Interesting, though hardly news to me, ever sinse I started watching Games 
master back in the 90's.

Ever sinse I first found out about them in the year 2000 or so, I've been a 
fairly extensive faq user, and of course games like Logd, and KoL have huge 
outside game experiences, ----- and hopefully Sryth could get going as well.

one advantage though of the audio games community, is that because is so 
small, and because most of the devs make themselves known on this list etc, 
there's a lot more of that meta gaming easily around, ---- podcasts etc.

In fact, even though I've occasionally lirked around forums on sites of 
particular main stream games I like, --- such as Mega man network and 
Turrican forever, I'd say I've generally done more discussion of audio 
games.

And the fact that most specific game boards on gamefaqs are fully of idiots, 
spamming and flaming doesn't help either.

Beware the Grue!

Dark.
----- Original Message ----- 
From: "ari" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, January 16, 2008 7:42 AM
Subject: [Audyssey] Out of the games dimension


> Hi all,
> Below I have selected interesting pieces from an article from PC Plus
> Magazine from the UK, what do you guys think, has anyone ever listened to
> these?
> Out of character
>
> Orestis Bastounis explores ways to move gaming out of the game itself
>
> When a game achieves any kind of popularity, and involves at least more
> skill
> than Pong,
>
> there's guaranteed to be a massive amount of user-created material
> surrounding
> it. Forums, guides, chat rooms, player gatherings, even radio and TV 
> shows,
> are
> all examples of 'metagaming', where players' actions outside the game
> directly
> benefit the experience inside the game.
>
> Metagaming means the player not only enhances the gaming experience, but
> also
> modifies their play style with knowledge only accessible outside the game
> realm.
> For example, a player is metagaming if they keep open a detailed map of 
> the
> best
> sniping positions in a Counterstrike level, or a diagram of exactly which
> spots
> to brake at in a racing title.
>
> A complex game mechanic may need explanation, so players rather than
> developers
> will put information online about how it works. This could be a website, a
> Wiki, a set of spreadsheets or an application designed from the ground up.
> SWGcraft, a huge database of harvestable resource locations for Star Wars
> Galaxies, relied entirely on content submitted by that game's players and
> soon
> achieved legendary status. After time, it was impossible to harvest 
> anything
> if
> you didn't use the site.
>
> Some players spend considerable amounts of time and money on services to
> complement a game world. Online radio shows are a good example; the DJ can
> talk
> about the game and different play styles and then use this position of 
> power
> to
> influence others. They can promote their own organisation, taunt their
> enemies
> and gain valuable publicity for their own character. Of course, for a 
> niche
> feature within a niche audience, listener numbers won't rival Radio One. 
> To
> get
> more people tuning in, the station has to be promoted in game, with 
> similar
> tools to those used by real radio presenters, like competitions and
> interviews.
>
> When it comes to running TV shows about a particular game, it usually 
> falls
> upon
> the developers to cough up the cash needed. One of the first, EVETV, ran a
> PVP
> tournament where select players and developers were filmed discussing
> tactics
> between matches broadcast with live commentary. EA is working on something
> similar for the Command and Conquer franchise, with the exception that 
> much
> of
> the content so far comes via downloadable episodes, rather than broadcast
> live.
>
> There's so much more that can be done with metagaming. Developers of 
> online
> titles could expand the content beyond 3D worlds, by integrating support 
> for
> live video and audio streaming into the game. How about a central radio
> station, run by the developers, with up-to-the-minute news about the game
> world,
> accessible within the game, and outside it? Live 'phone-ins' via VOIP are 
> a
> possibility, engaging the player in a way that hasn't been done before.
>
> Actually, one title has been there and done most of it already. Virtual
> World
> Radio Network (
> www.vwrn.
> net) is a radio station run by Second Life players.
> It's comparable to local radio, with similar news, features and 
> discussion,
> but
> just focused on the Second Life world. Players can even purchase 
> advertising
> slots, which are paid for with in-game money, helping the organisers run 
> the
> station.
>
> Ari
>
>
> ---
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