So it happened again. The player client software for the latest World of Warcraft expansion, Cataclysm, leaked into the public arena long before it was intended to become public. Again, because this also happened with the previous 2 expansions. A third leak is beginning to look careless.
WoW.com’s (unofficial) explanation of this “failure of secrecy” ironically fails to explain most of reasons behind the Cataclysm leak. Perhaps because the politics are rather too Machiavellian?
This article discusses the relationship between the game developer and its “fansites”. It uses the Cataclysm leaks to try and explain the underlying politics. The article questions why Non-Disclosure Agreements continue to be used, when they are worse than useless. Finally, it ponders the risks of such apparently one-sided relationships.
I’ve tried to present a fair and balanced analysis, which raises some important issues that aren’t getting discussed, and should be. Obviously, I can’t know everything. Continue reading “A Strange Game”
World of Warcraft’s seasonal holiday events temporarily reduce player interest in fishing. It’s always been the case, but the decline in fishing seems to be becoming more extreme over time:
The graph’s y-axis is the percentage decline in page views at El’s Extreme Anglin’ from the 7 days before each event, to the first 7 days of the event. Pageviews are a good proxy for overall angler interest. El generates hundreds of thousands of page views each week, so even small changes are significant. The x-axis orders events by date, from January 2008. The axis isn’t scaled correctly to show time, but holidays are fairly evenly distributed throughout the year. Events are shown by green dots, with a shortened date (month and year) and the name of the event.
The data is expressed as a percentage of the previous week, because while interest in fishing “waxes and wains” from year-to-year, changes week-to-week are normally minor.
All the events included last at least 7 days. Where one holiday runs concurrently with another event (for example, the “Lunar Festival” and “Love is in the Air” often clash), only the first event in the sequence is included. Interest in fishing also changes dramatically in the month new content is added, so events that clash with major fishing patches have been excluded (Noblegarden 2008 with patch 2.4, Hallow’s End 2008 with patch 3.0.2, and Noblegarden/Children’s Week 2009 with patch 3.1). Winter Veil is also excluded: The period leading to Christmas is particularly unusual – first students stop studying and have a lot of time to play, and then many players stop playing to spend time with family. This causes large changes in activity from week-to-week, which makes it hard to isolate Winter Veil in the data.
Only 12 separate sets of data can be compared. There is one out-lier – Midsummer 2008 – perhaps the early stages of Wrath of the Lich King testing may have caused a small traffic spike in the week before? The pattern shown on the graph is not certain. But I’m growing confident that events are increasingly impacting on fishing activity.
But why? Continue reading “Nation of Adoration”
Elevator adverts are a way of displaying advertisements on web pages. Not for elevators in buildings. The name refers to the way the advert moves up and down the margin of the page, as the reader scrolls up and down. A standard “skyscrapper” advertising block is always visible, right next to where the user is reading.
Advertising networks are keen for adverts to be displayed “above the fold” – in the area of the screen first visible when the page loads. However, if the page is content-rich, the best locations are not at the top of the page: In the past, I have run advertising using 2 skyscrappers, one on top of the other. As the reader scrolls down the page, the second advert eventually becomes visible. The best return (from affiliate advertising) was from the bottom advert, not the top. The reason is simple: Reading down the page, the lower advert tends to be next to the important text being read. In contrast, the upper advert tends to sit next to the list of page contents, so is often skipped over.
Instead of stacking adverts, why not just move the advert down the page as the reader scrolls?
The webpage needs an “elevator shaft” down the left margin. For example, apply the CSS “margin-left: 175px” to the division (“div” block) containing the page’s content, to create the elevator shaft. More complex designs may require more work. It is important that the elevator shaft runs close to edge of the text, to continually catch the eye of the reader.
Simply applying a “position: fixed” to style the division containing the advert, would always show the advert in the top-left corner, hanging down the elevator shaft. Unfortunately, the top part of the page normally contains a title block, so the elevator shaft should not travel the full height of the page. Older browsers (notably Internet Explorer 6) do not support “position: fixed”, but we still need to make sure the advert “fails gracefully”, by displaying in a sensible position.
