Showing posts with label Virtual Space Entertainment. Show all posts
Showing posts with label Virtual Space Entertainment. Show all posts

Friday, October 9, 2009

Out of the Blue: Why I care about Blue Mars

With barely any content to speak of, no currency, audio, media, or voice, and a User Interface that allows for limited communication and camera movements, it’s not hard to understand why Blue Mars has its detractors. Despite all of its early Beta deficiencies, however, there are compelling reasons to believe that it holds great promise for current and future aficionados of 3D immersive environments.

Most Second Life residents I’ve spoken with don’t know quite what to make of Blue Mars,
but none appear to believe that it will supplant or even displace their virtual world, though I do sense a modicum of concerned solidarity and defensiveness. There’s this Capulet-Montague thingy going on… like, if you so much as praise one aspect of Blue Mars it’s a form of treason or something. Personally, I subscribe to the Romeo and Juliet canon: “Can’t we all just get along?” Or am I misquoting?

Conventional wisdom would indicate that Second Life, which – ironically – could be called a mature virtual world by comparison, with its entrenched communities, tons of content and hundreds (thousands?) of events a week, is here to stay… but Blue Mars, in its infancy, has not yet begun to demonstrate its gravitas. It will take time, money, and a growing community of dedicated developers and residents.


Would you feed this little bitty baby vitamins or Kryptonite?



In development

Every time I have a chance to speak with Jim Sink, recently named CEO of Avatar Reality, the company that owns Blue Mars, I come away feeling energized and hopeful for this budding platform. In a recent conversation, I asked him what they were concentrating on at the moment. “In order to create a vibrant virtual world community, we need to have outstanding content and we need to attract extraordinary developers. In a coming release, we’ll be offering the ability to create clothing, and we’re providing new uploading tools, too,” he explained.


Meet Blue Mars’ Ruth. Yes, these are default avatars created by unfashionistas at Avatar Reality, with a little fiddling I did around the eyes within the Face Customization editor. Please hurry up fashion designers, and make me something I want to wear

“At present, most of our energy is focused on laying the groundwork to prepare Blue Mars as a development platform. Of course, things like the UI are exceptionally important – we know how important this is to the community – and we’ve already begun to implement changes based on users’ feedback. There’s no shortage of things we need to do.”




Money makes the world go around (especially if you can cash in/cash out)

And one of the things that Blue Mars plans to do soon is launch the Blue Mars currency and, as Jim puts it, “the fundamentals of the economy.” I wondered out loud how musicians who depend on tips would make out in Blue Mars since only developers can cash out. To this, Jim had some very good news: “All developers will be able to cash out and anyone can become a developer, but Blue Mars requires more information and needs to know a lot more about you if you are going to be moving money in and out of the platform.“


Location, Location, Location (and putting a price on things)

Another impending feature will reside on the web-based Developer MyPages: Soon developers will have the ability to upload blocks of shops, set prices to items – including ready-to-use residences, clothing and stuff, and also real estate. Land! This is cool, but here I am going to dig my heels in the ground hard… there ain’t NO way I’m going to have a cookie-cutter home. Not here, not there, not anywhere. I once lived in a development and had the bad habit of driving right by my home because it was indistinguishable from all the others on the block. This just isn’t my thing. I don’t do it in real life, and I sure as heck am not going to do it in my virtual life. Yes, I’m that neighbor that annoys everyone by painting her house purple.


Blue Mars Betti in the kitchen? No, no, no! This isn't the kind of cooking I plan to do


Web to Blue Mars and back

Blue Mars has every expectation that they will be unveiling new MyPage web pages for end-users, too, from which they can edit their in-world profile, and purchase Blues, among other things.


Repeat after me: It’s a PLATFORM

Many of us, myself included, have been calling Blue Mars “a virtual world,” when it is actually a platform for many virtual worlds, and a staging area for all kinds of new – to me - talented people. For developers, entrepreneurs, artists it is a next-gen technological solution from which you can build your environments. For end users (the jury is still out on what we are going to be called… Residents? Martians? Colonists?) it is intended to be a destination offering rich diversity and choices.



These gorgeous photos of coming new content courtesy of Richard H. Childers, president of Virtual Space Entertainment (VSE), one of the first City developers on Blue Mars




“Scurvy-inducing 3D”

Jim Sink recently tweeted, and of course, I looked, “CryEngine isn't just for realism. Check out this amazing work that would look right at home in Blue Mars.”

Games… yes! Blue Mars is flinging its doors open to members of the thriving Crytek modders community, inviting them to create their own games and content. A recent scrumptious example is Monkey Island 2, in which free-lancing 3D artist Hannes Appell first demonstrated how, with a little “voodoo,” he could enhance the gorgeous hand painted 2D concept art with a basic camera projection. Those pirates sure are mean to little froggies.



He then went on to demonstrate – just for fun - how original Monkey Island 2 backgrounds can look and feel in a modern 3d game engine, by building the sets with Maya and then exporting them into Cryengine's Sandbox editor.



