Will Relationships Reach The Stage Where We Are Together In Electric Dreams?

Linden Lab recently ran a blog post : Production Company Seeking UK Residents for TV Documentary, the gist of this is that a company called Back2back Productions are seeking couples who have met online and now have a solid relationship/marriage outside the virtual world. However they are also seeking couples who have not yet made the jump from virtual reality to actual reality, for the purposes of this production one half of the couple should be UK based, more details, including whom to contact, are in the blog post.

There is an issue with these sort of relationships in so much as is it the avatar or the person behind the avatar that falls in love? What is the initial attraction, whereas the idea that someone falls for an avatar may sound far fetched, this sort of subject matter was sort of covered in a recent article in The Guardian, which goes a stage further than wondering if people are attracted to avatars of other humans and asks : Will we ever have love affairs with video game characters? That article is a fabulous read and starts with a premise based on the film Her, where the main character falls in love with his operating system.

Whereas there’s a key difference between someone falling for a NPC instead of a character powered by a human being, there is definitely potential for some crossover. The article is really coming from an artificial intelligence point of view, with the idea that as artificial intelligence gets more sophisticated, the potential for people to be attracted to that artificial intelligence will become more likely. The idea that an artificial character can learn more about the person as they go along is the basis of a relationship, that’s how relationships grow. Games are becoming smarter with their artificial intelligence processes and the article gives some examples :

Elsewhere, Maxis, the creator of the Sims series of life simulations is expanding the AI and emotional responses of the characters for Sims 4, finely tuning them to what the player does. And Second Life developer Linden Lab recently ran a gaming experiment named Versu, a sort of choose-you-own-adventure ebook in which reader actions combined with AI characters to modify the story.

Sigh, Versu, seriously, this should not be gathering dust! However, back to the point, as the intelligence of computer characters grows, will the lines between reality and virtual reality get more and more blurred? Well part of the equation will be whether the NPC falls for the person they’re interacting with, but that sort of interaction could well be possible, Gartner researcher, Jackie Fenn is quoted as saying :

Humour and creativity will be among the more challenging areas for artificial intelligence, but even here researchers are experimenting with clever algorithms and deep learning. If a computer can learn what makes people laugh – and more importantly what makes you laugh – based on watching and analysing over time, there is no theoretical reason that a computer couldn’t eventually display and respond to humour. Similarly with music or art – by experimenting, analysing and learning, it could figure out which compositions create the best emotional resonance in the human brain.

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A Massive Cross Promotion Opportunity Stares Linden Lab And Adobe In The Face

Adobe are currently offering Photoshop CC and Lightroom 5 for a subscription of $9.99 a month if you sign up for a one year plan :

For a limited time, you can join a special Creative Cloud plan. It includes access to Photoshop CC and Lightroom 5, plus feature updates and upgrades as they are available, 20GB of cloud storage for file sharing and collaboration, and a Behance ProSite. And it’s just US $9.99/month when you sign up for a one-year plan, but you need to join by March 31, 2014. 

Now if you’re in the the Euro zone it’s 12.29 a month including VAT and in the UK it’s £8.78 including VAT … the temptation to rant here is rather immense, but I’ll let it pass. The prices are reasonable, here’s the thing, Adobe Photoshop is a very powerful tool that could be used for Second Life content creation. Adobe used to have an island in Second Life, I don’t know if they still have that island but I visited the place when they had an event many moons ago.

Visiting Adobe Island

 

The transport was a freebie and they had entertainment there during the day, so Adobe did at one stage have a clue about how to use Second Life. However even if they no longer have an island, their new monthly subscription plan is ideally placed for being bundled with some sort of Second Life premium membership plan. One aimed at content creators.

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How Will Second Life Fare In The Face Of The Rise Of The Sandbox MMO?

Second Life has in many ways been way ahead of the pack. Their free to play model was controversial when launched but has proven to be the right model and now many MMO’s follow this model. Second Life introduced user generated content to 3D worlds and whereas some of that content has definitely been controversial, Second Life trailblazed as a platform of creativity.

In terms of empowering content creators, Second Life has once again trailblazed, by allowing content creators a means to make real money from their creations, Second Life tapped into a massively underestimated market. Second Life has therefore been quite ground breaking in terms of bringing together these concepts, but now others are starting to take note, they are starting to see the potential and they are hoping to get their share of the pie. The people who make content creation tools are also seeing the massive opportunity that is knocking louder and louder, they are making their products more accessible by offering different payment options and making their tools free or cheaper.

