
  4. Kids get virtual worlds
  5. Outside of games and social networks, virtual worlds are ripe for virtual goods

Nokia could be looking at any of these or more, but if they have reason to invest in virtual worlds the same could be true for Apple with its iPhone. Especially if they’re coming out with a tablet / e-reader as everyone suspects. Soon they’ll offer a whole suite of mobile devices and what would be better than being able to connect them all with a social network like Facebook? The only problem is they don’t own Facebook and building their own social network would just be foolish. So what better way to come at the market than with something new, from a new angle, something like a virtual world? Plus kids get virtual worlds, maybe all Apple has to do is expand that appeal to older kids and young adults. Hey, it isn’t like they haven’t done it before; they push a consumer based iPhone at the enterprise market and are starting to win converts.

It would be great to see what Apple can do with virtual worlds. I sure hope my suspicion proves correct.

Virtual worlds between a rock and a hard spot

Blue MarsBlue Mars, the latest graphic rich virtual world is in open beta. I and a few friends checked it out but were quickly bored. Granted it’s only a beta, one of us commented that is was more like an alpha, but once you get beyond the graphics you wonder what there really is to do? It’s a problem not uncommon to virtual worlds. Trying to solve that problem highlights the tough spot developers of consumer virtual worlds find themselves in.

Only finding a few others running around Blue Mars we all gravitated toward the golf. I suspect most beta testers did the same. After you spend some time walking around the pretty scenery and sitting in chairs, golf is the only thing left. We of course never got beyond the first hole. The interface is built for virtual worlds, not specialized for driving a golf ball down the fairway. There are no tips on what club to select. It also isn’t clear how far away the hole is and you aren’t able to freely walk around to judge it yourself. I’d rather play Wii Golf or any other golf game for that matter – and here lies the trouble virtual worlds face. Virtual world developers know that there isn’t much to do, so they try and add games to keep people around. But that puts them in direct competition with game developers – between a rock and a hard spot.

Virtual world developers can emphasize collaboration and the social aspects of virtual worlds all they want, but when was the last time you went to Disneyland to meet new people or collaborate? Disneyland is the physical embodiment of a virtual world and you don’t go there to play golf together, you go to enter a fantasy land someone with more imagination than yourself cooked up. You go there with your family and friends, you don’t go to make new ones.

Virtual worlds can be about community, but it’s more likely that they start as a community first and then add the virtual world on top. Like most virtual world developers before them, Blue Mars is starting with the technology and hoping people will come. The graphics are impressive but such a strategy has failed many times before. But it’s still a beta – we’ll see what else they can dream up.

Wanting more from quests

Colossal Cave AdventureOver at MMORPG.com, cmagoun makes a case for what he calls dynamic quests - Dynamic Quest System (or Life Without !?!?!?!?).

Our system will provide excitement by giving the player a fresh experience each time he logs into the game. We will tie the character’s actions to events in the game world and he will see the results of his actions as it affects NPCs, game locations and even his fellow players (albeit only temporarily). Instead of dryly telling the game’s backstory in flavor text, our quests will give the player a story to tell each session of play.

Sounds great, but where do we find this awesome questing system?

Much of what cmagoun’s asking for is the topic of discussion at Visual Purple. When building training simulations in virtual worlds much of what’s traditionally been done with quests in MMOs just isn’t going to cut it. As I like to say – we’re not building Lord of the Rings here, we can’t rely on lore and fantasy to draw the player in. We want to use more contemporary storytelling techniques, many of which would be empowered by the same things cmagoun is asking for.

Doing Instead of Getting: A friend of mine once said “RPGs are about doing cool things and getting cool stuff.”  I agree. I also think that MMOs have the “getting cool stuff” part down pat. We’re here to work on the “doing cool things” part. For that reason, I am not focusing on the reward aspects of the system just yet. Of course quests will have rewards, but the focus is on what the players do as opposed to what they get.

It’s all too easy to fall into the trap of doing what’s been done before and probably more importantly, been successful before. I think most quest designers think only in terms of making it difficult to collect something. We need to open this up, especially in training simulations. We’re always throwing around the term – learning objectives. The keyword here being objective. That can’t always be to collect an item.  A lot of the training we do is higher cognitive, like how to avoid an HR issue from escalating into a legal issue – what are you going to do to make that happen? If your successful you’ll get nothing but satisfaction.

Quest Flow Is Not Set: Another departure from PQs. With Dynamic Quests we should have the option to change the results based on the actions of the players. A quest designer could base the flow of the DQ on the success or failure of the players involved, or he might have the progression based on what levels of characters participate, or even change the quest flow randomly so that players who experience the quest more than once don’t know what to expect.

This is something we pay special attention to as replay value is a core aspect of training simulations. The objective isn’t simply to “get through”, but to learn. Playing through again but taking a different path is a core part of training.

Quests Have Natural Mechanisms For Getting People Involved: So, instead of quest icons and arrows leading players by the nose, DQs will have to find ways in the game world of getting players to the action. Alarm bells might sound because of an impending goblin invasion. Players might be stopped by a crying street urchin. A gigantic fire and plume of smoke might alert players of something amiss in a nearby village. Players that talk to town NPCs will be rewarded with rumors about nearby DQs. Heck, we could even go as far as to have conversation skills players could train (much like gathering and crafting skills found in other games) that made this process easier.

This one is a pet peeve of mine. A question mark above an NPC can certainly help to know what to do, however it also hurts the level of immersion. With training simulations we’re always trying to make them more true to life to enhance the immersion to increase the engagement to maximize retention and achieve true learning.

Let’s continue with the HR simulation. Sometimes we overhear things at the water cooler that could be an HR issue. If a player’s role is that of an HR manager, hearing such stuff should prompt them to act. Of course you might be asking – In a virtual world how would the player know to venture over to the water cooler without the question mark? I think of that as more a problem of pathing and design. It’s also a problem I’d like to have. Disneyland uses all kinds of tricks to direct visitors – obvious and not so obvious and they entertain you while they manipulate you (lots do the former, few manage the latter). At times its worth it to be obvious, other times it diminishes the level of immersion and they go for a more subtle guide.

Another benefit of the subtle approach is that we can better evaluate the player’s performance. If the player chooses to do nothing with the information he overhears, we could quickly correct them on their error.

Question marks and and more obvious guides also alert the player that something needs to be done. When in doubt the player just clicks from one signal to another without paying attention to the progression of the story or what is being taught.

All this isn’t to say that obvious guides shouldn’t be used, it depends on the project. It would just be nice to see other options in assigning quests.

Quests Have an Impact on the Game World (for a while anyways): Based on the results of the DQ, the game world will change. If a village is razed because players could not stop the dragon… the village is razed for an hour or so. If the players save the village, they are lauded as heroes and can expect gifts from the villagers, or lower shop prices for a similar period of time.

What cmagoun is really asking for here is interactive story. It’s a tall order and one that I have yet to seen done in a satisfactory way. But it’s what I think we all want.

Conclusion

Like cmagoun, I would love it if quest systems supported these features today, but to a large extent they don’t.  So me and the others at Visual Purple must experiment and try to build them. Unlike MMOs we can’t rely on the game aspect to keep the player engaged. How many people want to go to school and sit through class? It’s more likely that players of training simulations don’t want to be there. However the better we can draw them in with the story the more they’ll learn and retain the information. And if we had cmagoun’s dynamic quests that would be a whole lot easier.