Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Monday, March 8, 2010

Are Virtual Worlds (And MORPGs) Being Replaced by "Farmville"?

At my workplace, I’m the only one that I know of who plays Second Life. One other coworker plays a Massive Online Role-Playing Game (not World of Warcraft). What has been getting the attention of the workplace are Facebook games, such as “Farmville” and “Mafia Wars.”

Recently, the rise of these games has started to get some talk. Second Life has started to grow again recently, but only slightly. World of Warcraft, after going strong for years, has had it’s growth slow to a crawl. But the Facebook games, and other web-based games, continue to attract many more users by the month.

Fans of Virtual Worlds and MORPGs once pondered their game getting out-competed by others in their field. Now users of World of Warcraft and Second Life are pondering what was once unthinkable, their favorite online hobbies being replaced by these simple little time users. Even WoW’s owner Blizzard expressed worry in their annual report

We also compete with other forms of interactive entertainment, such as casual games like iPhone applications and other mobile phone games, and games developed for use by consumers on social networking sites. Future increased consumer acceptance and increases in the availability such games or other online games, or technological advances in online game software or the Internet, could result in a decline in platform-based software and negatively impact sales of our console and hand-held products. ... may also render products such as "World of Warcraft" obsolete.

For those used to their entertainment becoming more sophisticated over time, it would be a major step backward in digital evolution.

So why have these little webgames gotten so popular? Why are players spending hour after hour on them that one would normally associate with a MORPG or virtual world? For one, they’re not too difficult to play, normally one just needs a few minutes at most to figure out how. Second Life, movement controls can be a bit awkward for beginners, and even if you don’t plan to own land or build, it can take a while to get the hang of things, and even old timers don’t know everything.

Also, webgames are pretty cheap, people able to log onto them for nothing. Although one can play Second Life as a free player, getting Lindens through contests and jobs, more often people find it quicker to go ahead and put some real money into their virtual experience. And for those whom want to own land, the costs can add up to a lot.

Developers are attracted too. The little games don’t take as much time to make as virtual environments. And even if it’s just money through ads, investors can expect quicker returns.

... while there is plenty of energy being put into new kinds of alternate-reality games, interactive narratives, and other so-called "transmedia" productions, none so far, at least, offer what was available as early as 2003. ... Second Life is [pretty much] the last man standing when it comes to full 3D robust virtual worlds.

So is our number up? Are we going to have to resign ourselves to a future of “Farmville” clones, the days when we could build virtual forests and castles as far as the eye can see a thing of the past?

Not necessarily.

Virtual words and MORPGs have been around for a while, Second Life will be celebrating it’s seventh anniversary in a few months. And as good as they are, none of us can refute they have had their share of bugs and problems. So the less enthusiastic might be inclined to take a break.

The global recession has been particularly hard, some predicting the United States and other countries will experience a “lost decade” as Japan did in the 1990’s. People losing their jobs, and accepting new ones that offer only a fraction of their old pay. And for those who still have their old jobs feel the pressure to build up a cash reserve just in case. With this economizing, the $15 a month for WoW, or a larger amount for a plot of virtual land and home in Second Life, like other forms of entertainment cash, they become targets for the budget chopping block.

Then there’s the audience of these little games. Much of it is young children and teenagers, the latter whom are too young to be playing Second Life, and the former too young to be playing games as intense as WoW.

Eventually, those taking a break will be inclined to come back for more, perhaps sticking around if the things that bugged them the most happen less often or are gone. Like all recessions, this one will end, and people will have more cash to spend for their online entertainment. And the kids will grow up, and be looking for something more sophisticated.

The question is, will Linden Lab be innovative enough to take advantage of the new demand when it happens, or will it simply lumber along, and allow young new competitors to take the lead and leave it behind.

But somewhere, we’ll be able to have our castles and forests.

Bixyl Shuftan

Sources: CNet, Activision/Blizzard Annual Report

Wednesday, March 3, 2010

Virtual World There.com to Close

In an announcement on March 2, 2010, There.com’s CEO Mike Wilson announced the virtual world would be shutting down on March 9. Wilson cited the troubled real-life economy as the reason for the decision.

