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Second Life's Rod Humble on accessibility, new tech, and the future
Second Life doesn't get a ton of press anymore, partly because of its age and party because -- even after nearly eight years -- people still don't know what to make of it. Is it a game? Is it a virtual world? Is it a melting pot for anyone who has ever thought to themselves: "I know! Let's code, model, and distribute some giant free-standing genitalia!" Luckily, Rock, Paper Shotgun has stepped up to interview new Linden Lab boss Rod Humble and shed some light on the matter. Humble recently left EA after six years overseeing the second and third entries in the long running Sims franchise, and speaks about trading the relatively insulated world of virtual suburbia for the wild and incredibly untamed frontiers of Second Life. "What makes Second Life so intriguing to me is its hard to define nature. I have heard people call it a virtual world, a game, the 3D internet, a social media platform, the list goes on. I like that kind of unresolved ambiguity, I think it shows something that is not yet fully evolved and has exciting new roads to discover," Humble says. He goes on to outline plans to revamp Second Life's performance, ease-of-use, and service aspects in order to counter the recent decline in user hours.
Jef Reahard02.10.2011Students recreate the civil rights movement in Second Life
Americans celebrated Martin Luther King Jr. Day this past week to honor both the man and the civil rights movement that he supported. As part of that celebration, a team of doctoral students from Indiana University of Pennsylvania used Second Life to recreate key moments in the civil rights movement as a teaching tool. Players who went through the simulation encountered critical junctures of the movement, including the Montgomery Bus Boycott, King Jr.'s beginnings at Dexter Avenue Baptist Church, the 1963 March on Washington, and the Mississippi Freedom School Movement. By experiencing it first-hand in a virtual world, players hopefully gained a perspective on the issues surrounding segregation, integration, equality, voting rights and civil disobedience of the era that are in danger of slipping into distant history. As they moved through the simulation, players were able to take quizzes, look at photos and videos, and make personal choices relating to the movement, such as whether to protest or sit in the back of the bus. While it looks as though the simulation is no longer available in the game, you can watch the two-minute overview of the project after the jump.
Justin Olivetti01.19.2011Second Life competitor Blue Mars drops PC development for Apple's iOS
If you were hoping that Blue Mars was going to rise to directly challenge Second Life's virtual world dominance, you may be in for disappointment today. In a letter to Avatar Reality's fans, CEO Jim Sink announced that the company is restructuring and dropping Blue Mars' PC development to focus solely on Apple's iOS. As a result, Blue Mars is now Blue Mars Mobile. "With over 50 million new tablet devices projected to reach consumers this year along with tens of millions of iPhones and iPod Touch devices, the market for Blue Mars Mobile is a massive opportunity for our company and our customers. We already have a functioning alpha in house and we aim to release the first builds of Blue Mars on iOS next month," Sink said. Sink also announced that a number of Avatar Reality employees, including himself, have been let go from the company. Unfortunately for PC users, Avatar Reality is limiting development to mere bug fixes for the forseeable future. While the company will not charge users of the PC client, there will also be no technical support for the user client.
Justin Olivetti01.16.2011Linden Lab names new CEO
For some time now there's been a question as to who would eventually be stepping into the shoes of CEO over at Linden Lab. In June, Mark Kingdon (aka M Linden) stepped down with very little warning after a series of layoffs, and Philip Rosedale (aka Philip Linden) stepped in as interim CEO while the company was reevaluating its direction and future technology potential. Now, news comes today that Rod Humble will be stepping into the CEO spot at Linden Lab in January. Humble has been in the games industry since 1990, during which time he's racked up involvement in over 200 different games. Prior to making the jump to CEO at Linden Labs, Humble was the President of Product Development on EverQuest, and worked on other SOE titles such as EverQuest Online Adventures and Star Wars Galaxies. Most recently, Humble worked as label lead on The Sims at EA, later attaining Executive Vice President for that division. His expertise in large online games and connection to a crazy hot title like The Sims may prove to be the combination needed to lead Second Life into an even more promising future. [Via Tateru Nino]
Krystalle Voecks12.23.2010Dragon Gaming Speech Pack set to bypass complex keystrokes
Ready to use your voice for something other than barking raid orders or bantering pop culture references over your guild's Vent server? Nuance Communications has announced what it hopes is the next wave in PC gaming: voice command sets. The new Dragon Gaming Speech Pack enables gamers to bypass complex keystrokes in favor of spoken commands, theoretically making gameplay more intuitive. Currently, the software supports World of Warcraft and Second Life in the MMO space, with a number of lobby and single-player games included as well (Call of Duty Black Ops, Mass Effect 2, and Microsoft Flight Simulator X, to name a few). The software retails for USD $129.99, but Nuance is running a special introductory offer that you can read about at its website.
