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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Using Massive Multiplayer Online Concepts to Build a Shared Architecture</title><link>http://blogs.msdn.com/nickmalik/archive/2007/07/28/using-massive-multiplayer-online-concepts-to-build-a-shared-architecture.aspx</link><description>How can we leverage the power, and draw, of massive multiplayer online game experiences to build a shared vision of architecture for an enterprise? I'm not in to multiplayer online games. I have a lot on my mind between being a dad and being supportive</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Using Massive Multiplayer Online Concepts to Build a Shared Architecture</title><link>http://blogs.msdn.com/nickmalik/archive/2007/07/28/using-massive-multiplayer-online-concepts-to-build-a-shared-architecture.aspx#4109361</link><pubDate>Sun, 29 Jul 2007 00:53:07 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:4109361</guid><dc:creator>Mike Kavis</dc:creator><description>&lt;p&gt;I was thinking about writing a similar blog but using Second Life as an example. &amp;nbsp;People are able to create anything they want in Second Life. &amp;nbsp;I don't know what the under lying architecture is for that product but that's a great example to get inspiration from.&lt;/p&gt;</description></item><item><title>re: Using Massive Multiplayer Online Concepts to Build a Shared Architecture</title><link>http://blogs.msdn.com/nickmalik/archive/2007/07/28/using-massive-multiplayer-online-concepts-to-build-a-shared-architecture.aspx#4124257</link><pubDate>Mon, 30 Jul 2007 05:10:11 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:4124257</guid><dc:creator>Steven Mitcham</dc:creator><description>&lt;p&gt;Go look at A Tale in the Dester atitd.com to see an example of an MMORPG based on construction rather than destruction.&lt;/p&gt;</description></item><item><title>re: Using Massive Multiplayer Online Concepts to Build a Shared Architecture</title><link>http://blogs.msdn.com/nickmalik/archive/2007/07/28/using-massive-multiplayer-online-concepts-to-build-a-shared-architecture.aspx#4127603</link><pubDate>Mon, 30 Jul 2007 11:08:20 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:4127603</guid><dc:creator>NickMalik</dc:creator><description>&lt;p&gt;@Steven,&lt;/p&gt;
&lt;p&gt;I had never heard of ATITD, so thanks for the link. &amp;nbsp;Fascinating.&lt;/p&gt;
&lt;p&gt;--- Nick&lt;/p&gt;
</description></item><item><title>re: Using Massive Multiplayer Online Concepts to Build a Shared Architecture</title><link>http://blogs.msdn.com/nickmalik/archive/2007/07/28/using-massive-multiplayer-online-concepts-to-build-a-shared-architecture.aspx#4129704</link><pubDate>Mon, 30 Jul 2007 13:49:04 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:4129704</guid><dc:creator>Uncle Chutney</dc:creator><description>&lt;p&gt;I definitely think you're on to something, Nick. First, any task can be made easier by approaching it as a game. A game is simply an environment in which participants have a set of requirements to fulfill, and compete either with one or more other participants or with their own previous achievements to realize the requirements.&lt;/p&gt;
&lt;p&gt;In the case of an enterprise such as Microsoft, you have a very similar environment to a MMO game, in which a diverse community of participants are striving for a diverse variety of related goals. The challenges are similar. Players cannot all participate at the same time, and must be able to work cooperatively or individually. Rewards must be given for performance, either individually or divided among teams.&lt;/p&gt;
&lt;p&gt;In fact, I have given some thought to a similar game concept myself, as a game only, one which I hope to build some day. The working title is &amp;quot;Wizards of Chaos,&amp;quot; and the concept is one similar to a role-playing game, in which players enter virtual worlds within other virtual worlds, and in order to achieve goals must combine various software components to creatively solve problems.&lt;/p&gt;
&lt;p&gt;The software components are virtual as well, resembling the magical spells in role-playing games, in that each has a virtual interface which symbolically represents its functionality in some interesting way. As in real software, the components can be combined according to their interface characteristics, which may resemble physical or &amp;quot;magical&amp;quot; characteristics, depending on the context of the particular virtual world the player is inhabiting.&lt;/p&gt;
&lt;p&gt;It might be possible to construct a similar architecture in a real software development company to inspire people to work harder, and more creatively. Of course, it would be a tremendous challenge. But it might be a lot of fun as well.&lt;/p&gt;</description></item><item><title>re: Using Massive Multiplayer Online Concepts to Build a Shared Architecture</title><link>http://blogs.msdn.com/nickmalik/archive/2007/07/28/using-massive-multiplayer-online-concepts-to-build-a-shared-architecture.aspx#4338485</link><pubDate>Sat, 11 Aug 2007 21:56:56 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:4338485</guid><dc:creator>Craig Randall</dc:creator><description>&lt;p&gt;If you're willing to consider &amp;quot;an approach to customer service&amp;quot; as a form of architecture, Wikinomics--here are my takeaways from this book: &lt;a rel="nofollow" target="_new" href="http://craigrandall.net/archives/2007/08/wikinomics/--includes"&gt;http://craigrandall.net/archives/2007/08/wikinomics/--includes&lt;/a&gt; an example &amp;quot;shared architecture&amp;quot; via Best Buy's Geek Squad and how GS &amp;quot;agents&amp;quot; leverage MMO's to brainstorm service ideas and improvement.&lt;/p&gt;</description></item></channel></rss>