There.com's customers were hardest hit by the recession, and, so was There. While our membership numbers and the number of people in the world have continued to grow, there has been a marked decrease in revenue ... at the end of the day, we can't cure the recession, and at some point we have to stop writing checks to keep the world open. There's nothing more we would like to avoid this, but There is a business, and a business that can't support itself doesn't work. Before the recession hit, we were incredibly confident and all indicators were "directionally correct" and we had every reason to believe growth would continue. But, as many of you know personally, the downturn has been prolonged and severe, and ultimately pervasive.

There was launched in October 2003, not long after Second Life. It was founded by Will Harvey, whom was noted for writing the first commercial sheet music processor for home computers “Music Construction Set,” and work on several computer games. The Instant Messenger IMVU was also founded by Harvey. Jeffrey Ventrella was There’s co-founder, noted for his programs on artificial life, whom later worked as a developer at Linden Lab.

In it’s early days, There did well, possibly because of the prestige of it’s founder and starting out with more funding than Second Life. But it soon ran low on finances, and Second Life gained the media spotlight. It ran into trouble starting in 2004, and in 2005 the company split in two, Makena Technologies which continued to operate the virtual world, and Forterra Systems, which concentrated on “private and secure” virtual worlds for government and corporate clients.

There distinguished itself from Second Life as a more family-friendly place with “controls on adult content and griefers,” which attracted some users too edgy for it’s more noted competitor. It also aimed at teenagers, whom were too young for Second Life’s main grid. The language on it’s info page included, “Feeling awesome today? You can look awesome. Feeling like you want to make some heads snap around? You can look knock-down gorgeous and totally buff.”

There also advertised itself as more corparite freindly, having places such as Club Scion and Coca-Cola Skate Park. In 2006, There partnered with MTV. Other brands with a presence in There include Cosmogirl, The Humane Society, Paramount Studios, and the Country Music Hall of Fame.

Like Second Life, residents of there moved about in avatars, and could communicate in text and private Instant Messaging, or voice for those with Premium accounts. Unlike Second Life, avatars could only be modified from a basic human form: hair, skin, and eye colors, head and body shapes, etc. Avatar graphics were a little simpler than those on Second Life as well. People could get around on foot, or on vehicles such as buggys and hoverboards. There was an emphasis on sports, such as the paintball games in the video on There’s introduction page on it’s website. There were also virtual pets, although limited to two breeds of dogs.

There also had it’s own virtual economy, with it’s currency called “Therebucks,” which could be bought and sold from and to the company, with one US dollar equal to 1,800 T. There were also virtual banks, which unlike Second Life remained legal on There. People with Premium memberships could build and sell items, such as buildings and vehicles, as well as being able to own and rent homes. There had it’s own newsletter at www.therefuntimes.com.

Unlike Second Life, There was never available to Mac users.

In Second Life, Torley Linden named his personal sim “Here” as a tribute to There. The surname “Thereian” is used by a few Second Life residents.

In the statement, Wilson stated there would be refunds on “All purchases of Therebucks and member program updates” between February 1 and the moment the closing was announced, “We will attempt to continue a Therebucks buyback for developers.” There also appeared to be a subtle jab at Second Life, “many things ... made There special, accessible, and attractive to people from all over the United States and the world -- not just the privileged with high-end machines and broadband connections.”

There have been a number of comments by former users. One “on again off again” user felt there were several reasons for it’’s decline, including that suggestions for new activities were often ignored, and the corporate endorsements to make up for a stagnant membership might have brought in cash but also ruined the “ambiance” of There, and some changes “helped kill off some of it’s most popular activities and communities ... One of the last lingering, saddest memories I had before quitting There was to see the once thriving hoverboard park a ghost town.” More common were expressions of sadness over the loss of the virtual world.

Of final thoughts, those from CNet writer Daniel Terdiman are as good as any, “For me, though I hadn't gone into There for quite some time, I always enjoyed the idea that I could go back in, jump in my wonderful hoverboat and go for a nice long ride. I recall the early days of There when there were regular hoverboat flotillas and when you could easily find people riding around on flying dragons. To all the fans of There who will now be without a digital home, there is perhaps only one suitable salutation: 'wave. “

For the announcement of There's closing, Click Here.

