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Archive for November, 2009

War Memorials in SL

November 22nd, 2009

November is best known for Thanksgiving, but Veterans Day is also celebrated on November 11th, the anniversary of the end of World War 1.

Which is a good lead into one of the best educational sims I have ever seen The First World War Poetry Digital Archive (More PicturesLink to website) built by a group from Oxford University.

The link will take you to a starting spot, where you can get a free WW 1 uniform or a nurses outfit. This is not a RP sim so you don’t have to dress up. I decided to dress as a soldier anyways. I know a female on the battle field is not historically accurate, but what the heck. The region is very sound heavy, so make sure you can hear things. There are a lot of historical recordings, many of which you hear as you click on objects.

Follow the arrows to the “This Way To The Trenches” sign and click on the object there, and you will be teleported over a build of a trench. As you fly over and pass through a biplane dogfight, you hear a description of the history of trench warfare. When you finally land, you can follow the trench or try and run across the battlefield dodging mortars and mines. Click on the soldiers and hear personal accounts from the trenches.

This is a truly awesome use of Second Life that is immersive and educational, and everyone should check it out.

Meanwhile, on the boards was a request for links to recreations in SL of US historical places. The list assembled on the NMSUA website is already extensive, and worth trying some links.

The first link is for a place I knew existed but never visited, an SL recreation of the Vietnam Memorial Wall (More Pictures). The place takes a while to load as the wall plates are in high definition so as to show you the list of soldiers killed in Vietnam. If you never been to the real wall in Washington DC, this is a good substitute. Turn on your video and see images, songs, and a robot voice reading all the names on the wall, something you don’t get at the real wall.

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A Quick Peak at Dragon Age: Origins

November 17th, 2009

With Guild Wars 2 looking at a 2011 date, I decided to quench my craving for new fantasy gaming content with a desktop based RPG game, the new Dragon Age Origins, which just launched last month.

I have played a few MMORPGs, but this is my first PC-RPG and it is quite the experience. There are advantages to desktop RPGs that you don’t get online. The obvious one is cheat codes, game mods, etc. If you get stuck somewhere these are options.

MMORPG requires eveything be balanced, while PC-RPGs actually thrive on imbalance. Finding power combos (like taunt and forcefield) that are way over powered aren’t going to get nerfed in the next update. It sets up a choice whether you want to go the easy way or the “pure” way, as nobody gets hurt from your “cheating”.

The biggest difference is the storytelling possibilities. MMORPGs have linear storylines which occasionally branch but eventually re-merge. PC-RPGs can be very complex, and because enemy difficulty can change along with the player there is no need for easy regions or hard regions. The path you take is fairly open.

The NPC’s have complex personalities, and keeping good relations with them is a part of the game. Some of them will even quit your group if you make decisions they are upset with. On the other hand, some can develop into sexual relationships. (One of the reasons why the game is rated M).

The first thing that amazed me was the first big battle cut scene. Hundreds of characters on the screen at the same time is something I have never seen in a video game before. Most “battles” I see are maybe 12 characters fighting 12 enemies, more of a skirmish than a battle. To see battles the size and scope you see in the movies is a new experience.

The world is immersive, the stories emotional and complex, the directions it could go are not open ended, but there is a lot of content here. Choices you make on the opening character creation screen can completely change the story that is told, making the game very replayable. Many people in the know say this is the best RPG game ever made, and I see no evidence not to believe them.

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The blog is moving… maybe

November 9th, 2009

I’ve been having some ongoing issues with godaddy hosting, I believe the server is falsely reporting too much traffic or too many connections.

I’ve set up a mirror blog at http://arianeb.wordpress.com

I have not decided if the move will be permanent, or if I should maintain two mirrors, or if I should just move to a new host

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Have We Lost the Second Life Vision?

November 7th, 2009

Three other blog posts generated a fair amount of feedback over at SL Universe this week.  First was a protest over in world copying promoted by the Shopping Cart Disco blog.  Second was an article at the Pixels and Policy blog about how real life gender affects second life play. Third was a proposal by Hamlet Au at NWN about integrating Facebook and Second Life in an effort to get more players into SL.

My response to all three was decidedly negative.  Even though these three separate issues have little to do with one another, they all deny the whole vision and purpose of Second Life as if they are a part of a concerted effort to turn SL into something it is not.  Have we lost the vision of what SL is supposed to be?

The bulk of my venom is over the second and third posts, but I should begin and end with the first.  I did not participate in any protests over copyright issues.  Not that I am opposed to copyright protection or removing counterfeit goods, or punishing those that violate copyright in world.  I am opposed to changing the rules of SL to accommodate copyright protection.  I have explained why in previous posts.

Every now and then we get an article about how people play avatars that are nothing like who they really are. Men pretending to be women, women pretending to be men, adults pretending to be children, children pretending to be adult, humans pretending to be animals, animals pretending to be human.  You get the picture.

My response is always: That is why it is called SECOND Life. Yes, there are fake people in SL. In fact the vast majority of players look nothing like their avatars in RL, whether it being a few inches taller, or 20 pounds lighter, all the way to playing fantasy alien species.

The truth is there are plenty of fake people in real life as well, the fake people in Second Life are a much more interesting fake.  In real life we pretend to be something other than ourselves, because societal norms tell us we should.  In Second Life what we pretend to be is a personal choice, a creative representation we choose to project.

