SecondLife Didn't Fail
pandodaily.com
pandodaily.com
The first interface I ever designed was for a HUD I built for the robot avatar I wanted to sell in Second Life.
The first time I ever heard the names Neal Stephenson or Charles Stross, it was in Second Life.
The first time I ever paid my rent based on work I had done entirely for and by myself, it was from selling hundreds of robots in Second Life.
I was 19. It was magic.
There's a substantial part of what I am today that I could not have become without what I learned from Second Life.
Yes, the developer tools are awful and the laggy experience can kill a lot of the fun. But fuck – I was selling killer robots to people and getting paid for it in what could become real money, somehow. Because that's how I wanted to use it. And it let me do all of that? Incredible.
You could even attach HTML to them and view said HTML by tacking the object ID onto the MUD's web site address. That's how I built my first web site; editing some markup attached to an object on a MUD server, over a telnet connection.
My next big step up was the mIRC scripting language. You could make GUIs!
Originally there was a a huge amount of hype about the idea of real world businesses opening up an SL presence as something of a "new frontier", as well as vistualised museums, art exhibits, music shows and so on, but these for the most part never got off the ground.
Second Life generally has two sides; the first is an incredibly commercialist (to the point of being fetishistic) sector, where the players that prefer to treat SL as a kind of gigantic virtual dollset can buy clothing, hair, skins etc for their avatars, and has the same kind of draw as The Sims games, except this is real money we're talking about. This in itself gives one type of businesses at least a good way to generate income; 3D content creators.
The other side of SL are the very large groups of people that play the game to indulge in some sort of alternative fantasy. There are massive populations of furries, Goreans, BDSM practitioners and so on, who again are usually quite willing to pay for content for use in role playing in the virtual world.
I originally joined because I was interested in the technology side of things (I read an article somewhere about players using the in-game scripting systems to create 'virus objects' which spread across the world, which I thought was interesting enough to merit checking out) but I stayed because I found I had inadvertently formed a group of friends, and I even ended up getting engaged (in reality) to somebody I met there.
In a sense, Second Life has thrived, but not as a clean, bright new frontier as originally intended, but instead as a kind of collaborative roleplaying framework for people whose tastes are not really catered for anywhere else.
There was some real prospects in this area in terms of educational value for children but unfortunately the questionable nature of most of SecondLife clienteles activities makes it impossible to allow Children to just wander around.
I spent a lot of time working with OpenSim, the open source version, which was very very buggy when I used it but it allowed you to run the server, and I had some experiences bringing it into schools. Unfortunately due to problems such as "Wow my man just lost all his clothes", we could not go through with it.
I found it a wonderful environment for learning, particularly for coding. Its a very hands on approach when you can set up a listener like
listener = llListen(1000)
and then set up basic events for when a certain thing was said. It had a lovely feel to the programming and I made my first real money on it as well. I made a set of playable bagpipes for some person online, he sent me $50 dollars on Paypal. I also donated a lot of code free of charge and even had my name included on someones PHD.
All in all, it was wonderful place to work when I was there.
In the past 5 years, I've spent about 5 hours reading and watching videos about SL. And yet I've never once downloaded and run the client. You know why? Because the whole gameworld is just too ugly.
There are many reasons for its ugliness. A missing lighting engine, that most of it is very empty, bad frame rate / low drawing distance, and also the fact that it's all made by the users and the majority of users don't have any taste.
I'd rather spend my time in WOW or Zelda, they appeal much more to my eyes. Or, you know, meet in real life.
Of course people compare them to MMORPGs. They don't realize that the worlds in MMORPGs are preinstalled on their computer after a several GB download, whereas SL would update live.
Although thinking about it, with hard drives becoming cheaper and internet speeds becoming higher, why not build a second life where you aim to cache the whole world on the client? (Until it becomes as big as the whole internet with zillions of high res textures, then it will all fall apart).
It was about 25% as cool as the hype.
ouch.
Makes me wonder, how would a crossover between Minecraft and Second Life do?
Minecraft on 360 is the experience they'd want to aim for. Buy, download, jump in and play. Seems like such a no-brainer to me. Wonder how Lego botched their Universe (mentioned by T-A) play?
I've always found Second Life strange in that they claim million(s) of users and yet I've never met one. I've met WoW players, I've met EQ players, Diablo players, CoD players, Halo players, FF11 players, GTA players, etc etc etc. But I've never met a Second Life player. Just bad luck I guess?
I'm not a second life player myself, but from what I've heard, a whole lot of it is based around sexuality that would be impossible, or at least not very acceptable (outside of the SF bay area, at least) in real life. I mean, if your thing is dragons or something, well hey, they can make that happen.
With a reputation like that, most people aren't going to be as 'out' about being a second life user as about enjoying 'modern warfare' or whatever, I mean, depending on local culture.
If there's a stigma or negativity attached to a thing, then don't use "I've never met anyone in $GROUP" as reliable data.
EDIT: Just normal parties with people sitting around and chatting :).
I've read many a story of both "addicted" gamers and family members of gamers and some of them can be quite devastating.
Mother claims her son was diagnosed with Aspergers but now blames SL for him not having a normal life. Perhaps she should be happy that her son has found a way to be happy instead.