Sources: CNet, Massively

Bixyl Shuftan

Monday, December 28, 2009

Virtual World “Metaplace” to Close

On December 21, 2009, there was an announcement on the forum of the virtual world “Metaplace,” stating that at 11:59 PM on January 1, 2010, the place would be shutting down.

Raph Koster, the designer of Metaplace, had a shorter statement on his own website (raphkoster.com):

Today we announced that the consumer-facing Metaplace service, the one you all know as the user-generated worlds website at Metaplace.com, is closing on January 1st. There’s a FAQ and an official letter on the site.

The reason? Well, it just hasn’t gotten traction. I have many thoughts on why, but I hope you’ll forgive me if I don’t go into all of them right now. It is a sad day for us here, and I know many users are going to be very disappointed by this turn of events.

Metaplace Inc isn’t going away – in fact, we have some pretty exciting plans. But those plans are best shared on a future day.

If we have to sunset the service, we want to do it right. So for the next two weeks – come visit, and enjoy and celebrate all of the amazing creativity and work users put into their worlds. We’re providing a way for users to grab the data that makes up their worlds. We’ll be opening a website for the community so that you don’t lose touch with your Metaplace friends. And we’ll have a big party on the last day – because Metaplace.com will not go quietly, but with the sound of meeps and music and laughter.

It was a wonderful world full of wonderful people, and I will miss it more than I can say.

Raph Koster worked at Ultima Online, and later Star Wars Galaxies before creating Metaplace.

Metaplace was released in 2007. Unlike Second Life, Metaplace did not need the user to download any sofware. Using Flash for display, it was entirely “web based.” Graphics and controls were simple compared to Second Life. It was similar to Gaia Online in some ways, the avatars appearing a bit cartoonish. But unlike Gaia, Metaverse failed to break into the teen and young adults markets.

Somewhat like Second Life, one could modify one’s own space, provided for free, into either a game area, personal home, or wilderness area. But compared to SL, one was quite limited in options. Characters could level and receive gold as they went about, Level 101 being the top rank. First available as a Beta, a “final version” was supposed to be available later, but it never came.

The post on the Metaplace forum was filled with users expressing shock, and wondering what they would do. Hopefully some will head over here to Second Life.

Bixyl Shuftan

Saturday, September 12, 2009

Blue Mars

If you have spent some time in second life you are familiar with the phrase"Your world,Your Imagination "The mantra for being a resident of second life and the reason Linden Labs is praying and hoping that you will at least pay 9.95 a month at min to play not counting if you are shopping freak or land owner. In the past 6 months within Second Life I have travelled all of the grid to witness some amazing things in regards to the creative aspect of sim designs and various items within.
Taken part in events that have real life social causes connected to them, ie( Relay for Life) Autism awareness to name a few. For the people have that have worked hard on the social causes of what they believe in personally I salute you for making a difference.
During my travels I have seen wonderful things such as panel discussions on various topics issues that are real world and others that a concern to the residents of second life, had the pleasure of coming across comedy shows and to my surprise the comics where actually funny.
On the other side of the coin I have seen things within second life that make you want to pause for second and ask yourself "What the *uck" just happened but I digress.
For me I have had the pleasure of meeting some truly wonderful people with each one with his or her gift that they can make a difference within the grid.
I have meet some really shitty people also, yet this is to expected just like within the grid of the other game as we know as real life. Each of us are residents of Second Life for his or own on reason some are creative types, some are great musicians and some comedians and a host of other things that they also bring to the grid. Some view second life as game, some view as a modern day chat room with graphics and a shot at pixel sex. Others are gifted and they make a difference within the fine arts community of second life.
Hands down Second Life is good platform it has its' plus and minuses depending who you speak with and the chosen topic to talk about. As a resident you get use to the myriad of tech problems that residents of second life deal with on a daily basis.. Its missing,asset server problems, sim rolling restarts.
Yet lets not forget the dark side of second life not talking about sex either but that will be addressed later on. You might encounter just totally nasty people because they chose to act in that manner. And countless numbers of kids or teens playing as so called adults and folks that seem to think that second life is a career for them and to that those select few, I wish to pose you a question: Does Second Life give you a 401K? (not that the markets are really worth a shit right about now" Ok soapbox is put away on that subject.
In a nutshell according to some Second Life is basically modern day" Wild West" basically anything goes and you can find it regardless of how creepy it is, how high it really floats your own personal boat or kinks if you chose to partake in that also good bad or ugly.
If you have spent anytime in virtual worlds you know that each brings a certain flair to the table that may work for you or not there are good features and bad with each one.. Picture a virtual world that is a pure 3d setting well folks there is a new kid on the block its called Blue Mars. First of all Blue Mars is currently in closed Beta... Its projected to green light in Jan 2010. After spending time in Blue Mars first of all the visual quality is unmatched in anything I have seen in any virtual world; beyond words the sounds, the lights, the shadows from the avis.. With closed beta running for a week on Blue Mars has a great potential to be wonderful.. on various levels.

