Showing posts with label Occupy White Walls. Show all posts
Showing posts with label Occupy White Walls. Show all posts

Monday, March 4, 2019

Art House Director

It's long been my contention that the only people who don't believe EverQuest II has the best housing in MMORPGs are those who've never taken the time and trouble to experience it in all its astonishing glory. Their loss.

It's not my job to convince anyone, of course. That would be down to Daybreak Games' marketing department, assuming they have one. I sometimes wonder. Anyway, I just wanted to post a few pictures of a couple of the new artworks that arrived with the Chronoportals event that's live throughout March.

Just for logging in you get the magnificent "Rise of Kunark" oil painting, which is the Keith Parkinson box art from the original boxed expansion. You can buy a 15" by 30" photo stock print of that from the official KP website for $80. Or you can have this one, framed, resizeable to several feet on a side, for free.

There's an absolutely astonishing wealth of artwork available within EQ2. Occupy White Walls might think it's breaking new ground with its virtual gallery gameplay but clearly DAISY hasn't been round my imaginary Maj'Dul house lately.

 If there's one reward that's guaranteed to get me collecting event currency it's artwork. All of my characters' walls are covered with paintings and etchings and drawings. There are statues and sculptures everywhere you look.

One day I really ought to buckle down and find out just what's available. My virtual collection ressembles my real-life pre-MMORPG buying sprees - random, chaotic, occasionally serendipitous.


Niami Denmother, as always, does a superb job of cataloging these things. Here's her list of the latest additions. With illustrations, naturally.

I think my favorite this time has to be the golden statue of Firiona Vie. I've "met" Firiona so many times now I feel I actually know her. It's a bit odd to have a life-size statue of her in my house. Not bad odd. But still odd.

I put her right in front of my trophy wall. There could be implications there that don't bear close examination. Best not think about it.

I bought a couple of the new paintings. "To The Tavern", The Halas one, almost has a hint of Alex Toth about it. Quite a lot of EQ2 paintings have that sensibility.

I'm not sure how much longer I'll be able to go on placing objects in this particular house. According to the stats I'm at 640/700 but I might be able to expand. Doesn't matter. I have plenty more houses. One thing no-one is ever going to run out of in EQ2 is storage space for house items.

Enough about art. Since I'm home, I think I'll go and have a lie down. Read a little. Listen to some music. Saving the world can wait another day.



Sunday, November 18, 2018

Pictures On My Wall: OWW

Occupy White Walls is open for business at last. It took a while. Demand so outran expectations the servers were "on fire" according to the Steam page. Not literally, I hope, although I did see that happen in an office where I worked, once.

Also open for business is my Gallery. I flung wide the doors (metaphorically - it doesn't actually have any doors yet) despite it currently looking disturbingly like the cloakroom facility in an upmarket hotel circa 1978. It's also hanging in a void but then they all do that.

It's a deeply inappropriate setting for the kind of artworks I seem compelled to purchase. The abstract expressionists don't look too out of place but the bleak scenes of rural ruin, the bright and blurry post-impressionists and the endless winter landscapes really need something warmer behind them than yards of shiny black marble.



It's a moot point at the moment, since I ran out of money after about ten minutes, having only managed to buy four artworks. For the record, they are

Silent Dawn  by Walter Launt Palmer (1919)
January: Cernay near Rambouillet  by Leon-Germain Pelouse (undated, mid-late 19c)
Rushing Brook  by John Singer Sargent (1904-1911)
Ghost Chamber with the Tall Door (New Version) by Paul Klee (1925)

All of those links go to the website of New York's Metropolitan Museum of Art, whose archive is one of OWW's many sources. Copyright is always a contentious issue but according to Stanford University's guide on Copyright and Fair Use

"All works published in the United States before 1923 are in the public domain. Works published after 1922, but before 1978 are protected for 95 years from the date of publication. If the work was created, but not published, before 1978, the copyright lasts for the life of the author plus 70 years"
 I guess that means I'm safe to include one of the actual paintings. The Singer Sargent is the cheeriest.

I did once have a small brush with artistic copyright, when I was working in the marketing department of an insurance company back in the mid-80s. There was a period when the company I worked for was so out-of-touch with reality they let me write the copy and choose the artwork for advertisements in national magazines and I was so young and green that I chose to use a glorious Graham Sutherland painting (it might have been this one but he did a lot of vertiginous tunnels through trees) as the butt of some idiotic pun.