My solution’s code is below. Continue reading “Elevator Adverts”
On the internet, success is most likely to cause failure.
That’s a paradox that can take entrepreneurs by surprise. Maybe it’s true about everything? The internet simply makes it happen faster. A web server that was happily serving 100 people today, probably isn’t going to happily serve 100,000 tomorrow. At the very moment the world has finally discovered your solution to life-the-universe-and-everything, that solution dies in a heap of technical errors, and the world goes away again, suitably unimpressed.
This article describes my personal experiences of scaling a website up to serve tens of thousands users each day, most recently by hosting Gnomish literature in a “Cloud” environment. Continue reading “Taking El to the Clouds”
The internet allows products and services to be rapidly improved based on user feedback. So rapid, that iterative design should become the primary method of designing internet-based services. Not just as an Agile-like method of working, but as a method of specifying the product itself.
Partly it isn’t because creators haven’t adjusted their methods to match the new technology – we’re still wedded to a single start-to-finish process, with one outcome at the end. Partly it isn’t because feedback can be hard to gather and digest, and even hard to act upon.
An iterative method has become one of the defining characteristics of how I like to write, organise, and present text on the internet. At least, beyond this domain. But until now, I’ve struggled to apply it to internet-based video.
This article introduces internet-based iterative design, and uses YouTube’s “Hot Spot” analysis to show how we can start to apply an iterative approach to video and movie-making. Continue reading “Iterative Video Development”
This article analyses the transfer of fishing activity between the physical and virtual worlds.
Do You Fish IRL? In Real Life. I dislike the phrase, because it implies that everything else is unreal. Yet many virtual environments trigger the same human emotions as the physical world. Very real indeed.
If you search US Google for the term “fishing guide“, the first result may surprise you. It doesn’t help to catch any of the 30,000 species of fish found on planet earth. And its author has bright pink hair.
This isn’t just a neat party trick. Nor an indication that I should write a real fishing guide. Nor a failing of Google’s search index: Google is directing such a generic search to a game-specific website because the search engine thinks that the majority of people searching for a “fishing guide” are looking for a World of Warcraft fishing guide. (The box below provides evidence.)
Perhaps, within the online sphere, virtual fishing is as important as conventional fishing? The caveat, “within the online sphere”, is crucial: Physical world anglers generally aren’t sat in front of a computer screen, while World of Warcraft anglers are. However, the internet is still widely used to find information about offline pursuits: The US Angler Survey found that 42% of those surveyed primarily learn about fishing from websites – more popular than print media. (The survey is presumably biased, because anglers that use the internet are more likely to complete an online survey – but still indicates the internet is a fairly important source of information for physical world anglers.) Of course far more people search for generic terms like “fishing” than anything WoW or guide-related. So game-related search does not dominate as much as it may first seem.
Searches for “fishing guide” are not the only way online anglin’ is merging with offline.
As the remainder of this article demonstrates, World of Warcraft anglers are up to 3 times more likely to fish in the physical world than the wider population: If you enjoy fishing “for real”, you are more likely to fish virtually than other players. This implies that the fishing activity transfers directly between the physical and virtual worlds. Continue reading “Do You Fish in Real Life?”
This article analyses the favourite fishing locations of World of Warcraft anglers. Both where and why.
The most popular single zone is the Grizzly Hills, with Azshara’s Bay of Storms and Wintergrasp in joint second place. Reasons are split into artistic (music, scenery), emotional (relaxation, memories), practical (fish caught, convenience), and social (companions, player interaction) themes. Overall, each theme has similar importance. The article discusses the apparent contardiction between desires for solitude, and to be surrounded by life.
This is the second of several topics that explore the reasons people fish in a virtual world, ultimately drawing parallels with fishing in the physical world. Continue reading “Favorite Fishing Places”