Yet a world that is based on content true 3d.... the chance of being part of something that is great and being there from the beginning the shot at making a difference within platform.
First up, it is not going to be a “Second life killer” for the simple reason of: some people really do like the Wild West Sandbox. Some like creating for the sake of creating without learning some seriously intensive and rather daunting 3d programs. Some like the feeling you get finding something completely awesome that you never thought possible. We like the freedom it gives us to do pretty much anything if you dare to get it a run at it.
Blue Mars is not Second Life. It’s something different. More advanced. No matter what Linden Labs tries to force SL to be, it is and will forever be “your world, your imagination.” It’s a sandbox. You can make it into anything you want. However, there are some serious limitations that LL will never be able to fix like lots of people in one spot, Whereas BM sits more in the middle of being able to create whatever you want to and a perfect ideal world imagined by a group of professional 3d artists (ie video games). Sort of more like: people who can afford a city’s world you can play in, can bounce around to different worlds and also buy some stuff.

BM is for those of us who’d rather have more power to create things without having to overcompensate for SL’s quirks (the lot of daily problems in world). It’s for indie video game developers to make a game people don’t have to find and dl off of Steam. Or for fully immersed Role Play communities to have full control over their piece of the world, including the type of content you can bring in.
Granted they are touching on things that SL has tried to be or we’ve tried to make it, but many of those things SL just doesn’t do very well. However, the structure of BM and how it works makes it more viable for those types of things. Like crowds, RPG Sims, and much more detailed worlds.

Yet some folks will get bored with Blue Mars because there isnt really anything to do but walk around and look and you may come across the actual live person in world to chat and exchange ideas and opinions about Blue Mars.
Others may log out of Blue Mars and bitch its empty and nothing to do...Its not trying to be like second life at all..

By Taryn Gartner

Saturday, September 5, 2009

Meanwhile Back in Azeroth: Third Expansion Planned for WoW, and Other Changes

It’s been several months since I got World of Warcraft’s third Expansion, “Wrath of the Lich King.” It took a while to get to the top. A couple months ago, I got a character, my bloodelf hunter, to Level 80. Besides that, there was a particularly memorable quest chain, "The Battle for Undercity,” helping to retake it after a sinister plot resulted in a coup. So the hunter ended up fighting alongside two of the most powerful NPCs of the game, Warchief Thrall and the Banshee Queen, the group slowly making it’s way to the royal quarter and beating the powerful demon that had taken over.

After that, still finding things to do, friends to chat with and hang around. Like Second Life, WoW looses a lot of it’s charm if there’s no one to talk to (at least for me). Blizzard recently added the Argent Tournament, throwing in some new action for my Lvl 80 character. Gameplay has also changed slightly. The spices I once needed to cook food are no longer needed. While using one alt, the special quest once required to get a higher cooking level wasn’t there and the alt was freely able to progress. Easier, though I miss having to go through the fancy cookery a little. My Rouge alt’s Poison-making skill is now gone, buying them instead of making them through ingredients. He also no longer needs flash powder to use Vanish to make a quick ninja-like exit from a iffy fight. It’s been a little while since I used him, so not sure how long ago those changes were made. Druids can now have the looks of their bear and cat forms changed for a more unique appearance. The level requirements for riding mounts, once at Lvl 40 for basic and Lvl 60 for fast mounts, are now Lvl 20 and Lvl 40 respectively. Basic flying mounts and druid flight forms can also fly faster.