Jef Reahard12.08.2010Project Skylight puts Second Life right into your browser
When most people (who don't play) think of Second Life, they don't have a terribly flattering picture in their head. That's neither fair nor even-handed, but it's hard to convince someone to download a new game and install it on the basis that it might be better than expected. So it's a good thing all around that Project Skylight, a new viewer for the game, is now available. It's a viewer with a crucial difference -- it's a browser-based client that allows players to start tooling around immediately with no prior installation. According to players, the client works well enough, albeit with some caveats such as a limited amount of time allowed per day. The service is clearly aimed at new players, as a 45-second promotional video plays before the client can be accessed, and players can only log in using guest accounts. That being said, it's a full client inside your web browser, requiring no extra setup or commitment beyond the willingness to try the game. Second Life fans should be happy, but people who have never tried the game should be happier, as it just got easier to see if the virtual world might be the place for them.
Eliot Lefebvre11.17.2010This week on The MMO Report
It's been a busy week in the MMO news world, giving Casey Schreiner lots to cover on The MMO Report. The advanced class system in Star Wars: The Old Republic influenced Casey's class preference by offering every smuggler player his very own Wookiee companion and new details on more specific skillsets for the class. DC Universe Online's delay was dubbed "unsurprising," Casey gave an overview of what we know about World of Darkness, and then it was on to the big news of the week: Cataclysm's launch date. Casey had some nice Cataclysm footage and a rundown of the collector's edition as well as the cost of the different versions. Finally, Casey addressed the rumor of Microsoft's interest in Second Life, then it was on to Uncle Casey's Mailbag. Check out The MMO Report after the cut, or from our friends at G4TV.
Rubi Bayer10.08.2010The Daily Grind: Do you miss virtual worlds?
There's no doubt that MMORPGs have become more game-like and less world-like as the genre has gone mainstream. Whether that's a good thing or a bad thing depends largely on what attracted you to MMORPGs in the first place. For some, combat, killing, and an endless avalanche of gear, achievements, and character stats are the main draw. For others, crafting and world-building are the raison d'etre, with small helpings of escapism and immersion on the side. With the exception of Second Life, you'd be hard pressed to find a well-known MMO that isn't an exercise in tightly controlled carrot-chasing in one form or another, and the days of highly evolved non-combat gameplay systems seem to have gone the way of the dodo bird. Today's Daily Grind question is three-fold: Do you miss the days of MMO virtual worlds, and what current-generation title do you do think best does the term justice? Finally, how do you personally define "virtual world?" Every morning, the Massively bloggers probe the minds of our readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's The Daily Grind!
Jef Reahard10.04.2010Rise and Shiny recap: Neverdaunt:8Bit
I have a buddy who creates all types of music, and recently he decided to experiment with 8-bit. We've talked about it, and at first I think he was worried about how I would feel about it. After all, I've been playing in heavy rock bands since I was around 13 years old, so my disdain for most things electronica or artificial is pretty well-known. For the record, I do not hate all sounds that are created by a computer -- I just haven't found much that I like. So, as I watched 8-bit become a slightly hipper and hipper form of music, my tolerance has had time to adjust. True 8-bit art and design is about reduction, if you ask me -- it's about breaking down everything into single blocks of color or sound, and then rearranging those bits in an attempt to recreate something beautiful. When done well, 8-bit can be fun and exciting. Neverdaunt:8Bit is done well, for sure. While it is still only in "early" testing, it shows a ton of promise -- even if it is only made up of a few basic blocks of noise and color.