Edit: OK, I clicked on some more, most seem to be about infidelity in Cyberspace. Blame SL? I think not. Not saying that it's impossible to neglect real life too much, but if there wasn't SL, those people would find other ways to drop out.
Edit: Removed link to article about the wrong game (duh me).
While I probably wouldn't blame that persons problems on the existence of games, it might be worth noting that MMORPGs like WoW are very different from Second Life. Todays MMORPGs are optimized for addictiveness - they have fine tuned challenges and rewards to make people play as long as possible (even the guild system apparently plays a part - if your friends play, you are also more likely to play).
In contrast to that, Second Life is not even really a game. It has no goals, no challenges, other than what you set up for yourself. So blaming SL for the damage MMORPGs have supposedly done to some people is misguided.
Beside the grind, virtual worlds have managed to solve the deepest fears of human interaction, usually with the promise that you can reinvent yourself if everything goes bad. So they provide an outlet for Ambition. They also enable some sort of personal progress, some sort of real feeling of Change, which enables Love to take hold: people who are otherwise stuck in situations which they feel are beyond their power are enabled by this.
The question is not why videogames are so addictive. The question is why the real world isn't.
Korean MMO's do it better. You can have your x-rated chat with digital paper doll avatars that will look as sexy as your credit card can muster in the cash shop.
The fact that huge swaths of SL is outright advertising spam is another reason to avoid it.
Imagine that you've got a bunch of VCs who have decided to give you millions and millions. Yay money. You now have a surplus, but you have not grown. To grow, you have to spend that money. That's the entire reason they gave you money. Goodbye surplus.
Users are slowly making SL better but it almost seems in spite of Linden Lab, not because of them (the improvement from LL are few and very far between)
Simply put, it looks like they're unwilling to take any risks to make significant changes to SL.
From my perspective, the problem was that the entire architecture is built around simulating on the server. This makes servers expensive, creates lag, and entirely prevents a whole type of 3D environments - anything that requires lag-free responsiveness, like a first person shooter.
Imagine if people could create any kind of 3D game in Second Life. People would be using that instead of Unity/Unreal/other game engines.
Games are a potentially huge market, if Second Life had tied into that it could have grown its userbase tremendously. It had almost all the necessary technology - it just was structured in a way that you just can't do responsive games.
(Btw, why does the article use SecondLife without a space between the two words?)
Users spend $700 a year in SL?
That's an incredible amount of spending per user, if true. Especially sine all of that money could be converted to real world cash with relatively little friction, unlike most in-game currencies.
"The problem — really the only problem, but a big one nonetheless — is they couldn’t ever find a way to make those numbers grow. Nothing they did worked, and Rosedale doubts that even early Facebook integration would have helped."
It has also stagnated technologically, since revenue can't fund a level of development that would open new applications or market segments, nor market such new capabilities.
Second Life is a spectacular and obvious failure. It isn't a game (but it attracted all the trolls and griefers a game would attract). It isn't anything in particular. If you go to the site, there is a question: "What is Second Life?" Follow the link, and play the video. Now tell me if you have an answer.
Forks matter, and dilute the mindshare of the already small number of people that are actually capable of contributing to an open source project. I don't understand why there are so many companies (google with android, for example) who think it is ok to develop major new versions in secret and then just toss the code over the wall. It is hard enough to follow the changes to a large open source project, but at least keeping up with commits in real time as they happen makes digesting the changes easier. Lots of small bites to swallow spread out over a long time. With the huge source dump style, I would argue that it is basically impossible for even an extremely competent developer to understand all the changes, and the ramifications of all those changes.
Also, it's Linden Lab. Linden Lab. Not Linden Labs. That used to drive me crazy, I guess I shouldn't really care any more. :-)
More was promised / expected than delivered.
The guy who ran the studio then-- Howard Marks-- said, "If people wanted to create their own entertainment we would have gone out of business a long time ago."
To the downvoters: The fact is that among SL folks the clearest way you spot a noob is that they are running the Linden Labs' client. Everyone else is on a third party one in part because, well Linden Labs is better at many things than building clients for their system. The two biggest viewers seem to be Phoenix and Firestorm, probably followed by Imprudence and a few others.
There are a couple big problems with LL's clients.
The first one is that while they are LGPL the range of supported hardware, particularly on Linux, is vanishingly small. This means for most systems, it might work or it might not. If you ask for help you get a reply like "your video card is not supported. Sorry."
Again, it might work and on Windows it often does. On Linux it is another story. Often it works until such a point as there is a minor update and then framerates drop to maybe 0.5 to 2. Again, unless you have an nVidia or an ATI card, you are on your own.
The other, third party clients (many of which are open soruce) are often better in this regard. I have never found that sort of problem to occur with a third party client though some of them have stability issues on some platforms.
I think LL more or less figures that since there are enough other open source clients for their network they really only have to do enough to get people started, but often this doesn't work. So I think that the poor initial user experience may be a big factor here, where it is a factor.
On Linux I have had the best luck with Phoenix. I found Firestorm to be unstable on each of my systems. There are some quirks relating to music/media tracks due to library versions the software was compiled against, but solutions are readily found there if you run into them.