It’s also possible to change a character’s race, or even faction, after paying Blizzard a fee of course. Considering the names some give their characters, there may be a few paying an additional fee for a name change.

Recently, Blizzard announced something big, plans for a Third Expansion: Cataclysm. The plot, the “corrupted Dragon Aspect Deathwing” returns to Azeroth, and quite literally tears the place apart. Areas long familiar to seasoned players will be greatly changed, the Barrens for instance is described as being torn in two. Two races will be available as player characters, Goblins for the Horde, and the werewolf-like Worgen for the Alliance. There will be a new skill available: Archeology. The top level will be raised to 85. Flying Mounts will now be able to be used in Kalmindor and the Easter Kingdoms, which have been unusable to them since their introduction. There will also be new race/class combinations available (video available HERE).

Reaction has been mostly favorable. The announcement was made just in time for Blizcon, and the few people I chatted with who went loved what they saw. Of the complaints, a few worried that in the PVP servers lower ranked characters would never be safe alone outside the cities as higher-ranked players could supposedly easily swoop down and clobber them. Others wondered about plotholes as Goblins were in charge or a big presence of many neutral towns. But the big talk I noticed was around the two races introduced. Of the Goblins, reaction was split, “Sweeeet! The best engineers in Azeroth!” “Bah! Who needs a Horde version of a gnome?!” The Worgen, the Alliance were happy to get them, a number of Horde were disappointed, “Werewolves in the Alliance? What the hell? I thought they hated Horde because they were too far from human?” A few Horde commented they would be creating an Alliance character for the first time just to try out the wolves.

Blizzard explained that they felt the Horde could use a short race, like the Gnomes for the Alliance, and there had been requests for Goblins as PCs. Of the Worgen, they wanted to bring in a more beastlike race into the Alliance, and one that the players were somewhat familiar with.

And already the jokes are starting, “Let loose the dogs of war!” “Who let the wolves out?” “The mailboxes are going to smell funky.” “Will flea collars be now part of the armory?”

And of course jokes that for the first time, a troll will be able to beat a “furry” in a fair fight, and now it wouldn’t be just in Second Life where humans and furs would be dancing with each other. ;-)

Bixyl Shuftan

Saturday, June 13, 2009

The Italian sailor was landed in the new world…: Cyberlandia.

Are there any SL users that have sometimes thought about the fact that all the Second Life residents are guests of the Californian company Linden Lab?

And for those who do think about what should happen to all of their creations, and at all the things stored in their inventory, results of many and many hours of work and Linden Dollars investments, if the management of Linden Lab should decide to close the company and make a move to the Hawaiian islands to go surfing?

Seriously speaking, it is clear that the proprietary based environment is an important issue in all the company’s and commercial protagonist’s plans. The question is: it is possible to invest lot of money by using a platform that is managed by someone else, not under control? It’s clear that the question is very important for those operators that should invest capitals in the virtual world, although the Californian company has no intention to close its activity to go surf in Hawaii.

This is the reason for the growing concerns of Virtual Worlds, similar to Second Life, but independent and free, is developing based on Open Source movement, very largely diffused between the users of Open Source Software, the free software.

The Open Source phenomena is so largely diffused that even Italian Public Administration regulatory Institute has planned to use this kind of software in the public Administrations, with many savings in terms of investment and standardization.

So, the virtual world of Open Sims was born, a world that uses the free Open Source code to create and manage entire grids in free and independent mode, has permitted, since the beginning of 2008, the born and the development of several initiatives similar to those realized in Second Life.

The pioneers, in Italy, of this initiatives, are the people joined with Carlos Roundel, Laima Holmer and Ferdinand Begonia.

Their history began in the April 2008, with the creation of three sims called, from their names: Laima, Post Humanlab and Begonia. From this three sims, following the evolution of open source code, was born, in June 2008, Cyberlandia the first Italian Open grid.

The beginning history was, naturally, very pioneeristic; in fact, in that time (only two years ago…) didn’t exist several functions, like teleport, voice, instant messages, and so on. But since that period, the growing was very fast, especially in the last months.

