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Virtual Real Estate Boom Draws Real Dollars

An anonymous reader writes "According to a USAToday story, Second Life from Linden Labs is seeing a boom in virtual land trading. The article quotes a player as saying: 'My vision is to buy real estate in Second Life with one or two other investors and make it available to new players as a business', and it seems that 'Large swathes of undeveloped online property, some bearing an uncanny resemblance to a palm-studded West Coast beachfront idyll, are selling for up to $550 an acre.' Second Life uses OpenGL and Ogg-Vorbis running on a Linux grid." S!: We've previously covered Second Life on several occasions over at Slashdot Games.

285 comments

  1. Why? by thewldisntenuff · · Score: 5, Insightful

    I ask my fellow /.-ers, why? Why waste your money on "virtual real estate"? Are we all really this stupid?....

    Or is this spam gone wrong?

    1. Re:Why? by ziggy_zero · · Score: 4, Insightful

      A fool and his money....

      --
      I belong to the ______ generation.
    2. Re:Why? by SpiffyMarc · · Score: 4, Interesting

      Are we all really this stupid?

      Only our customers? Just kidding... :)

      Seriously, I play Second Life also, and when I found out you have to trade real money for in-game items, and you have to do this frequently, and sometimes on a recurring basis, I kindof lost interest... I'm all for trading real money for in-game money, at least that's clear-cut. Just don't let me trade real money for in-game money, and then require me to use both in-game money AND real money in game.

      Reminds me of Itchy and Scratchy Land...

    3. Re:Why? by Angry+Toad · · Score: 5, Insightful

      I thought the whole deal with real estate was that "they stopped making it". Here they can make more ad infinitum. Perpendicularly if necessary.

    4. Re:Why? by Cold+Winter+Days · · Score: 0, Insightful

      If you spend your real time in a stupid game, why not spend your real money, too? It's not that much of a difference.

    5. Re:Why? by Mz6 · · Score: 4, Funny

      All I know is that I have Boardwalk AND Park Place.. oh sorry.. wrong game.

      --
      Hmmm.
    6. Re:Why? by MrRuslan · · Score: 1

      Im sure there are dumber things to do like buy land on other planets or the moon.at least the "virtual realestate" is here on earth on some server.for the record I think this is stupid.

    7. Re:Why? by jafuser · · Score: 4, Interesting

      Why waste your money on a web server?

      Oh you want to present content to the rest of the people who browse the web? Sounds like you might need to pay for hosting.

      If you join SL on the basic plan, you don't have to pay anything other than the $10 to activate the account. It's free after that; but then you own no land.

      SL real estate is divided into a grid of servers. The land is sold so that the monthly subscriptions pays to keep the hardware going. The more land you own, the more server resources you're using, so the more you pay. You can even get your own dedicated servers, as islands off the mainland.

      It's more or less like buying web hosting.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    8. Re:Why? by WormholeFiend · · Score: 2, Interesting

      There's also these two mind-boggling phenomena:

      Why play a FPS game, when you can play Paintball?

      Why run on a threadmill or pedal on a stationary bicycle, when you can run or bike outside?

      IMO, as a species, we humans do the darnedest shiat.

    9. Re:Why? by Anonymous Coward · · Score: 0

      However, like in Snow Crash, there is a very desireable CITY to be in (a place where others gather, and engage in commerce and what not), and the basic rule is that you own all of the property above your square (sky)... So, unless there is some sort of law that says that you cannot build a building above a certian height, you could build to space and beyond.

      So, in reality (virtual reality as it were), there is still a limited amount of space in a desireable location. Therefore, the regular rules of scarcity apply.

    10. Re:Why? by Anonymous Coward · · Score: 0

      They can always "stop making" real estate in Second Life to artificially control the economy. Right now they only release so much at a time and auction it off to the highest bidder.

      Also, just like in real -real estate the true value is in developed land. An empty virtual island isn't going to appreciate much, but an island that you developed into a virtual them park or shopping mall will fetch many times the initial investment.

      The important difference between Second Life and a mere game is that Second Life is more like massively multiplayer AutoCad with a virtual runtime environment and its own programming language. The copyrights to all content is owned by the player, not Linden Labs, because all content is 100% player made.

      While it there is certainly tons of potential here, I would rather not tie myself so closely to a virtual community.

    11. Re:Why? by hoggoth · · Score: 2, Funny

      > Why run on a threadmill or pedal on a stationary bicycle, when you can run or bike outside?

      So I can watch Buffy, Babylon5, and X-Files reruns on my Tivo while I am exercising.

      --
      - For the complete works of Shakespeare: cat /dev/random (may take some time)
    12. Re:Why? by Anonymous Coward · · Score: 0
      Why run on a threadmill or pedal on a stationary bicycle, when you can run or bike outside?