As I have pointed out before, there is a large part of the general population that doesn’t get this.  They believe that our online persona should be real, that the virtual world should mirror the real world, they are offended by even the idea of “role play”, and they are likely to show up more often in social networks like Facebook.

I did finally get a Facebook account and use it to talk to family and old friends.  I don’t bother with all the other crazy stuff that goes on there like Mafia Wars and Farmville.  So yes I understand that SL’ers may be ok with social networks.

I’m not so sure a typical Facebook user would be that interested in Second Life.  Advertising SL or integrating Facebook in SL will not work.  The TOS policies in FB are decidedly anti role play, and they will occasionally suspend accounts of people using fake names or 3D rendered profile pictures.

Bringing in the Facebook crowd means bringing in the kind of players that reports people wearing child avatars for being under age; that think it is cool to “out” the gender benders; that take offense at furbys and goreans and nekos; the type of people that don’t understand “role play” and generally cause problems for those that do.

These kind of players don’t last long in SL anyways. If SL wants to attract future loyal players, they need to hit sci-fi and comic conventions, SCA and Renaissance fairs, war reenactors, and other places likely to attract the role playing types. I’ve met lots of SL players who are into all of this stuff IRL as well.

Second Life is a world designed and built for role players of all types. That is what it has always been and needs to remain.  Concerning yourself with real life identities is a waste of time.  Trying to “mainstream” Second Life is counter productive and wont work.

Linden Labs needs to stop marketing Second Life as a place to make money, especially since only about 2-3% actually do. They also need to stop marketing as a social chat environment as there are dozens of better places to chat.  It is far more effective, I believe, if SL were marketed as a fantasy mecca, as a place to create your world. Its what those misleading ads for Evony and IMVU do, and they have attracted millions of players.

Which brings us full circle to those concerned with copyrights and stuff.  SL was not designed to protect copyright. Many real life 3D artists don’t bother with SL for that reason.  I figured this out a long time ago myself. If you release something cool in SL, it will get copied and stolen, and spread around.  Somehow this idea that SL is a place to make money has caught on and has turned into an entitlement, they are demanding that the Lindens protect their investment with draconian rules to limit play for non-paying players, or to limit what can be uploaded and by who.

From a role play perspective this whole thing is silly anyways.  I build my character, make or buy clothing, make or buy housing and enjoy the world.  If I want to play the role of “fashion designer”, I design avatar clothing, and have fun doing it, and if I make money too, great!  It means I can play the role of successful fashion designer.  If others are making cheap knock-offs of my product line, well that’s the life of the virtual fashion designer.

Worrying about what others are doing with your stuff just leads to stress and burnout.  Aside from filling out the occasional DMCA ticket, people shouldn’t waste their time over it.  This is all antithetical to the whole spirit of Second Life.  SL was designed as a fun diversion, a fantasy escape, with as much freedom as possible, not a big business platform that needs to be scrutinized and regulated.

With the recent departure of some key players, Second Life seems to be at another crossroad point. In these times, there is always this serious risk that things could change enough to destroy what has been built.

It is time to remind people of what the whole purpose really is.

Virtual Society , ,

What if you built an awesome 3D Virtual World and nobody came?

November 3rd, 2009

What if you built an awesome 3D Virtual World and nobody came? That seems to be the question facing the makers of a 3D virtual world that I recently discovered.

I was tinkering around with evolver.com a 3D avatar maker that hopes to create a common avatar for multiple web based 3D worlds. I was using it to create a new avatar for facebook, and I saw one of the “transport” options was something called

friendshangout.com

The name sounds atrociously lame. Sounds like a chat website for lonely emo teenagers. Who would want to go to a website like that? Curiosity, of course, got the better of me. The website was as lame as I thought it would be, featuring lots of pics of good looking college kids with dumb smiles on their face, and a video of some blonde chick reading marketing dribble from a teleprompter.

My first reaction was “I want no part of this”, my second was to see just how lame of a 3D chat this was going to be, like slowing down to look at an auto accident, or smelling expired milk before throwing it away.

So I create an account, go to the 3D chat page and pick a beach setting. My expectation dropped even further when I saw the 3D Chat runs in a web browser (remember Google Lively?). I was ready for the worst, and then…

OMG!!!

This was completely unexpected! A beautiful fully developed 3D world with awesome graphics, easy to use navigation, decent evolver avatars, that runs in a freaking web browser!

There are also vehicles to ride, and about a half dozen environments to explore. The only thing I didn’t try out was the chat feature as I could never find anyone else online. I pretty much had the place to myself, which was kind of sad.

This is a quality 3D Virtual World that impressed me way more than Blue Mars, and it is too bad it is buried behind crappy marketing.

Further reasearch indicates that the virtual world is based on the Unity game engine. The friends hangout “Island Paradise” is identical to the demo “Tropical Paradise” as seen on unity3d.com. Apparently some of the other places at friends hangout consist of other demos, or worlds created from arteria3d.com.

A little whois research indicates that friendshangout.com was registered over five years ago by a company that has a bunch of similarly designed websites, which tells me it is some off the shelf web template they are using.

So someone has managed to combined cheap avatars from evolver.com, with a cheap web based 3D gaming engine from unity3d.com (was $200, now available for free), and put up a cheap website with a domain they already owned.

If they were to actually get some professional web designer with a decent social network web system, and buy a decent domain name, and promoted it, they may have something really cool.  

There is not enough content here for long term interest, but in the mean time, I am enjoying what is here.

It is a nice place to visit on the remote outskirts of the Metaverse.

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