Today, Cyberlandia grid includes 185 active sims, and the Avatar registered are 1644. A very important group, that is the principal Open Sim group in Italy becoming, in that way, the focal point for those users that wish to develop the free and independent Virtual Worlds. And this environments are developing very fast.

Anybody, in fact, can create his own sim, even on his personal PC by using ADSL to connect their self to Cyberlandia grid, with the permission, of course, of the owners, because it’s necessary to protect the grid by griefer or hackers also in this worlds.

The most correct choose, for those are interested to use this virtual world, for normal and frequently initiatives, is to use computers of an external server farm’s provider, by paying very few money, for having guarantee of stability and correct hardware management. Of course, in the case of business users, wishing to use Virtual Worlds for their commercial initiatives, they can use own hardware and dedicated technical staff.

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The Open sim movement is today largely diffused in the world, and Cyberlandia, for example, has established contacts, by using hypergrid connections, with French, German and, even, Japanese grids.

All the principal groups, or business and institutional users, have already built their own sims by using the Open platform, and, in Italy, they all are connected with Cyberlandia.

Cyberlandia is composed, as Second Life, by a Mainland and several separated islands. The politic of the owners is that all Mainland’s islands, have to be open. If someone needs to work in a protect place, he has the possibility to have an independent and closed isle separated by the Mainland, but connected with it.

The connection with Cyberlandia is very simple. It’s necessary to log on from Cyberlandia portal (www.cyberlandia.net) to create a new Avatar and to log into the grid directly, without to pass from an orientation isle. It’s possible to connect with Cyberlandia Grid also directly from the web, with apposite link.

With the recent evolutions, including the use of voice, and with the recent versions of the software, the technical level of the open sims is almost similar to Second Life platform. In my opinion it’s only a question of time, and such open environment will became more diffused and able to resolve all needs of users, like Second Life,is becoming, in that mode, competitive with the Linden Lab software.

Many things have to be resolved to permit a fast development of this world, not only respect its technical characteristics, but also in relation to the “social” development.

For example, the creation of an internal economy, based on a virtual money, like Linden Dollars, should help the growth of artistic and commercial initiatives. That don’t mean that it is necessary to have the goal to became rich, but this possibility should help the born of an internal economy, with the development of different kind of opportunities, similar to Second Life and other similar worlds.

I think that the fast evolution of the Open Sim Virtual Worlds will cause the opening to external of the Linden Lab company, exceeding the proprietary model. But this fact will happen for business reasons, and only when it will be inevitable as a market need.

This evolution will be very important, because the competition among different Virtual Worlds, with several new proposals and initiatives, will permit the growing of the quality of the services.

At this point, at only at this point, it will be possible the return in the Virtual Worlds of the business operators, following the evolution of this communication model, in a different and correct direction respected to the first phase of the last years.

This will happen with the defeat of the negative prophets of the death of the Virtual Worlds.

P.S.: For those among our readers, knowing the origin of the phrase in the title of the article, can send me the answer to the following email address: aquiladellanottekondor@hotmail.it


Originally published in Italian in Esseelle Movie Magazine by AquilaDellaNotte Kondor
translated by
AquilaDellaNotte Kondor and republished with kind permission

Saturday, November 22, 2008

Will Linden Lab pull an AOL?

Given that Linden Lab did not send one of its representatives to discuss the matter with us when we requested a forum on the topic, I feel it is about time that I "columnize" about it.

I want to underline an important aspect of the future for virtual worlds. I believe that in the long run, Linden Lab is doomed to become marginalized. Forget our usual gripes about the way LL runs Second Life. There are deeper reasons than that.

The most important thing to keep in mind is how technology revolutions often get out of control for the pioneers who made them popular. The best example to illustrate my vision is how the World Wide Web was created.

When it "hit the streets" in the mid-1990's, the Web had a major player in the United States. It was called AOL. It was hugely popular as an access provider and had its own, closed system of sites to access with keywords. Many companies had chosen to use AOL's site system instead of the Web.

Over time, however, these pesky things such as standards came in full force. The Web, with its HTTP protocol and worldwide accessibility with national control for domain names, became the standard way to publish sites.

I see the same thing happening with virtual worlds. Instead of having an AOL-like closed grid where content in Second Life cannot be exported anywhere, I believe that virtual worlds will standardize and boost creative freedom.