      Because sometimes it is raining, or cold or people don't live in areas where the roads are safe for running or biking or a dozen other reasons.

    13. Re:Why? by Rei · · Score: 4, Insightful

      Hmm... interesting concept. Because it *is* kind of like web hosting, can you picture an internet in which you browse like this? A sort of unified 3d content-presentation avatar-rich interface (everyone who is browsing is virtually "there", etc). Your URL is your "island".

      Sure, it wouldn't be suitable for all tasks... but it still might be nice in some cases to justify a browser plugin.

      --
      "Who the hell is Nietzche? It's a question stupid people are asking." -- Newscaster, "Jesus Christ Supercop"
    14. Re:Why? by Zonk · · Score: 2, Interesting

      Why?

      There are currently over 400,000 players registered to the Everquest service. FFXI broke that number since the beginning of the year and is rapidly heading towards the half a million mark.

      Upcoming games with mass market appeal like Everquest 2 and World of Warcraft could do even better than that.

      A stretch of land in a game with a population that large is a giant captive audience. Any message, commercial, political, moral, or otherwise, that you want to get out can be shoved down the meme-holes of people playing these games by purchasing some land and throwing up a virtual billboard or store.

      Now, second life has no where near those numbers. But if more games begin to use the model presented by 2L or There....

      People right now are paying something like $250 for 10 pieces of gold in Dark Age of Camelot. Why should property be any different? Percieved value trumps everything, dude.

    15. Re:Why? by xsupergr0verx · · Score: 2, Insightful

      Why play a FPS game, when you can play Paintball?

      Why not do both? At least for me, it is quite a bit easier to jump into a game of UT for 10 minutes or so before work or organize a COD game with some friends at 2 AM. Paintball generally requires more planning. They are different, its like comparing Pepsi to beer.

      --

      Click here for a free picture of an iPod!
    16. Re:Why? by DrEldarion · · Score: 1

      can you picture an internet in which you browse like this?

      Sounds a lot like what William Gibson described in his book "Neuromancer" - It was called "the Matrix".

    17. Re:Why? by Anonymous Coward · · Score: 0

      Because the gubment wants to breed fat lazy ass obese people so they can sell them on the galactic food market to the aliens they made deals with in the 50's. Your slaves and don't even know it so remember that next time you get up, get in your car, sit in your cubicle and return home tomorrow.

    18. Re:Why? by Sgt+York · · Score: 1
      Why play a FPS game, when you can play Paintball?

      Because I can take 30 minutes and plop down in front of my computer and blow stuff up for the cost of the game, as many times as I wish. Compared to taking 30 minutes to drive to a paintball place, pay about as much as the game release cost to buy time, rent a gun, and buy ammo, and play for a couple of hours and drive back. Granted, it's more fun to play paintball, but you can't just plop down and play for a half an hour after the kids go to bed.

      Why run on a threadmill or pedal on a stationary bicycle, when you can run or bike outside?

      Can't speak for anyone else, but for me it's because it's 100F outside, and the terrain here is perfectly flat. I can get a better workout on the stationary bike at the gym. Ironically, I ride my real bike to the gym, to ride the stationary bike....OK, people do do some stupid stuff. Then again, if I read journals on my real bike, I'd wind up under a bus.

      --

      There is a reason for everything. Sometimes that reason just sucks.

    19. Re:Why? by ViolentGreen · · Score: 1

      I have issues with paying for the game then paying for a subscription to play Everquest or whatever.

      Obviously I am in the minority but if they want me to pay for a subscription, they have better give me the software for free.

      --
      Not everything is analogous to cars. Car analogies rarely work.
    20. Re:Why? by Anonymous Coward · · Score: 4, Insightful

      I think you're confusing Second Life with "There". There requires you to pay real money for virtual money.

      You do have the option to trade real money and virtual money through third parties, such as gamingopenmarket.com, but it's not necessary since you get free money every week, and you can earn money by making neat stuff that other people will buy.

    21. Re:Why? by rjelks · · Score: 4, Funny

      "Why play a FPS game, when you can play Paintball?
      Um.....we'd have to go outside..
      "Why run on a threadmill or pedal on a stationary bicycle, when you can run or bike outside?
      Again, the whole outside thing. Maybe someday, when we have better WiFi mesh networks out there....
      No offense, but you do know you're posting on /., right?

    22. Re:Why? by Anonymous Coward · · Score: 0

      There's plenty real estate in real life too. The scarcity comes from wanting to be in a desireable place, not just any place. Virtual real estate has just about the same scarcity properties, because it's modelled after real world constraints. Unlike in abstract cyberspace, you can't be neighbor to everyone. Even if they create new virtual real estate, the places-to-be will likely remain scarce. It's a little like buying an email account under a well-known domain name. Ask Mac fans about that one.

