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

02 July 2007

Signs of the (Virtual) Times

The virtual world of EVE Online now has an official economist, Eyjólfur Guðmundsson:

Some of you may have read in various articles and interviews recently that CCP was bringing an economist on board to act as a sort of Alan Greenspan for the virtual world of EVE Online. That economist is me. So here comes a short intro and a bit about what I plan to do as a part of the EVE dev team.

...

In the real world, economic information is the cornerstone for our daily business; everyone takes note when news on inflation, production and interest rates are announced and traders try to predict beforehand what the news will be. There is a constant game between the market and authorities on predicting each other’s move and for that everyone needs information. Though EVE is a virtual world, the basic needs are the same. Players, designers and the company leaders at CCP will all benefit from having a central figure to monitor inflation and trends and provide a focused insight into what is happening within that virtual world so that everyone can make better decisions.

As the lead economist for EVE, my duties will include publishing economic information to the EVE-Online community. My duties will also be to coordinate research cooperation with academic institutions as the academic world has expressed quite an interest in doing research on this phenomenon (which shows how important MMOGs might become in future research into economic and human behavior).

(Via Virtual Economy Research Network.)

26 June 2007

Here Be (Virtual) Dragons

A nice scamper along the virtual horizon has just appeared: the Metaverse Roadmap (MVR).


The MVR has “near-term” anticipation horizon of ten years (to 2017), a “longer-term” speculation horizon of twenty years (to 2025), and a charter to discover early indicators of significant developments ahead.

Nothing staggeringly new, but lots of interesting ideas, well presented. Highly recommended as a guide to the near future of the metaverse. Start planning those virtual hols now.

20 June 2007

Welcome to Second Earth

This is the best introduction to virtual worlds so far: comprehensive, link-rich, and well written. Do read it if you can - it's time well spent.

13 June 2007

IBM's Virtual Virtual World

I have this feeling that IBM is going to be very big in virtual worlds. It's got a new site called "Innovation in virtual worlds"; there's not much there at the moment, just this brochure.

21 May 2007

Second Life Open Sources the Sky (and Clouds)

Linden Lab continues to do good in acquiring and open-sourcing cool technology:

Linden Lab, creator of 3D virtual world Second Life, today announced the acquisition of graphics technology from Windward Mark Interactive. Linden Lab will acquire WindLight, an advanced atmospheric rendering technology; Nimble, a realistic 3D cloud simulator; and associated intellectual property and interests.

...

Following the acquisition of this technology, Linden Lab will integrate Windward Mark’s WindLight into the Second Life Viewer and will open source the code under a General Public License agreement. The Viewer (available here: http://secondlife.com/community/downloads.php) featuring WindLight will be immediately available for PCs, with a Mac version to follow.

“This is a great example of the benefits of an open-source model,” said Cory Ondrejka, CTO of Linden Lab. “Our core development team is tightly focused on improving the Second Life experience in terms of stability and scalability, but open sourcing has enabled external developers to integrate additional enhancements that are also hugely valuable; WindLight is one of these. We’re excited to bring this technology to Second Life and pleased to have such a talented team of developers join Linden Lab.”

30 April 2007

Behold the Sculpted Prim

Second Life gets an upgrade: sculpted prims.

Q: What is a sculpted prim?

A: A "sculpted prim" is a prim whose shape is determined by a texture - its "sculpt texture". Sculpted prims can create organic shapes that are not currently possible with Second Life's prim system.

Very cool. (Via C|net.)

26 April 2007

IBM's Virtual Mainframe

It's been an open secret that IBM was working on its own virtual world platform, but details are now beginning to emerge:

IBM said its new "gameframe" system was being designed in collaboration with Hoplon Infotainment, a Brazilian game developer that is interested in creating a software layer it calls a "bitverse" to support virtual online worlds.

There are already massively multiplayer games that support hundreds of thousands of simultaneous players, but the IBM system will add an unparalleled level of realism to visual interactions, Meyerson said.

He argued that in addition to gaming applications, this kind of technology could be used to enhance the performance and scaleability of existing virtual worlds like Second Life, an Internet-based service that crosses the boundary between online entertainment and workplace collaboration.

Mark Wallace has more information.

13 April 2007

Virtually All Virtual Worlds

Well, nearly all of them:

What follows is a measurement of comparability with Second Life. By naming these priorities “Onder’s Big Three”, I’m taking ownership of the fact that what follows is purely my opinion. The big three pivotal points of SL-likeness:

1. Real money must move in and out of the “virtual” economy freely. RMT (Real-Money Trading) is designed in, not forbidden by TOS.
2. Users must be able to create unique content and retain ownership over it. Things like scripting and accepting uploads are important here. Multimedia is a bonus. We must be able to control the rights to our content.
3. The world must be persistent, and the users able to change it. Residents like being able to build the world themselves, and don’t need somebody stepping in and erasing their work.

In any case, it's a handy list with some nice videos to give a feel for each world. (Via Raph Koster.)

23 March 2007

Virtual World, Real Blood

How's this for proof that virtual worlds can have real-world consequences?

An online game operator has demanded that banned players donate blood to be allowed back into the game. Moliyo, which runs a 3D massively multiplayer online game in China, made the demand after banning 120,000 players who attempted to hack the game.

More than 100 players had already signed up to exchange half a litre (1 pint) of blood for game accounts. The company has also offered free accounts to ordinary players who give blood.

(Via Virtual Economy Research Network.)

07 March 2007

Remembrance of Sims Past

There's a fascinating post over on 3pointD.com, which exhumes some screenshots of sims as they were three years ago, and contrasts them with their present form. It's impressive to see how far Second Life has come in that time - and exciting to consider how far it might go in the next three years.