It's rather simple. Grid standards could develop as protocols did on the Web. People could have sims just as they currently have sites with Web hosts. Software companies could release clients as they do with browsers today.

When you think of it, this long term evolution only makes sense. How do you see one company controlling a worldwide grid all alone with millions of avatars online simultaneously? LL has problems running a grid on which only 50000 or 60000 are connected at the same time.

I love Second Life and LL currently is a leader in virtual worlds. But that won't last forever.

Monday, October 27, 2008

Precedent-setting trial rules virtual theft is real

In a precedent-setting trial, a court in the Dutch city of Leeuwarden has ruled that stealing virtual items is theft and sentenced two teenage boys to community service.

In 2007 2 boys forced a younger boy to give two virtual items from the online game Runescape to their accounts. The boys kicked, hit and threatened their classmate with a knife until he gave in and transferred the items to their accounts.

The prosecutor argued that virtual items used in the game should be considered as real and tangible goods as they have real, tangible value for the owner. The prosecutor noted that winning, collecting and trading Runescape objects play an important role in the virtual world and can also be sold for money in the real world.
According to the public prosecutor, if these items are valuable to their owner and he has been forced to hand them over to somebody else, it should be considered theft. The lawyer representing the culprits argued that legally, the items do not exist and therefore cannot be considered to have been stolen.
The court dismissed the defence lawyer's argument and cited an earlier ruling that electricity can be considered a material object for the purposes of criminal law and stealing electricity is theft. The court ruled that the same principle can be applied in this case and stealing virtual Runescape items is theft as the owner was forced to hand over his possessions.

This opens the floodgates for Seondlife theft cases - BUT content theft is different in that textures are copied rather than stolen, it is the income that the creator loses rather than the actual object, so is it actually theft?
Source: RNW

Friday, June 6, 2008

Philip Rosedale gave awards and some enlightenment

In a world premiere of international awards simultaneously to both "Real Life" and "Second Life" avatars with leaders of major groups worldwide. Philip Rosedale live from San Francisco presented his vision of the future platform for a corporate Linden Lab but also all virtual worlds.

