Virtual Worlds Should Pay Heed To The Rise Of The Orcs

Earlier this year Mitch Wagner had an article published in Information Week about High Fidelity : Second Life Founder Pursues Second Chance. The article talked of how Second Life had not reached mainstream appeal and pondered whether High Fidelity can. Mitch wasn’t convinced because of the time investment, but he did acknowledge that Second Life got a lot right. However for the real reason Second Life hasn’t reached mass appeal we need to go to the comments on the article and consider the issue of Orcs :

Second Life would have fared better if it had appealed to MMORPG fans, the primary proven market for such activities. Philip Rosedale, you need orcs.

This comment misses the point of Second Life somewhat and yet in doing so, highlights one of the issues for Second Life and any other virtual world. People see Second Life as a singular place, it’s not, but the architecture of the platform can make it appear so, which brings us to another comment on Orcs :

I think the Orcs comment is spot on. It’s one thing to fix the technological elements, but Second Life never appealed to me because it was so open and amorphous. Part of the fun of an immersive experience is having an objective and a set of limitations to work within (or against). An open world where you can do anything sounds great, but then you run up against the limits of your own imagination.

This comment hits the nail firmly on the head. Second Life needs to deliver experiences as well as offering open creativity, people want something to do. This also goes back to the points Mitch made about time investment, people want to pop into a virtual world, experience something and logout. They don’t want to build, they want to be guided. The problem here isn’t Second Life itself, it’s the way people view Second Life as .. well, Second Life. I’ve said something along these lines before, but for Second Life to reach mainstream appeal it requires people to stop talking about Second Life. This may sound somewhat odd but my point is that Second Life should be viewed as the technology. The experiences the places people visit, the places people learn at, the places people role-play, they should be at the forefront of the major discussion, Second Life should be consigned to the geeky conversation about technology.

Now of course virtual worlds offer a sandbox experience and the concept is absolutely brilliant. Virtual worlds such as Second Life, Kitely, Inworldz, OpenSim etc. offer authors, creators, designers the opportunity to build their very own stage and bring their own visions to life. This really is a fantastic opportunity for people who want to get creative, to do so. However there are many many people who want to be guided through an experience, they want to teleport right in to the end product. Virtual worlds do indeed offer great potential but to some, a blank canvas is very difficult to grapple with.

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Virtual Worlds As Sacred Places

Over at the Institute For Ethics & Emerging Technologies Giulio Prisco has a thought provoking post : Virtually Sacred, by Robert Geraci – religion in World of Warcraft and Second Life. The post is inspired by a forthcoming book by Robert Geraci : Virtually Sacred: Myth and Meaning in World of Warcraft and Second Life. The book is pencilled in for an August 2014 release according to Amazon UK.

The book has a few chapters on Second Life and includes the virtual age old debate of Immersionists v Augmentationists. The basic difference is considered to be that immersionists see a virtual world such as Second Life as a place where they completely immerse a new self, one that is separate from their real life, a sort of parallel existence. Augmentationists are generally considered to be people who see Second Life as an extension of their real life, they will talk of their real life experiences, partners, job etc but will also embrace Second Life.

This used to be quite a hot topic in Second Life. Back in February 2008 New World Notes highlighted a brief discussion between the two camps with representations from Sophrosyne Stevenaag and Cyfish Traveler. Sophrosyne used to host some really interesting discussions on a Saturday evening back in the day too. Another name in these circles whom I haven’t seen or heard anything from for quite a while is Extropia DaSilva. I’d long forgotten about these sort of discussions until I read Giulio’s post today, they used to get quite heated to say the least.

Another subject at hand is that of Transhumanism, whereby people upload their brains to the machine. There are still plenty of discussions surrounding this today but not so much in Second Life as they once were. Giulio suggests a reason for this :

Transhumanists – techno-spiritual seekers who think that science and technology can and should carry humankind through its next phase of evolution – made a home in Second Life between 2006 and 2009, after which the pace of transhumanist events in Second Life slowed down due to the general Fall from media grace of Second Life.

I don’t quite agree with that theory, Second Life is still going well. I’d suggest that it may well have been that discussion groups have a hard time raising tier money, which is an age old problem for many communities in Second Life. The barriers are more financial.

Anyway back to the book, at its heart seems to be the theory that virtual spaces provide the means to build religious spaces in a fashion that 2D web pages simply can’t replicate. Furthermore they provide the means to provide spaces for new religions, as well as established ones. In his blog post Giulio explains this as :

One of Geraci’s central points is that shared virtual spaces provide a sense of place, direction, and orientation, which has profound implications for religious practice. Contrary to flat web pages, in virtual reality we can build holy places, cathedrals, and sacred objects, which act as a “physical” scaffolding to hold virtual religious communities together. While vision and hearing are powerfully engaged in consumer 3D virtual realities, the possibility to touch objects in virtual spaces “in which the brain regions associated with grasping can potentially respond as though to conventional reality,” isn’t available yet to most consumers, but this will change with new haptic interface devices. I am persuaded that next generation VR platforms, with support for haptics and full-immersion display devices like the Oculus Rift, will soon take virtually sacred spaces above critical mass.

