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Thursday, May 15, 2008

Online World Atlas: Dizzywood -- Pt. 3, Conclusion

[Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape. You can view Part 1 of our investigation here, and Part 2 here.]

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Despite my status as an adult I've spent a fair amount of time in the enchanted world of Dizzywood, a a virtual world designed for children between ages 8-12. So what are my conclusions?

I was primed to be captivated by Dizzywood before I began playing it thanks to the splash screen (which you can see above). The piece of art used is such a fantastic example of storybook art that the game already had me feeling like a kid again.

I'll be honest, though -- the world itself doesn't work quite as well at maintaining that feeling through its art. If we're going to nitpick, the art is inconsistent, with player avatars seeming to exist in a totally different world from the static "paper cut out" characters that supposedly inhabit Dizzywood.

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Of course, this kind of problem could be considered a limitation of the engine, which, as Dizzywood runs in flash and Javascript, can be a little bit idiosyncratic. I had problems getting it to work successfully in Firefox (it ran, but was glitchy) though it worked acceptably in Explorer.

Dizzywood offers a 3D world to explore, and at times that seems to be a little bit too much for the engine to offer, with animation sometimes flawed, movement occasionally jerky, and a play area window that's (arguably) far too small.

Inconsistent art and an (at times) dodgy engine aren't the limit of my problems with Dizzywood. The world falls into one of the major pitfalls that virtual worlds that feature minigames do, and that is tired and uninspired games. It's nice that every location features games to be found, but match-3 and Pong inspired games just aren't exciting enough to maintain interest.

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Which, I suppose, makes it all the more of a revelation that Dizzywood is still so worthwhile as an online experience for its intended market. As the Parent's Guide explains, Dizzywood is a safe world for children, but more than that it’s a positive one. Players can while away their time playing the games alone, but it's far more fun to explore in groups, with some aspects, such as trees that grow faster or rocks that are more easily moved by teams of friends, a great example of this. It's incredibly tedious to try and move a pile of rocks alone to retrieve a crystal skull (believe me, I tried) but a snap with friends!

Players don't have to bother with investigating the mysteries, either. I couldn't help but explore the world as if it was a game, but many users are clearly happy (and no worse off than others) for not doing anything other than chatting with friends.

As Dizzywood continues to be developed, too, they're adding more and more aspects to make both types of player happy. Explorers can now wear backpacks, and all players will soon be able to have their own rooms to decorate and hang out with friends in.

All in all, Dizzywood is a bit of a contradiction. The world doesn't look great and the technology behind it isn't particularly special. The games included are (mostly) derivative and boring. But it's brilliant fun to explore, and a great place to meet and collaborate with other players to discover its mysteries. With its continuing improvements, this could be one of the "tween" orientated worlds to watch (heck, it's even been featured in the New York Times!)

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Posted by mathewk on May 15, 2008 1:30 PM |

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