I've managed to wipe the details from my mind but I do remember how difficult it was to get the rights to use the image -and how expensive. Just as well the people I had to deal with didn't also want to know what the ad was about. That would have put the tin lid on it!

I noticed during my interactions with DAISY, the A.I. in charge of acquisitions, in OWW's alpha/beta that almost every picture I chose fell into a period bracketing roughly a century and a half, from the mid-19th to the late 20th. The sweet spot seemed to be around 1890 to 1930.

If for nothing else, I would recommend playing around with OWW to let DAISY illuminate your own latent aesthetic taste. You might not think you have strong preferences but she will show you that you do. And that they may not be what you expect.

On the basis of my short visit today, the current Free to Play version of Occupy White Walls has a lot more going for it than its indisputable educational value. The building aspect, as I've mentioned every time I've written about it, is every bit as compulsive as you could expect.


My main point of comparison is Landmark, compared with which OWW is very much easy mode. It's snap-together parts rather than making your bricks out of mud but that suits me very well. My issues with Landmark were never with knowing what to build; they were always with how to get the tools to behave. OWW's toolset has its eccentricities but it's orders of magnitude simpler than even the final, "simplified" version of the astonishingly abstruse controls the SOE team deemed appropriate for popular use.

In a n notable change fom alpha, the Early Release version of OWW makes a concerted effort to give the whole thing some credence as a "game". To that end there are now levels, which you get by adding to your stock of artworks. At Level 2 my character (or "Avatar" as the jargon of the game has it) needs to buy six more paintings to level up. Is that P2W? Who cares?

Gaining levels gives you access to different collections. Judging by what seems to be a reduced choice of building materials on offer I am guessing that applies to utilities as well as art. Either that or the design and construction aspect of the game has been neutered since alpha. That seems unlikely.


As well as leveling up you also now need to pay serious attention to earning money. In alpha I never came close to running out of cash but today I was down to my last $500 in minutes. You start with $10,000, which goes nowhere.

Fortunately there's an income stream you can access almost immediately. The tutorial explains that you need to open your Gallery to the public so they can come in and leave you tips. I would add "if they like what they see" but I'm not sure it matters. They were piling money on my desk before I even had the walls in, let alone any art for them to look at.

Players visiting other players' galleries, another thing the tutorial has you doing, is intended to be a big part of the game but to make money it's NPC visitors you need. They wander around, occasionally nodding sagely or clapping their hands, then they drop a few blue blocks on your desk and leave.


The blue blocks represent their donations. You pick them up, whereupon they turn into dollars in the bank. Your Gallery stays open for half an hour, after which you have to manually re-open it, so you can't just leave it open while you go to real-life work or sleep. Other players, however, can open it for you when they visit, which allows both for social networking and random acts of altruism.

As I said, so far I can't tell whether the amount of money donated relates to what you have on display but there's clearly room for some granularity there. I can imagine some involving gameplay relating to maximizing your income as well as some interesting moral conundrums over how far to compromise your artistic principles in favor of commercial success.

Most of OWW seems very well thought out and consistent but there's one design decision I can't fathom. When the imaginary visitors arrive and leave they fling paint all over your pristine walls.


It's part of a mechanic whereby each visitor teleports in, appearing as a multicolred globule, which then explodes. They do the same when they leave. It's dramatic, for sure, and visually arresting, but the connotations of visitors effectively vandalizing the installations make it seem ill-judged, to say the least.

That's just one minor flaw in a very promising project. For a free to play MMO in early access OWW has an enormous amount to offer. Looking forward I'd hope to see a great deal more customization for your avatar - clothes would be a start - as well the introduction of some of the plastic arts to the collections and more terrain options in the building files. It would be fantastic to have outdoor areas to landscape for a sculpture park, for example, or to be able to lay art trails through a forest.

And in the time it's taken me to write this post, my finances have recovered to the point where I have over $6,000 in the bank. Time to go spend my way to the next level.

Thursday, November 15, 2018

Clothes, Friends, Photos: OWW, OLN

You know how it is. One day you're bemoaning the lack of non-combat MMOs then next thing two come along at once.

It would have been easy to miss them both. There's a lot going on this week. I'm struggling to stay on top of it all, EverQuest 2's Chaos Descending expansion and the big Rune and Sigil revamp in Guild Wars 2, which I still haven't had time to explore in any depth. I've already had to pass on Lord of the Rings Online's Legendary server. At least I don't have to worry about Fallout 76...