Hannes is a Bavarian and now lives in Germany where he will soon graduate from the Institute for Animation & Visual Effects of the Filmakademie Baden-Württemberg. If LucasArts doesn’t hire him after this little “experiment,” someone sure will. This video has only been posted on YouTube for 19 days and already it’s had 329,000 views and the comments beg him to “MAKE A REAL MOD OUT OF IT.” A little Blue Mars, Hannes?

Role Playing

I’m also like a stuttering deer caught in the headlights when it comes to Role Playing, but were I an elf, Trekkie, furry, or inclined to hang out in locations that attempt to accurately portray a historical era, such as Second Life’s Roman Forum or the 1920’s Berlin Project, Blue Mars’ built-in ability to control incoming content such as how an avatar looks or dresses would make suspension of belief considerably more intense.


Photo courtesy of VSE, a Blue Mars City developer


Architecture and design

I like the way h3oworldz, a CryEngine modder group, used the platform to demonstrate how valuable a "3D realtime walkthrough" a structure or set can be to demo environmental effects and scale. They would likely be interested in hearing about DB Bailey from Second Life and his success at using a virtual world to demonstrate a real life structure to ultimately sell a real life project.

Vinyl"Club from h3oconceptz on Vimeo.


Machinima

VAM United is a German group working on a science fiction movie project using the CryEngine2 game engine. They’ve created this proof-of-concept as they prepare to produce a feature-length machinima based on a “loved and acclaimed” book. I highly recommend that you watch it here for better quality, but here is the YouTube version for you non-clickers:



What will the work of the likes of Lyric Lundquist or Lainy Voom or Colemarie Soleil look like, shot in Blue Mars?

Look at this one. Tell me, with a straight face, that you can't make use of these graphics and physics to create your vids...





See also:

Friday, August 21, 2009

Avatar movie is ahead of the curve, and you usually are, too, Vanity Fair

Posted by Bettina Tizzy

This is a gentle rant brought on by Vanity Fair magazine's twitter: "@VanityFairmag Don't Be Fooled by Avatar's Lame Trailer http://is.gd/2s7YX #Avatar" a couple of hours ago. For like forever, I've been known to say that if I only had access to three magazines to keep up with the state-of-play, smarter, faster, better-informed intelligentsia, I'd pick Vanity Fair, Businessweek, and Utne Reader, and that selection still stands, but it's teetering. Vanity Fair, don't make the same mistake that Chris Anderson and his Wired made in 2006. I forgive you, but hurry up and realize that avatars are ahead of the curve. Like you. In fact, your readers are mostly going to embrace their avatarhood and evangelize about it within the next three years, and that "lame" Avatar trailer and movie are going to have something (if not a lot) to do with it.

~*~

It was 1997 and opening night. I recall whispering in the dark to my companion that if Kate Winslet's aged character "throws that damned necklace into the sea, I'm going to have to leave the theater." And she did. And I did. To this day, I have never seen the ending of James Cameron's Titanic, the all-time highest grossing film at the box office. So yes, I have questioned and even suffered visceral adverse reactions to Cameron's work.

Yesterday, I watched the teaser trailer for Avatar, slated to hit theaters this December. I've spent the better part of the last two years traipsing around virtual worlds as an avatar, so I'll confess that the poor trailer was in trouble even before I hit the "play" button. My overlayed cynical filter was as thick as the bottom of a glass Coke bottle and I fully expected to loathe it.



But I didn't hate it. Turns out that I can hardly wait to see it, and it made me want to learn more about the plot, the script and how and where it was produced. It looks as real as the island of Kauai does, which stands to reason because that's where most of it was shot.

I don't play games in virtual worlds. As Metanomics puts it, I'm all over the serious aspects of three-dimensional persistent, immersive, massively multi-player online "games," such as art, architecture, business and education. I've put up with an awful lot to be an early-adopter avatar, including lag so bad that my "character" couldn't move, umpteen flying penises and banana phones (annoying griefing devices employed by sophomoric idiots), communications so shoddy that my text chat never made it to the person or people I was trying to speak with, and hundreds upon hundreds of *crashes,* to mention only a few of the ways that I have been inconvenienced.

Things are picking up for avatars though and at a high rate of speed. Stability, scalability, tools for user-created content, communication, and collaboration are all vastly improving. The number of choices an avatar has on how to spend a quality hour consistently overwhelms me in much the same way selecting an art film to screen in Manhattan does. And just this week, industry analysts at Piper Jaffray released their forecasts for virtual goods, indicating that 2009 US revenues are expected to hit $621 million (134% over 2008), and $2.5 billion in 2013. Global revenues from virtual goods should exceed $2.2 billion this year, and climb to $6 billion by 2013. I'm old enough to remember when total online (2.0 web-based) revenues were lower than that, and how so many detractors doubted they'd rise significantly for decades. Heh.

Just two days ago I finally got around to downloading the client for the new virtual world Blue Mars that's in private Beta until... sometime real soon now (maybe in a couple of weeks?), and I can only say that I was overcome and dazzled by the life-like graphics, the rolling ocean foam, the exuberant vegetation and shadows that behaved the way real shadows do. In fact, it looked a lot like the trailer for Avatar.


Virtual Space Entertainment is just one of the developers rushing to create content on Blue Mars' gorgeous CryEngine2 platform

So wait, Vanity Fair. Please tell us why the Avatar trailer is lame?