But seeing these old sims made me wonder whether we are in danger of losing our virtual past, since these screenshots are the exception, rather than the rule. When the history of virtual worlds comes to be written, vital data about how things looked in those days - nowadays, too - will have gone for ever.

Clearly, what we need is a kind of Internet Archive for virtual worlds that preserves not just the screenshots, but maybe the actual data files for "historic" and representative sims - a Virtual World Archive. Brewster Kahle, are you listening?

05 March 2007

EU in SL?

Apparently:

The European Union is looking into entering the virtual world and opening up an office in Second Life - an increasingly popular internet-based virtual world - which the Swedish government and the French presidential candidates have already entered.

Some would say the European Union's grasp of reality is already pretty tenuous.... (Via Bob Sutor's Open Blog.)

28 February 2007

A Brace of Virtual Worlds

I'm not quite sure what the collective noun for virtual worlds is, but here's a couple of new entrants to the world of worlds.

First, what seems to be a Chinese Second Life clone, Hipihi. And then, not a million miles away, there's Outback Online, from the splendidly-named company Yoick, led by the even more splendidly-named Randal Leeb-du Toit. Maybe that's his in-world name....

13 February 2007

Why Virtual Worlds Will Explode (Metaphorically)

This is spot-on:

The kids who have pushed MySpace to the limit are looking for the next cool place to hang out on the Internet, and they’re finding it in easy-entry 3D virtual worlds like Tyra’s. I haven’t been in yet since I just got home and wanted to get the news up, but Glitchy tells me the place is packed. Why? Because it does the one thing Web pages can’t: It provides “presence,” the ability to interact in three dimensions with the people around you. (The ability to change your outfit on the fly ain’t bad, either.) It’s a richer mode of communication than chat, email or IM, and the generation that already takes those mediums for granted want more. 3D worlds give them that. It’s not a quirk of technology, it’s a cultural shift in the way we interact and communicate with each other.

05 February 2007

Lifelogging

I've touched on the subject of lifelogging - recording every moment of your waking day - before, but this feature is by far the best exploration of the subject I've come across.

What's fascinating is that it draws together so many apparently disparate threads: openness, privacy, security, search technologies, storage, memories, blogging, online videos, virtual worlds, etc. etc. (Via 3pointD.com.)

Virtual World, Real Lawyers

Lawyers thrive on complication and ambiguity. Things don't get more complicated or ambiguous than in cyberspace - it's no coincidence that Larry Lessig rose to prominence as one of the first to wield the machete of his fine legal mind on this thicket.

Things are even more complicated in virtual worlds, because they are inherently richer. Here's a nice round-up of some of the legal issues involved. Two paragraphs in particular caught my eye:

One complicating factor is jurisdiction. Linden currently operates under California and U.S. law. British IP attorney Cooper says that virtual worlds like Second Life need a form of international arbitration. "If I get ... an Australian operating a business in Second Life, asking me, a U.K. attorney, how he can best protect his business within Second Life, how do I answer him?" he says, citing one query that he has received. But Cooper sees a model in the uniform dispute resolution policy (UDRP) for Internet domain names. Created in 1999 by the Internet Corporation for Assigned Names and Numbers (ICANN) in cooperation with the World Intellectual Property Organization, the UDRP created an international solution to issues like cybersquatting of domain names that were difficult or impossible to resolve in regional courts.

Cooper, Lieberman and other interested avatars, including the Second Life Bar Association and many non-lawyers, are now working together to formalize online arbitration as a required first step to handle Second Life disputes, without resort to real courts and their costs. Together they are lobbying Linden to include arbitration in its terms of service agreement. Meanwhile, Lieberman's group is introducing its proposed arbitration into the virtual world, hoping that other users will try it out and find it fair and useful.

(Via Second Life Herald.)

Second Life Comes to...Brighton?

Brighton is famous for many things, but cutting edge virtual world software development is not one of them. Until now:

Title: Software Developer
Department: Engineering
Work Location: San Francisco, Mountain View, Davis, Seattle or Brighton, UK

04 February 2007

Mmmm: Meta-Guilds

I'm such a sucker for a good bit of meta:

A meta-guild -- i.e., a guild with a presence across a number of virtual worlds and/or MMOs -- allows a group to share their experiences of gameplay in various environments, and eases the process of traveling among such worlds for the individual.

02 February 2007

Of Philip Rosedale, God and Darwinism

Here's an entertaining piece of a biotech writer grappling with and finally grokking Second Life via biological metaphors:

I’m trying to wrap my barely evolved first-life brain around the idea of a virtual organism where I (or, more accurately, my imagination) am a gene (a bundle of code) and where my “second me” was brought to life by Philip Rosedale, who then cast me off to fend for myself, although within a system of rules he launched when the world began. These rules themselves are evolving. For instance, what is to be done about evil? Should people be allowed to hurt and kill others? Rosedale seems to be a benign God, with a baby face and an easy smile in his first life as a human. But can we be sure about this?

01 February 2007

Second Life in a Box: OpenSim

The recent opening up of the Second Life Viewer code was big news, but the thing that everyone is waiting for is for the server-side stuff. Well, that may be a while off - see my interview with Cory Ondrejka for some more background on this. Meanwhile, though, the libsecondlife group has taken under its wing the OpenSim project, which as the home page puts it laconically:

OpenSim is a project to develop an Open Source Simulator.

This is great news, because it means that people can start developing other Second Life-like virtual worlds, completely independently of Linden Lab. It will also mean that people can start to explore some of the thorny issues of multiple, compatible virtual worlds now.

31 January 2007

O Brave New World

It's not every day that a new continent is announced.