I'm even keeping a watchful eye on EverQuest for the pre-expansion "Fall Fun Bonuses". The first couple of weeks was double rare spawns and double faction bonuses. Pass. That round ended yesterday, though. As I write the next set hasn't been announced. If it's double xp then I'll have to make time somehow. Magician needs new shoes. Spells. Levels. All of that.

And then StikiPixels had to choose yesterday to commit. Art curation MMO Occupy White Walls has been hanging around outside Steam Early Access for weeks and now it's going in. I was more than willing to make time but as the screenshhot up top suggests, so was everyone else. So far I haven't managed to log in.

I only have myself to blame for getting caught in the stampede when the doors opened. I had a Steam Beta key for this one a weeks ago (alpha tester's privelige) but I couldn't work out how to redeem it.


Not that I tried all that hard. I already had my hands full of testing with the Unnamed Alpha. If that one was Live and had true persistence I'd be playing the skin off it right now. Anyway, I figured the open release for OWW would be just around the corner so I stood down from Early Acess to Early Access and here we are.

OWW is a very interesting MMO. I'm not sure whether it's an MMORPG. You certainly could use it as a venue or a vehicle for roleplaying. I'm sure many will. RP is entirely optional, though.

I'm not even sure it's a game. It didn't have many gamelike elements in alpha, not that I noticed. More a kind of mash-up of Landmark, Second Life and that one time my Director of Studies took us all round the Fitzwilliam Museum to explain how paintings work.

I think it has huge potential. As I said, only yesterday I was moaning about the lack of non-combat MMOs that don't revolve around farming and/or survival. Well, here's one. It has the look of something that could break out of its niche to find a larger audience, too. An audience composed at least in part of people who wouldn't self-identify as "gamers".

As a particularly brilliant comment on Steam put it, "If all those Lo-Fi Hip-Hop 24/7 Radios would be a game, this would be it". Yeah... no. Really.


If anyone's jonesing for Landmark I'd definitely recommend OWW as more than a palliative. I'd also draw the game to the attention of anyone who used to enjoy decorating in Rift or WildStar and is now, understandably or unavoidably, casting around for somewhere more stable.

Even if you don't feel you have the decorating chops, I'd still say give OWW a look. All you need is a passing interest in art and especially art history. It's accessible, involving, educational and slightly crazed.

I'd give it a few days, though. According to the forums "We're currently testing out a new patch to see if our fix works. But we are working hard on fixing it!" I've been trying to log in the whole time I've been writing this post and so far the only picture I've seen is the one on the loading screen. Which could be better, given it's an art game and all. That is theshop window, kinda. Or the lobby, at least. Just sayin'...

With some free time on my hands - time I would have spent on OWW - and with Steam already running, I thought I might as well take a quick glance at Otherland Next. That's how we're meant to call it now, the Tad Williams-inspired MMO that's spent much of its time on life support. Try to keep a straight face.


OLN, as I'm sure no-one is calling it, got a major patch - they're labelling it an expansion - this week and along with the new name comes a new game mode. It's described, enticingly, on the character creation screen as something suitable for people who like the social aspect of MMOs but who don't like the gameplay.

And on the face of it, that's not a bad idea. There's a sizeable demographic out there, people who use popular MMOs as a kind of glorified chatroom and if ever an I.P. was made for doing just that it has to be Otherland. That's literally why the characters in the original novel were online before things went horribly wrong and they found themselves "adventuring".

The problem Otherland has is this: if you want to socialize you need people to socialize with. Good luck finding them in OLN. I made a new character, took the Social option, spawned into Lambda Mall and spent fifteen minutes running around without seeing another player.


Which was probably just as well. The new mode skips the tutorial, and the tutorial is where you get your gear. I made a female character and when I logged her in she appeared in the middle of a shopping mall in her underwear. We've all had that dream, right?

I did check her inventory to see if she'd stashed a vest in there for emergencies. No luck. I decided I'd roleplay the whole thing as a tendency towarss exhuberant exhibitionism so she ran around taking selfies in front of suggestive signage for a while. You have to make your own entertainment when you're barred from questing and adventuring, especially when you're running around in your skimpies and there's not even anyone watching.