Beau Hindman10.03.2010Storyboard: Winner's circle
It's time for another rant here on Storyboard, or at least an animal that's in the same general family as the dreaded rant-beast. Considering that both this column and WoW Insider's resident RP columnist Michael Gray have been covering similar ground over the past few weeks, it seems only appropriate to dip back into the well of the tools that roleplayers need, deserve, and want. And while I had considered a different column, it occurred to me that I wanted to take a very different tack this week. The past couple ranty columns have both focused on what games are getting wrong and what we deserve that we're not getting. But generally speaking, I prefer to be positive instead of negative, and amidst all of my justifiable complaints, that was getting lost. So this week, we're going to look at five games that are doing pretty well at supporting roleplayers. My list is far from exhaustive, and it doesn't include every game I'm personally involved with at the moment -- Final Fantasy XIV isn't on there, for instance -- but it is a good snapshot of who's on Team RP.
Eliot Lefebvre10.01.2010Rumor: Microsoft making a play for Linden Lab
If most of the horrific violence that happens in the ocean takes place unseen beneath the waves, then the same goes for the massive acquisitions that happen unseen behind boardroom doors. Yesterday, Tateru Nino posted a rumor on her blog that several Linden Lab employees were saying that Microsoft was making a bid to purchase the company: "Funny as that might seem on the face of it, a small number of Linden Lab staff are today spreading the story that Linden Lab is now entertaining offers for sale, and that Microsoft has actually presented one." TechEye.net seconded the rumor, noting that as the Linden Lab UK office closed down this week, an employee tweeted: "A little birdie told me that Microsoft may have silently offered to buy Linden Lab this week." Linden Lab runs the popular virtual world Second Life, which has seen its share of troubles lately. So far, Linden Lab is neither confirming nor denying the rumor.
Justin Olivetti10.01.2010Second Life's Emerald client facing obsolescence
Recent months have not been wholly kind to Second Life, and those circumstances don't seem finished just yet. The Emerald client, one of the most popular third-party viewers -- estimated to be used by as many as half of all players -- has fallen out of favor with Linden Labs and is no longer an officially endorsed option. Scott Jennings has posted a full rundown of the client's history, charting its progress from the earliest inception of the project to its current status of having fallen from grace. The short version (or as short a version as you can get for drama four years in the making) is that Emerald's coders included some rather... hack-tacular backdoors in the client's coding. This is a downside for reasons that should not need to be specified, but does add up to some major problems for the large playerbase still using Emerald. Second Life has had a hard time getting its users to switch to the 2.0 viewer, and about the only upside may be that the removal of Emerald will change that... but the overall drama isn't going to be kind for either the Emerald project or Linden Labs itself.
Eliot Lefebvre08.24.2010The Virtual Whirl: Linden Lab goes back to basics
Yesterday, Linden Lab's interim CEO Philip Rosedale and CFO/COO Bob Komin did a talk and Q&A session in Second Life focused on where things were at, and where things were going. This week, on The Virtual Whirl, we're going to take a look at that session and see if some sense can't be made of it all.
Tateru Nino07.31.2010The Daily Grind: Do MMOs belong in the mainstream?
Age of Conan on The Big Bang Theory. Second Life on The Office. World of Warcraft on South Park. The Guild transforming into an internet phenomenon. The Simpsons and FoxTrot creating parodies of virtual worlds. It seems as though everywhere we turn, MMORPGs are toeing the line between niche and mainstream, especially thanks to the whirlwind of WoW. As MMOs become less of a fringe activity and more accepted in popular culture, I have to ask -- is that a good thing? After all, geeks are highly protective of their territory, often seeing themselves as the faithful guardians of That Which Society Rejected. To suddenly see that pastime become accepted and embraced by the crowd may prove disorienting -- and even disturbing. So do MMOs belong in the mainstream? As they become more widespread, is there something essential that's being lost in the translation? Are the faithful guardians resentful of MMO devs who may cater to the casual crowd over them? Is there a risk of overexposure and backlash? Won't somebody please think of the children?