The likes of EverQuest Next Landmark are already attracting attention and will allow content creators to build and have the opportunity to make real money from their creations. Others will be watching with interest to see how this pans out. There is without doubt fear about user generated content but the window of opportunity is wide open.

Then there are the tools, yesterday the Unreal Engine 4 was launched with a very affordable licensing model for pretty much anybody.  The full engine and source is $19.95 a month and then 5% of any game sales, in games sales and advertising. The previous Unreal Engine was not an option for indie developers, in an article on Gamautra they  quote Epic’s Tim Sweeney as saying:

it’s typically cost millions of dollars… negotiating has involved teams of lawyers, looking at the shape of the industry now we realize it’s an outdated model, looking at the possibilities for the engine, we started out from scratch. We came up with an entirely new business model for the Unreal Engine which we are announcing today.

Now, absolutely anybody can gain access to Unreal Engine 4 by subscribing to the engine for 19 dollars a month — and you get access to everything” .

Now it dangles there as an affordable option and it’s not just game developers being wooed, they are also chasing content creators:

To help you get started, we’re shipping lots of ready-made content, samples, and game templates.  You’ll find it in the Marketplace in the Unreal Editor. Right now, it simply hosts free stuff from Epic, but its resemblance to the App Store is no coincidence: It will grow into a complete ecosystem for sharing community-created content, paid and free, and open for everyone’s participation!

These platforms, games, development engines etc. are stepping on Second Life’s toes and more of them will be stepping on their toes, will Second Life prosper?

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Judge Rules Against Worlds Inc. In Virtual World Patent Claims

Cristiano Midnight over at SLUniverse has posted news of a court ruling in favour of Activision in a patent case brought by Worlds Inc. This is an important case because Worlds Inc. have been challenging a lot of MMO’s and Virtual Worlds over alleged use of their patents.

Cristiano’s post links to a Gigaom article from last week : World of Warcraft beats trolls in fight over 1996 “virtual worlds” patent . One of Worlds Inc.’s patents is US Patent 7,181,690 which makes a claim of :

A method for enabling a first user to interact with other users in a virtual space, wherein the first user and the other users each have an avatar and a client process associated therewith, and wherein each client process is in communication with a server process.

There’s more in the link, but that would cover a lot of MMO’s and virtual worlds were Worlds Inc. to win a case. However in the Activision case Gigaom are quoted as saying :

 U.S. District Judge Denise Casper wrote that patents belonging to Worlds Inc. appear invalid because the inventions they describe already appeared in public before the patents were filed.

Worlds Inc. have in the past said that they may also look to see if Second Life is violating their patents, although a Massively article on the same issue claims:

This isn’t Worlds’ first attempt to sue an MMO studio over these allegations, as it went after (and lost to) NCsoft and Linden Lab several years ago.

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Fairs Offer A Great Opportunity To Encourage Good Building Practices


Skin Fair 2014

2014’s Skin Fair is now open! That means lots of goodies from skin makers, makeup designers and more. Come see old favorites and find new discoveries in three sims of deliciousness. For more information, be sure to visit http://skinfair.wordpress.com/. At the Skin Fair, you’re sure to find something that tickles your fancy.

Visit in Second Life

The Skin Fair is in full swing and will be running until March 30th. Script limits will no longer be enforced as is oft the case with script limits, enforcement was causing upset. The usual reason for the upset is that people find themselves teleported home or find themselves booted out of Second Life because of teleport failure before they’ve even  realised they are being informed they have breached a limit. The really bad part of this is that in many cases, the combination of a scripted device scanning new arrivals and then the teleport process of booting them out is actually causing more load on the sim than the visitor who is deemed to be too heavily scripted.

Ideally there would be a better way of doing this, some sort of arrivals area where people were kept until such time they had reduced their scripts. However that’s not an easily achieved goal in Second Life. Fairs in Second Life are often busy events and the organisers rightly want to minimise causes of latency. The problem is that all too often scripts are seen as the be all and end all, when there are many other factors, especially in terms of textures.

Therefore fairs offer an ideal opportunity for Linden Lab to discuss the concepts outlined in their good building practices wiki guide, they could even point organisers in the direction of Penny Patton’s Building A Better Second Life guide. Penny has some brilliant suggestions around reducing texture sizes and using fewer and more efficient scripts.

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