I may take my adventuring character (male, clothed) to look at the new content. We'll see. For now, though, I think it's back to the Elemental Planes.

Non-combat content's all very well but after a while you really feel like pulling the wings off a few mephins.

Monday, June 18, 2018

Keeping Myself Occupied : OWW

I am still playing Occupy White Walls. More accurately, I am still playing around with Occupy White Walls. Cautiously. It has that indefinable "just one more" factor that makes for addiction.

It's something I'm quite wary of. Landmark had it in spades and I imagine it's the reason Minecraft is the global success it is. There's something about construction kits...

Even as I was writing this, just tabbing back in to take another screenshot, I found myself buying more art, placing it, framing it and then buying lighting as well. I lost half an hour in a blink.

What happened to the metallic avatar I used to have?
OWW is a curious pastime. It's all about art but the tidal pull for me is the clicking together of pieces. Other building and decorating software I've used has required either a great deal of technical knowledge, considerable creative ability or, more commonly, both. This is much more forgiving.

For a start it comes with the aesthetic baked in. DAISY (now 35% faster and 50% more accurate, apparently) doesn't merely offer thousands upon thousands of artworks (including a fresh consignment of two thousand just in from Washington’s National Gallery of Art). She works with you to give your picks a coherency that will probably surprise you.

The building materials also come conveniently categorized by style - Art Deco, Art Nouveau, Industrial, Baroque and so on. You're on your own to make the right choice, but if you stick to a category or two it's fairly difficult to come up with the kind of clashing mish-mash that's all too easy in other building MMOs.

Never mind. Bought myself this fine brass job instead.

My own first gallery is surprisingly convincing as a space. Well, it surprises me. Considering I began by plonking things down to see how the controls worked and let everything happen from there, it does look oddly like somewhere you might imagine visiting.

It's also getting bigger. When I logged in today I saw a loading screen tip about the option to extend. I already had a staircase that went nowhere so I took the opportunity to build out from that into a small, upper annexe.

That led to my putting in a ceiling, meaning the whole gallery no longer ressembles some crazed alfresco dream thought up by Escher and Dali after a night on the absinthe.  With the ceiling came a floor and my gallery is now two storeys proud.

Surprisingly dark in here, isn't it? Especially given all these windows. I wonder if there's a day/night cycle?

I kept the view although there's nothing much to see except clouds and sky. I have more windows than walls. I wish there were some skylights. It got a little gloomy when I put the ceilings in, compared to the blue skies and sunlight I'd been used to, so I bought a lot of lights. With all the tiled floors the reflections are awesome. And blinding.

The decor is so powerful it doesn't really leave a lot of attention for the art. And so much of the art is...well, tiny. Miniscule. The pictures come in - presumably - the correct relative scale to their real-life versions and there doesn't seem to be an option to scale them. Most of mine look like postcards stuck to the walls.

There are also bugs. It's only alpha after all. I managed to make two of my small end-rooms upstairs inaccessible. I think it happened when I deleted some doors. Nothing seems to fix it but I can jump over the railing from the top of the stairs to get in if I really want to.

Think the tiles could maybe be a tad bit busy?

The controls are going to need some fine-tuning. It's clunky to have to delete things every time you place them incorrectly. And expensive. It would be a lot better to be able to move them properly before you place them and to be able to pick them up and re-position them without having to destroy and re-buy them.

Even so, for such early days there's a huge amount of playability. And playing is the goal here, it seems. A recentish interview at Rock, Paper, Shotgun implies that the finished product will very much be a game, not just an educational toy or a shop-window.

I do love me a little Mondrian. Goes with the flooring, too.


I hadn't realized until I read that interview that players will be able to upload their own art into the game. That does begin to make things sound disturbingly like some kind of unholy hybrid of Second Life and Deviant Art. When asked, repeatedly, about the software's possibilities as a marketplace and marketing tool for living artists, the StikiPixels representative was reassuringly definite:

We don’t want the game to become a marketplace at this stage. We want to be more of a game than Minecraft... We’re not in the business of selling art and we don’t want to take any commission from art sales. We’ll do what we’re best at, making games!

"More of a game than Minecraft" might be a bit of an ask. More of a game than Landmark, though? I think they're there already.

Tuesday, May 8, 2018

Picture This: Occupy White Walls

Not content with hooking me back up with an old addiction, yesterday my MMO dealer, Massively OP, turned me on to something new. Something different and strange.