Justin Olivetti07.29.2010The Virtual Whirl: Ill-repute
Virtual environments have a generally poor reputation in many quarters, particularly in the mass-media. Much of that reputation is ill-deserved, and some of it is entirely fabricated (eg: by the mass-media). I have to ask, what's the big deal?
Tateru Nino07.17.2010Free for All: Remembering my first F2P experiences
I sit here, racking my brain, trying to think of the very first free-to-play game that I experienced. It's been quite a long time, at least seven years. As a quick history, I started in MMORPGs in '99, by bringing home a box of Ultima Online for my wife to look at. She laughed at me at first, but soon I would return home from work to find her in the middle of a marathon gaming session. We then switched to EverQuest and then to City of Heroes. In between those major choices, I spent a lot of time exploring the internet for new games. I want to say that one of the first free-to-play games I found was FLYFF, or possibly ROSE Online. It's hard to remember exactly. I searched old emails and found a few references to some games, but I can only verify start dates like February of 2004 for games like There or Second Life. On a side-note, my EVE account started on July 30th, 2004. Regardless, I can remember my first experiences with free-to-play games. I recall the grindy-yet-beautiful worlds I visited, marveling at high-level players who must have played for six months solidly in order to achieve their greatness.
Beau Hindman07.14.2010The Game Archaeologist and the Legend of the Sims: Our memories
Last week marked the beginning of a brief foray into the world of The Sims Online -- "brief" because the title is defunct (meaning no hands-on experiences to share these days) and I doubt that any of the game's creators are itching to reminisce about this lackluster entry into The Sims franchise. So chances are that today marks the end of our expedition, but we'll put our chins up and try to do it justice. Recently in the Massively office, a few of us spent a bit of time chewing the fat about The Sims Online. It's hard to imagine, but when the beta came out for this title, it was actually pretty hot stuff. The Sims had that crack-like addictive quality to it, and a lot of people -- myself included -- thought that the online version would make it exponentially better. Instead of every copy of The Sims being a little island unto itself, now we could connect and build in ways that were limited only by our imaginations. Oh, and also questionable developer decisions.
Justin Olivetti07.13.2010The Daily Grind: Threatening
While not every MMO features aggro mechanics (Second Life is remarkably free of them, for example), nine times out of ten endgame content will at least peripherally involve someone tanking something big and nasty. Usually with claws. And in almost every case, tanking involves a series of mechanics about threat. There has to be some reason why the big nasty is targeting the character in four-inch-thick armor with a shield instead of the robed priest that has a coughing fit when she walks too quickly, after all. For the upcoming expansion, World of Warcraft's team is considering making some changes to threat mechanics, something that Spinks summarizes and rails against quite eloquently. It does raise the question, however, of how responsible a tank ought to be for managing threat. How big a part of gameplay should tanking actually be? Do you prefer games where you never have to worry about threat, or games where tanking is a very near thing? Which game do you think featured the most engaging methods for holding enemy attention that you'd like to see more of?
Eliot Lefebvre07.11.2010The Virtual Whirl: A brief history of Second Life, 2008-2010 and beyond
This week, we cover the final installment of our summarized history of Second Life and Linden Lab (check out the first installment or the second, if you missed them). It's only possible to cover a tiny fraction of the events that took place in the space we have here, but the highlights paint an interesting picture. We'll be working our way from 2008 to June 2010, and looking at what future directions we expect from there.
Tateru Nino07.10.2010Linden Lab guns for service-based Second Life viewers
Service-based viewers for Second Life are a little different to the standard kind of viewer software that users might be used to. Standard viewers are downloaded to your PC, run on them and talk directly to the servers. Service-based viewers (also sometimes referred to as 'cloud-based') are either running on a remote server through a web interface, or running on a cloud (or other remote system) and sending data and graphics to a thin client that you run locally. The ill-fated Vollee client was one such example, and Comverse is another. Most Some of the (relatively few) extant viewers for mobile devices (iPhones, iPads, et al), and web-based Second Life viewers like AJAX Life are service-based viewers (as are a number in development), and Linden Lab seems bent on closing them down.
Tateru Nino07.06.2010