virtual-worlds

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  • The Virtual Whirl: A virtual environment user's bill of rights

    by 
    Tateru Nino
    Tateru Nino
    04.17.2010

    This week, in The Virtual Whirl, I'd like you to join me as I take a stab at a virtual environment user's bill of rights. It's a perennial topic given that service operators have a very unbalanced power relationship with users. I don't believe that users should make unreasonable demands or boss their VE providers around, but certainly there's a list of things that I believe are important to look for in a general purpose virtual environment, and that the lack of one or more of them should certainly get you thinking about alternatives.

  • Fahy vs Linden Lab: No case to answer?

    by 
    Tateru Nino
    Tateru Nino
    04.14.2010

    Last week, on Thursday 8 April, Corey Fahy in Philadelphia filed a lawsuit against Linden Lab and more than 25 others, in the Pennsylvania East District Court (case number 2:2010cv01561, assigned to judge Joel Harvey Slomsky). Fahy alleges that an algorithm in one of his Second Life products has been subjected to copyright infringement, accompanied by the usual requests for damages, statutory damages, ten times damages, attorney's fees and all that. Where do we even begin? We'll spare you most of the cruft and go straight to the heart of the problems that we can see with this particular lawsuit.

  • The Virtual Whirl: You know that guy

    by 
    Tateru Nino
    Tateru Nino
    04.10.2010

    This week, in The Virtual Whirl, we're looking at people, worldviews, stereotypes, public perception, technology angst, and ... most importantly, we're looking at that guy. Trust me, you'll know the one.

  • Second Life 2.0 goes live today

    by 
    Tateru Nino
    Tateru Nino
    03.31.2010

    As we previously predicted, the Second Life 2.0 viewer is going live today, meeting the originally slated release target of Q1 2010, if only by a few hours. The 2.0 viewer has been in public beta since 23 February. In addition to the new viewer, its rearranged user-interface, slate color scheme and slick Shared Media implementation, today sees the launch of two new Orientation experiences and a selection of new starter avatars to select from (we wonder if any of them are blue).

  • Virtual sales boom, will top $3 billion in five years

    by 
    Jef Reahard
    Jef Reahard
    03.29.2010

    Gamasutra reports on a new study from research firm DFC Intelligence that concludes that sales of virtual goods are on the rise. The study surveyed 5,000 gamers from Europe and North America for a two-month period in early 2010, and also sampled seven years of Live Gamer historical data. Live Gamer, a virtual world monetization company with clients that include Sony Online Entertainment and Funcom, partnered with DFC for the study. DFC reports that 88 percent of their survey base purchased virtual content, a label that includes everything from MMO microtransactions, to music, to movies and games. Sixty percent of this group said their digital purchases were in-game items. DFC says the growing trend of virtual item sales paints a bright future for MMORPGs as well as social networking platforms, predicting that total item sales for "MMOG Lite" titles will exceed $3 billion by 2015. Head on over to Gamasutra for the full article.

  • The Virtual Whirl: Cornered!

    by 
    Tateru Nino
    Tateru Nino
    03.27.2010

    This week, in The Virtual Whirl, we're looking at a major business pitfall, and one which afflicts many virtual environment and MMOG developers/operators at one time or another.

  • Linden Lab axes Vivox SLim Second Life client beta

    by 
    Tateru Nino
    Tateru Nino
    03.23.2010

    Back in 2008, quite a big thing was made of Vivox's lightweight voice/IM client for Second Life, called SLim. That buzz continued through 2009, with the announcement of voice fonts, SLim-to-SMS, and client-side recording (all scheduled for the second half of 2009) and conference calls, group text/voice chat (via SLim) and browser-based voice applets on the Second Life Web-site (scheduled for this year). Yesterday, the news came down in a mailout from Linden Lab about the status of the SLim beta. "The program has been a great success," said the Lab and, "we have decided to end the SLim beta program, effective immediately."

  • Second Life third-party viewer policies get an update but still fail to do the job

    by 
    Tateru Nino
    Tateru Nino
    03.22.2010

    Last week, the promised update of Linden Lab's Third-Party Viewer (TPV) policies crept out onto the Second Life Web-site with little fanfare. After the fuss caused by the tangle of legal incompatibilities, muddled terminology and ambiguous phrasing in the first version, the Lab said it would go back and address the problems, and get the policy document fixed. So, you'd think they'd have gotten it right this time around, right? We certainly did. We were wrong.

  • The Virtual Whirl: News of the Whirl

    by 
    Tateru Nino
    Tateru Nino
    03.20.2010

    This week, in The Virtual Whirl, we're having our monthly roundup of news items. Things that got missed, things that didn't make the cut, things that got buried, and things that really should have gotten your attention anyway.

  • Second Life script limitations to prejudice against Mono?

    by 
    Tateru Nino
    Tateru Nino
    03.16.2010

    In a sense, script memory limitations aren't coming to Second Life; they already exist. What's going on is the process of Linden Lab making those limits predictable, and setting things up in such a way that script memory usage doesn't cause simulator processes to thrash madly (from paging memory to and from disk). There's some interesting side-effects emerging from the overall prototype implementation, however. Mono (and, eventually C# when or if it becomes implemented as a scripting language) look like the losers.

  • The Virtual Whirl: Why virtual environments?

    by 
    Tateru Nino
    Tateru Nino
    03.13.2010

    This week, in The Virtual Whirl, we're asking "Why virtual environments?" – Not why are they anything specifically, but just why. Depending on your definition of virtual environments, people have been building them and using them for decades now, since before the Web; since before the advent of the personal computer. To make a virtual space from a real space, or to fabricate an entirely original virtual space from whole cloth – what's driving that and where is that going?

