Read more in Other Grids, MMOs, and Games.
*
Why designate the child-friendly game as for those 18 and over only? The Republic of Korea has a law banning minors 16 and under from playing games between Midnight and 6AM local time. Instead of going through the expense and hassle of developing an installing a method to keep those gamers in the country from playing their games those hours, Microsoft opted to just limit playing the game there to adults 19 years and older.
At first the law didn't affect gameplay as Mojang accounts don't need age verification. But that changed in December 2020 as gamers there would need an Xbox Live account to access the game, and in March came a warning that anyone in the country wishing to get the game would need to be 18 or older. The result has been the game having a split age-rating in the country, officially labeled as 12 and up but thanks to Xbox is de-facto limited to those 18 and over. Naturally, the situation has gotten many in South Korea upset, "Korea will become [the only game market] where even Minecraft is reduced to an adult game."
When contacted by PC Gamer, Microsoft responded, "We’re working on a longer term solution for existing and new players under the age of 19 in South Korea and will have more to share on this later this year."
Source: PC Gamer
When it comes to games and Second Lifers, there's no shortage of them inworld, as "Tiny Empires" demonstrates. Outside of the grid, "Ark Survival Evolved" continues to be the favorite among the "Furry Gamers," the group of Second Life residents whom love playing games. But as it turns out, they haven't been the only ones in the Ark game lately. Another group of Second Lifers has given it a try: the Second Life Universe Forums.
For months, fans of "World of Warcraft," the most subscribed to MORPG, looked forward to it's latest expansion, "Warlords of Draenor." Due on Thursday November 13, a number who had let their subscriptions expire signed back on. In October, Blizzard announced membership of the game had climbed to 7.4 million, a 600,000 increase over it's June total of 6.8 million. So on the day of the release, people got their copies in game stores or downloaded them straight from Blizzard, and logged on ...
So what happened? Part of the problem was so many players trying to log on at once, as has been the case with each expansion release which has seen some troubles. But as it turned out there was another element. Blizzard's World of Warcraft servers were the target of a huge Denial of Service attack. According to WoWInsider, the attacks were traced to China. The assault reportedly continued into the early morning the next day.
A few days ago, Linden Lab Lab made two announcements on their blog. One was about team behind the Exodus Viewer having worked on a project to improve graphics. But the one that's gotten more talk was about making Second Life accessible to users of the Steam gaming platform.
I couldn't find a thread of comments in the official forums about Steam, though there was one in the SL Universe forums. The residents there had mixed feelings about it, many feeling it would bring in easily bored teenagers whom were expecting a top performing system with little patience for the lag. A few thought the only ones whom would stick around would do so only for virtual porn and sex. Hamlet Au whom also talked about the Steam access, had among the most optimistic feelings about it, though the majority of those commenting were less cheerful.