Hello Kitty and friends welcome you to the exciting and fantastic Hello Kitty World! This is the first-ever online game platform featuring the all-time-favorite Hello Kitty characters from Sanrio!
Hello Kitty World will allow thousands of players to live and participate in Hello Kitty’s magical and cute online world. You will be able to roam the streets of Kitty Kingdom, XO Federation, and Melody-land. Enjoy the beautiful landscape and architecture of Puroland or Badtzcity and participate in numerous puzzles, story lines, or adventures lead by the worldwide community of Hello Kitty World subscribers. You can even have a successful career, open different shops, earn and spend Sanrio Dollars in your bank, buy a house, and trade with other players around the vast game world.
Other than hundreds of choices for you to build your dream house and lovely player characters, Hello Kitty World players will also be able to raise pets and teach them special tricks and skills. Players will be able to cooperate and interact with other players to overcome a joint quest or challenge other friends to a friendly duel.
You will be able to make new friends through special in-game telepathy as well as interact with other gamers through a variety of community channels and forums. Share the exciting world of Hello Kitty World and spread the message of love with both your old friends and the new ones you have just met in the Hello Kitty World.
So, what are you waiting for? Hello Kitty and friends will see you all in Hello Kitty World!
Monthly Archives: November 2004
WoW open beta .torrent
It’s already available pretty much everywhere and also here.
It’s based on Blizzard’s installer and you can still use it with a program of your choice. If you get a “tracker error” don’t worry. The file will start to download what it needs anyway.
Have fun. I’ll watch from the outside since I’m done with them.
Instancing is bad, okay?
After writing an endless essay about Guild Wars I need something where I explain that instancing is bad, bad! Or I’ll feel too guilty.
—
Raph Koster copies HRose:
Raph Koster:
Because nothing you do in an instance affects the world state. That’s the realbenefit of an MMO, in my opinion–the shared world you inhabit. If you want all your gameplay in instances, you may as well just play Diablo–you still get 3000 people in the lobby to trade and socialize with.Don’t get me wrong. Instances are a cool technique and tool. But fundamentally what they are is “single-player games or limited multiplayer ones embedded in an MMO.” They are not an MMO themselves.
I said (end of May F13 thread):
HRose:
The basic idea about why I said that mmorpgs have failed is just because they simply don’t take advantage of the massive aspect. This aspect is just a way to be included in a popular genre but it’s obvious that even huge projects like WoW don’t have A CLUE about why they should be massive instead of cooperative/instanced.We have a bunch of mmorpgs that don’t know why they are mmorpgs. Like a case of lost identity.
[…]
Instanced is everything cooperative you already play, from Doom to Counterstrike.
This is Diablo with NOTHING different aside that you have a graphical chat instead of a textual chat.
I don’t see an innovation, nor progress. I see a natural collapse of a situation that hasn’t found an effective way to develop. We are going back because the technology ALREADY supports massive worlds. But the *ideas* still don’t support them.
[…]
As I said above the result is better and funnier because they brought the game where it belongs: in a cooperative experience. But CoH isn’t a mmorpg from this point of view. Take Ultima Online and CoH and you see that, aside the setting, one strives to be a word, the other strives to be an arcade.
Now I don’t say CoH isn’t a good game because it is an arcade. I don’t think that building a good game like that isn’t noteworthy, but it’s simply not what a mmorpg should be. Or where the true potential to discover is.
[…]
Dry design for me is a situation (a software house, a designer, a publisher or whatever) that doesn’t react the best possible to a situation. So, in this case, I rant about “instances” because they killed the purpose of building on the strenght of the genre (the idea of a world).
About this whole issue I just think that it could be easy to develop a successful game by exploiting the *strenghts* of a massive world and not just “reacting” passively to a situation that is the result of the design hitting a wall with no ideas about how to go further.
Raph Koster:
Retreating to single-player games to fix the problems in MMOs isn’t exactly solving the problems.HRose:
Instancing is a profitable workaround but isn’t about addressing the real problem to move further.Instead of surpassing the obstacle they are going backward.
He says “retreating”, I say “going backward” :D