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

Friday, April 16, 2010

Pixel Labs and the “Book”

Imagine a device that would make reading a book within Second Life quicker, or perform Google searches and other things from the Internet within SL? A new virtual tablet called the "book" allows you to do these and more. We take a look at this handy tool and the people behind them: Pixel Labs.

For more, go to Extra Extra

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

Friday, October 9, 2009

IMAGINE FESTIVAL SPANNING VIRTUAL CONTINENTS AND IGNITING CREATIVITY


The Imagine Network works for a better world, with a focus on human rights, as well as social and environmental justice for all.  Our work in Second Life seeks to connect people to people, group to group, and network to network.  We aim to identify the root causes of the larger toxic global problems facing us in order to help find solutions, and to help people act together in cooperation toward that goal.

Our mission is dedicated to awareness and imagination, not profit.

THE SECOND LIFE IMAGINE FESTIVAL

The Imagine Festival is about creating a dream though art, music, poetry, drama, and interactive experience.

The festival launches at Four Bridges - a wonderful new Imagine build by AuraKyo Insoo.  It moves over amazing spaces across the grid, spanning virtual continents over 10 sims.

The Imagine Festival takes us to the opening of the Imagine Peace Tower commissioned by Yoko Ono.  The Tower will be unveiled and officially opened on Imagine Peace Island at 3:30pm SLT, Friday 9 October.

Also featured in this year's festival is a major build offered by UTSA (University of Texas at San Antonio).  The UTSA's newly developed Art Space consists of a full-sim exploration of the seasons that has come to life through the artistic impressions of a diverse group representing some of SL's most prominent artists.  Each of these artists have made contributions to one or more of the seasons that speak to the future of weather in a unique way.

Other creative journeys to be found in the Festival are; Africa Live, Tales and Legends of Africa, CHAMBER of our HEART, Undersea Mermaid Poetry,  Pentagon of Peace by Netroots Nation, CARP (Cybernetic Arts Research Project), and truly...so much more.

IMAGINE is weaving a tapestry of the collective consciousness. This festival is a collaborative effort between various individuals and groups sharing their time, talent, and vision of a better world. Come share this vision and explore who we are and what we can become.

Catch the Dream
Just Imagine!

Wednesday, April 8, 2009

Virtual Journalism Summit Held in WSU and Second Life

On Monday April 6, both Washington State University and Second Life both hosted the Virtual Journalism Summit. There were a number of speakers there to talk about “the growing popularity and influence of virtual worlds, where there are many real stories unfolding ...” Special guests of honor veteran journalists Bob Schieffer and Helen Thomas were also there to voice some opinions.

Continued in EVENTS.