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Bagman Linden On Why The Virtual World Market Is Ripe For Bigger And Better

It’s a comparison I’ve made many times before, Second Life and World Of Warcraft both sit proudly at the top of their respective classes. Despite technologically superior newcomers arriving, they have both fought them off, they both contain the social ingredient that has allowed them to thrive and enjoy greater longevity than many believed they could. I made the following point in a post at SLUniverse regarding the hurdles a new venture faces :

Second Life has a lot of similarities to World Of Warcraft, right place, right time, and they bagged those interested and despite falling numbers continue to have more than enough to make other ventures jealous beyond belief, despite others offering more modern options.

Along came Bagman Linden, AKA Jeff Petersen, Vice President of Engineering at Linden Lab who on his arrival at Linden Lab introduced himself via a blog post :

For me, the challenges and the opportunities at the Lab are a perfect fit for my background. I come to the Lab with over 20 years of experience as a game developer and engineering lead, primarily in the MMO area. Prior to joining Linden Lab, I spent 10 years working for Sony Online Entertainment doing MMO RPG development (with a focus on the networking, servers, and core technologies), along with PS3 and PSP development. Some of the titles that I worked on include: Everquest, Everquest II, Star Wars Galaxies, Planetside, Untold Legends PS3, Field Commander PSP, FreeRealms, and CloneWars Adventures.

Bagman disagreed slightly with my comparison of Second Life and World of Warcraft, Bagman feels that virtual worlds haven’t reached the World of Warcraft stage and that Second Life is more akin to Everquest, as he explained in a reply :

It’s interesting that you compare Second Life to World of Warcraft, as I have made similar comparisons myself, but come to different conclusions.

Before I joined Linden Lab a little over 3 years ago, I was at Sony Online Entertainment for over 10 years. I was part of the EverQuest development team for years, and at the time, EverQuest was the biggest MMO RPG on the market by far, and with the revenue it was generating, it was the envy of the industry.

For years EverQuest had similar user engagement and revenue to what Second Life has. I remember well at the time the common belief at Sony and in the rest of the industry was that EverQuest was a smashing success and people would be thrilled to match it.

Then Blizzard came along and created World of Warcraft, a product that was ultimately over 30 times more successful than EverQuest. We can speculate why that is, but I personally believe it came down to the quality and polish of their product. Fundamentally, the game was very similar.

The comparison that resonates with me is between Second Life and EverQuest. Both are similarly aging products with similarly sized user bases. Both at the top of their market segment. Both had countless people trying to bump them off with little success. We know how the story ends with EverQuest.

I believe the virtual worlds market is ripe for their own ‘World of Warcraft’ to come along and show us just how much bigger this market could be. And I don’t think you need to leave behind anything (concept wise) that made Second Life successful in order to see that growth. But you do need to raise the bar, and that is exactly what we intend to do.

Interesting stuff. I haven’t played Everquest, but I can see where Bagman is coming from here. He’s basically making the point that the virtual world market is ready for something really big to catch people and that what’s happened before is impressive, but possibly way below potential.

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European Online Services Suffer DDoS Attacks

Earlier this evening when I logged into World Of Warcraft, there was a warning that things may be a tad slow. They were not. When I logged in later this evening, I saw the following message :

An image should be here
WoW Warning

A couple of my friends asked me if I was lagging, which is a question I sometimes get asked when I’m down the pub, but they were referring to lag and latency in the game. I was fine, they clearly were not as after not responding for a while both disconnected.

The issue it seems is due to a series of DDoS attacks on some European Online services, but certainly not all. The message from WoW indicated it’s not Blizzard under attack. Some Second Life users in Europe may have had a rough evening too.

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The Elder Scrolls Online Faces An Uphill Battle

I went back to World Of Warcraft recently, the road back has been a slow one but I’m now firmly back playing. One path on the road to return was the free to play option whereby you can play for free up to level 20, this was how I first returned to the fold. Getting to level 20 these days doesn’t take long and there are some other restrictions on the account, but it took me back to Azeroth and from there I was hooked enough to subscribe again.

The Elder Scrolls Online launches tomorrow, in what is called an early access stage. Those who have purchased the correct version of the game start five days ahead of the official launch. There are some who will start three days ahead of the official launch. The game comes with a 30 day subscription and then the monthly subscription costs are :

  • $14.99/30 days
  • €12.99/30 days
  •  £8.99/30 days

This is hardly extortionate but comes in an era when more and more titles offer a free to play option. The thing that oft gets forgotten with free to play options is that there are payment models included, some offer a monthly subscription with perks.

I started and subscribed to Age Of Conan, Star Trek Online and Star Wars, so I’m familiar with subscription models. However the times have changed and yet, World Of Warcraft is still going strong, with a largely subscription only model. This is the game that many cite as an example of how the subscription model works and they use it as an example of Zenimax making the right choice in going subscription only with The Elder Scrolls Online. However there are some gaping flaws in this theory.

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