BR-Ent invited us to discover the best global standards in the field of corporate Web 2.0 and economy 3D at the 2008 edition of INtraBlog and INtraVerse prize giving ceremony at the TEC Paris at the CCIP.
FIRST PRIZE for corporate accounts went to BNP Paribas, their spokeman Alan Spitz in secondlife said of his win:
"We are proud to receive this award and to be part of the virtual worlds adventure. L'Atelier is BNP Paribas IT Lab and a leading information center in France for innovation in new technologies. Our goal is to spread new usage of Internet across the company. We are experimenting virtual world since the end of 2006 and will continue, following the growth of thoses new territories 20% of Internet users have an avatar, virtual worlds have 300 million users Second Life is by far the closest experience of a Metaverse and We wish a continuous succes to Linden Lab and his extraordinary creative team thank you !!!
Philip Linden: I think this is the first time I have had the pleasure of giving a virtual trophy!
Between prize giving an unofficial questions and answer session took place which may throw some light on Linden labs future plans:
Leflou Ackland: Excuse me philip, i think you hear about other developpers working on metaverses like chinese with Hipii or german with Twinity. What do you think of those metaverses and do you think it's possible to increase the SL audience or will you have to share the same audience in some months ?
Philip Linden: Leflou... I think we are at the very beginning and that there is tremendous room for growth without much competition. Ultimately I think that virtual worlds will be likely to consolidate and connect. So I don't really think that there will be as much competition for people's time as there will be new people coming into the world.
Leflou Ackland: Does it mean that Linden Lab is working with other developers to connect differents metaverses ?
Philip Linden: Yes, we are leading the efforts to develop the standards to connect worlds.
BigPeer Avro: What about gaming? when will VW merge with games
Philip Linden: I think that merging gaming with virtual worlds will take a number of years, because the demands and technologies are quite different.
Leflou Ackland: Philip, can you tell on what feature will be implemented next (i mean not in few years but very soon) in Second Life ?
Philip Linden: In terms of new features, I think really supporting web browsing well is very important. As well as the intranet work I talked about earlier. Working to get servers inside the firewall.
Leflou Ackland: Philip, what about the money gaming interdiction ? Do you think it's justified to prohibit money gaming and encourage society to make money in SL ?
Philip Linden: I'm not sure what you mean by money gaming, but I think that making money in virtual worlds will be key to their growth.
Philip Linden: with regard to gaming... as the virtual worlds become global, with many servers, I think the laws will follow the servers.
Philip Linden: gaming is not OK on US servers.
Stephane Zugzwang: Philippe, do you have any thought on Durable Growth and Ecology in SL ?
Leflou Ackland: thanks Philip, one word about your new job ? how are you feeling now ?
Philip Linden: I'm feeling GREAT in my new job! And our new CEO Mark is also doing fantastic.
Dana Vanmoer: Philip what do you say to those that suggest the stabilty issues with the secondlife grid are a problem for its long term future?
Philip Linden: well they certainly will be if they continue! I think we have the right architecture for SL, and more generally that virtual worlds can work as well and as stably as the web. But of course we have lots of growing pains, and they aren't fun.
Po Hienrichs: And do you have a vision already for 3rd life? What would that look like? Or is that just too soon?
Philip Linden: Let's get Second Life working and world-scale first before 3rd life :)
Dana Vanmoer: SL is making huge strides to branch out, but if the core product is unstable what does that say for the future?
Philip Linden: Dana... it says that we need to make it stable. I agree this is our most important goal.
fana Dechou: Hi pilip can i ask you about teen grid ? Many users of europe have not access to teen grid. why?
Philip Linden: Fana... we would like to ideally see a grid with support for all ages.
fana Dechou: me too :)
Philip Linden: I'm not sure what problems you are talking about with europeans in the teen grid, though, But longer term we need to have a single grid, I think. With appropriate tools, content filtering, and parental controls.
Po Hienrichs: When you first envisaged 2nd Life, what were you thinking in terms of the end goal? Did you create this for a single specific purpose or to solve a problem?
Philip Linden: I created SL because I had a great passion to see an online world in which amazing things could be built. I was a creative kid and dreamed of being able to build things in a virtual space.
Ronnie Lewsey: Philip, crime and "grieving" in virtual worlds are increasingly commonplace, what is your vision on policing of virtual worlds?
Philip Linden: Virtual worlds will probably be easier to police than the real world. In the virtual world, we can change the laws of physics to restrict how much damage people can do... unfortunately this is not true of the real world.
Leflou Ackland: What is the more amazing thing you saw in SL philip ?
Philip Linden: Oh I couldn't begin to say. It has all been pretty amazing. I loved the guy who picked up new residents in a spaceship... that is an old story, but a good one.
Leflou Ackland: and the worst thing you saw ?
Philip Linden: hmmm... worst thing... well anytime anyone loses content, that feels like the worst to me.
Dana Vanmoer: loses or has it copied basically 'stolen'
Tonline Newman: do you expect major changes in behaviour on collabroation using sencond life?
Philip Linden: well i think behavior will change as people really figure out how to use the new medium.
Tonline Newman: has some figured out yet wht the co2 foorprint of second life is? or what it saves?
Philip Linden: I mentioned that earlier... we need to compare CO2 use for different use cases, but SL is going to be much much lower than RL, Imagine the CO2 footprint of a dance club, for example, per person. Compared to SL.
Tonline Newman: hmmm... but then we are talking about a beer print also.. ;-)
Dana Vanmoer: Philip can i ask what are the plans for dazzle and how has the massive outcry regarding health issues been recieved by Linden Lab?
Philip Linden: dana... what health issues?
Dana Vanmoer: eye strain, migranes, colour blindness issues, all documented on the JIRA and in articles: http://rezmagazine.blogspot.com/2008/04/is-dazzle-too-dazzling.html
Philip Linden: Ah, ok, Not sure what we will do on that one.
Philip Linden: dana... but simply changing the main colors would fix that, right? You are referring to the color differences between text and background?
Dana Vanmoer: talking about blue on blue as a UI with no 'easy' option to skin available as yet, are the plans advancing so we have the option?
Philip Linden: Dana... not sure, will pass along your concern.
Wow what a tough session but some enlightening answers.
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