  • GDC10: Massively's interview with Virtual Fairground

    by 
    Rubi Bayer
    Rubi Bayer
    03.11.2010

    The idea of virtual worlds and MMOs based on established brands is not a new one, and Virtual Fairground is a company that's been in the market for a bit. They've had the time to fine tune the concept and find exactly what they want to offer their audience. We spent some time with Maarten Brands and Ilja Goossens of Virtual Fairground at GDC this week and heard all about what the company is working on and what their goals are. Follow along after the jump to see what they had to say.

  • The Virtual Whirl: Questions from the virtual mailbag

    by 
    Tateru Nino
    Tateru Nino
    03.06.2010

    This week, in The Virtual Whirl, we're going to take a selection of reader questions that we've received in comments and in the virtual mailbag and do our best to offer up some useful answers. Join us as we whirl through the mail. Not surprisingly, the two most frequently asked questions involve the demise of virtual environment, There.com.

  • Planet Calypso's David "Deathifier" Storey talks about his purchases

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.04.2010

    MMOs are a big business these days, and even though they're not real items, a lot of the goods within a given game are worth quite a bit of money. This is transparently true of Second Life, but hardly limited to it -- witness, for example, the real-world price of EVE Online's ships. Or, take David Storey, alias Deathifier, alias "that guy who spent a whole lot of money on Planet Calypso items in auctions." And he's spent quite a lot of money -- in the game world, he owns both an island and a staggeringly expensive egg with a yet-undisclosed purchase. So why did he buy it? As he puts it in a recent interview available on Forbes.com, the same reason people make any expensive purchase -- because it makes you feel good. According to the interview, it's not as if the investment has been a poor business decision. The virtual island he bought in Planet Calypso for $26,500 brings in roughly $100,000 a year, as he uses it for a rare game preserve and taxes local hunters. The full piece has more information on his outlook and business practices, as well as a brief overview of the markets of virtual worlds and MMOs in general.

  • Frenzoo offers a new home for displaced Thereians

    by 
    Tateru Nino
    Tateru Nino
    03.03.2010

    With the pending closure of virtual environment, There.com, it's only natural for a number of other virtual environments to make themselves attractive to the outgoing Thereians, as many of them are going to be selecting another virtual environment to participate in anyway. Simon Newstead, co-founder and CEO of fashion environment Frenzoo contacted us today to let us know of a surprisingly generous offer that he's extending to the displaced Thereians.

  • There.com is closing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.02.2010

    Virtual worlds have had a rocky time in the marketplace. Focusing on user-generated content, it takes a while for enough users to become active and enough market traction to be established for them to start becoming financially viable. Earlier this year marked the shutdown of Metaplace, Raph Koster's entry into the field of virtual worlds. Now another long-running part of the field is closing down, as There.com has just announced the service will be closing on March 9th. A retrospective on the game's history is available on CNET, discussing the world's status as being a competitor for Second Life without ever quite gaining the traction that its bigger cousin managed. While the environment was seen as slightly more kid-and-media friendly due to restrictions on adult-only content, the project had a difficult time turning a profit. After seven years, it's finally overwhelmed the company. The official announcement includes a number of resources for those who have invested money in There.com to regain it prior to the shutdown, with extensive buyback programs and refunds available for all participants. Our condolences to the team on this sad turn of events.

  • Imprudence 1.3.0(beta 1) released

    by 
    Tateru Nino
    Tateru Nino
    03.01.2010

    The Imprudence project has released version 1.3(beta 1) of their Second Life viewer. Imprudence is one of our favorite after-market Second Life viewers, and the only third-party viewer that we're certain complies with all of the source and asset licensing. This edition merges all things Imprudence with the codebase for 1.23, providing one of the fastest and smoothest viewers currently available that we're aware of, along with the usual featureful experience.

  • The Virtual Whirl: Virtual worlds must accommodate, adapt and evolve, or die

    by 
    Tateru Nino
    Tateru Nino
    02.27.2010

    This week, in The Virtual Whirl, we're looking at virtual environments (and their subset of virtual worlds) as products and platforms. As their developers and operators seek to grow and mature their markets, they carry the risk of rendering themselves irrelevant to the very customers that they court.

  • Second Life third-party viewer policies not well received

    by 
    Tateru Nino
    Tateru Nino
    02.26.2010

    The hallmark of a good license is that it is clear, easy to understand and unambiguous. The gold-standard for a good contract is that it is all of the above and provides all parties with equal amounts of protection. There are bonus points for not conflicting with rights guaranteed by law, or with other prerequisite licenses or agreements. Linden Lab's Third Party Viewer (TPV) policies, as published on Tuesday, regrettably reflect none of these ideals. We'd go so far as to say that it's the worst day's work that we've seen come out of the Lab to-date. So much so that almost immediately after publishing them the Lab has sent them back to legal for both clarification and rewriting.

  • A red-letter day for Second Life, Second Life 2.0 viewer and more

    by 
    Tateru Nino
    Tateru Nino
    02.23.2010

    Over about the last 60-90 minutes, Tom Hale's been delivering a keynote at the SL Pro! conference held in Second Life. There are multiple hefty announcements from Linden Lab involved, and some of that should be reaching the official Second Life blogs as you read this. Golly, what do we have among all of this? We've got the Second Life 2.0 viewer public beta, which should be available right now. We've got the new third-party viewer registry and third-party policies being announced today; We've got changes in the names of content-ratings. We've got the official release of open source viewer Snowglobe and the announcement of Snowglobe 2; and all capped off with a slew of supporting FAQs, guides, video tutorials, wiki pages and what-have-you!