I'd seen the name Occupy White Walls a couple of times before but it hadn't stuck. Some kind of gameified art project, wasn't it? In closed alpha, I think? The sort of thing you file away for future reference to look at when there's something there to see, then promptly forget about.

I would have left it at that but the latest MOP piece came with a video and for some reason I watched it. I can't say why but it was definitely a moment.

Although the video was made by someone highly skeptical about the project, by his own admission not at all part of OWW's target demographic, it nevertheless turns out to be a very effective piece of promotion for the game. It's a considered, informative, thoughtful overview, well worth seven minutes of your time.



It was certainly enough to send me on to the official website. I thought I'd take a look at the application process for the closed alpha for which, according to Massively, sign-ups were being taken.

Only Massively is wrong. Sign-ups aren't being taken because the closed alpha isn't closed. To quote the appropriately arch statement on the front page of the site itself:

OWW is almost ready to go public and shake up everything you thought you knew about the world of art ... and frogs. So now we are releasing the Alpha version of OWW to the selected few individuals who have the courage, the audacity, the vision … or who just clicked our Ad. Alpha means that the game is mostly stable but under heavy development.

So I downloaded and installed the thing, which took maybe ten minutes. Then I made an account and "played" it for a couple of hours.

It's definitely an alpha. There's not much of a warm-up. It throws you right in. The Tutorial is tricky to navigate and the controls seem to be fighting the UI at times - windows overlap a little, you have to back up and come around now and again - but it works more than well enough already to give a clear idea of the potential.

For an MMO player the initial impression is something like a mash-up of Landmark and The Secret World's Museum of the Occult. There's an extensive bank of building pieces - walls, floors, ceilings, stairways, pillars, lighting and so on - which you can place in a way that feels very similar to how it was in Landmark.

It felt so familiar I'd already built my first room before the Tutorial prompted me to open the interface. I messed around with that for a while, changing my wooden avatar for a scarier shattered  glass model, topped off with a fedora.

The part I really wanted to try out was DAISY, the AI that supposedly learns from your choices and suggests art you'd find to your taste. Fevir, who made the video above, was very impressed by DAISY, to the point that he found the experience unsettling. He's not wrong.

I spent about half an hour letting DAISY learn my preferences. Within a few minutes the artworks she was suggesting were beginning to pique my interest and stimulate my pleasure centers. I was hard-put to pick even one of the first nine, random pictures she suggested for my walls. I didn't really like any of them. After a dozen or so iterations, and by the time I decided I'd spent enough of my $100K seed money for a first run, the problem was stopping myself from buying everything she put in front of me. I loved it all.

Although some of the pictures I ended up buying are mostly by artists entirely unfamiliar to me, while others are by established favorites, and though they hail from different countries, schools and centuries (although the time period is actually quite tight), the final grid of my initial acquisitions shows an astonishing degree of coherency. It's quite a weird, discomfitting experience, having one's thoughts, tastes and feelings second-guessed in this way.

With my purchases made, I was intending to stop as it was getting late but in that oh-so-familiar Landmark fashion I thought I'd just pop a couple of pictures on the wall. Half an hour later I was still fiddling around, changing frames, trying to get a couple of lights to go just where I wanted them.

As I was futzing about my tiny, one-room gallery began to fill. As you place art, it attracts visitors. NPC visitors, that is, although players can visit each other's galleries and comment on the works, the layout, whatever they choose, as well.

The more NPCs visit your gallery, the more money your gallery makes. You need the money to buy art and furnishings and gallery space. That, I guess, is the "game" part of this MMORPG. No doubt that aspect will be fleshed out in time and I note that the EULA (which, yes, I did read) contains all  the usual caveats and commands related to gameplay that you'd find in a traditional MMO.

Whether or not Occupy White Walls eventually turns into some kind of fully-functioning game or not it very clearly has a shining future in the MMO building/decorating sub-genre. It absolutely has that hook that Landmark had. I'm not saying it has the potential to be the hipster Minecraft but it might.

For now, it's free and open and it's well worth a look if you have any interest in either building stuff or looking at art. I will be working on my gallery in those quiet moments when I don't feel like killing monsters. Plus I'm really curious to see what I can learn about my own tastes and preferences, with DAISY's help. I just worry about what she might be learning about me...
Wider Two Column Modification courtesy of The Blogger Guide