    23. Re:Why? by Cecil · · Score: 1

      Because Paintball hurts? Because you can't play it for 8 hours without being utterly exhausted?

      Because the weather might suck if you're biking or running outside, or maybe the sun is too hot for you?

      I'm not saying these are all good reasons. But there are reasons, and people do have reasons like those and other reasons too I'm sure.

    24. Re:Why? by Pluvius · · Score: 2, Insightful

      I don't think you're in the minority. There are far more people who don't play MMORPGs than people who do. I expect most of the former to dislike the pricing systems of most MMORPGs.

      Rob

    25. Re:Why? by SlamMan · · Score: 1

      Yeah, that darn exercise thing...

      --
      Mod point free since 2001
    26. Re:Why? by Anonymous Coward · · Score: 0

      The real reason behind it is that paintball sucks. Airsoft is a much better sport.

    27. Re:Why? by OddRob · · Score: 2, Insightful

      Actually it's more like the Metaverse in Snowcrash.

      The thing about virtual real estate: you can totally manipulate the "market" by having total control over the "physical" reality of the world. In Snowcrash the main way to get around was the monorail. Real estate close to it was prime, because of advestising potential and safety.

      SL is much the same, though obviously somewhat less technically advanced.

    28. Re:Why? by Anonymous Coward · · Score: 0

      A fool and his money.... .. are some party!

    29. Re:Why? by D-Cypell · · Score: 1

      Simple, something has value if people are willing to pay for it. Common sense has no place in this basic rule of economics.

      The funny thing about economics in games like this is that no matter what is being 'sold' it all behaves based on the ecomonics of currency. Virtual real-estate can be created without limit. This is obviously not true of actual real estate as eventually we run out of space.

      Currency on the other hand can be created from nothing, but if you double the amount of currency in circulation you half its value.

      While I agree with you that buying 'virtual space' is a little daft... it must be fascinating for economists (even laymen like myself) who rarely get chance to study such a pure form of commerce without the complexities of modern day 'real-world' finacee clouding things.

    30. Re:Why? by statusbar · · Score: 2, Insightful

      .... are BEST parted.

      The last thing you want is the world to be full of fools with lots of money screwing things up for everyone else!

      --jeff++

      --
      ipv6 is my vpn
    31. Re:Why? by Jonny+Ringo · · Score: 2, Funny

      Really. I have some virtual swamp land in Florida to sell you.

    32. Re:Why? by Kenja · · Score: 2, Funny
      "Why play a FPS game, when you can play Paintball?"

      The police frown on doing this in an urban environment.

      "Why run on a threadmill or pedal on a stationary bicycle, when you can run or bike outside?"

      Once again, not everyone has access to the type of space needed for these activities. While playing "dodge bus" on a bike through downtown may be a good workout, it has some nasty side effects.

      --

      "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    33. Re:Why? by nekura · · Score: 1
      I wanted to avoid these "Please mod parent up" posts, but this AC made the same point I was going to and I don't want to take the karma for it, so...

      Please mod parent up. =)

      --

      "Programming is like sex - one mistake and you'll have to support it for the rest of your life."
    34. Re:Why? by Beatbyte · · Score: 1

      ... go into politics.

    35. Re:Why? by MBraynard · · Score: 1

      When you are hit in Painball, it's pretty clear you've been hit. How do you determine this in Airsoft?

    36. Re:Why? by psoriac · · Score: 1

      No offense, but you do know you're posting on /., right?

      Maybe he's new here, you insensitive clod!

      --
      I browse Slashdot at +3, Funny
    37. Re:Why? by JPriest · · Score: 2, Funny

      Think of it kind of like the Matrix, remember the guy that crossed Neo and others because he was promised to be plugged back into the Matrix and given money and power there? There is real money to be made by selling people power in a virtual world.

      --
      Saying Java is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders.
    38. Re:Why? by SphericalCrusher · · Score: 1

      If you're really into a game, sure. It doesn't make you stupid, just addicted. If you had enough money and you loved the game that much, I'm sure you would have done the same thing.

      --
      "Instant gratification takes too long." - Carrie Fisher
    39. Re:Why? by KeeperS · · Score: 1
      Why play a FPS game, when you can play Paintball?

      Unless people have suddenly started bunny hopping around everywhere since I last played paintball, playing paintball is nothing like playing a FPS. Going by that logic, why play the newest Madden game when you can go out and play football yourself? Why bother with Zelda when you can just take some fencing lessons? I'll tell you why: the two experiences aren't equivalent. They often have similar themes and rules, but they're played in a completely different manner.

    40. Re:Why? by andrei_r · · Score: 1

      "You can fool some of the people all of the time... - and that's our business model"

    41. Re:Why? by MobileC · · Score: 1

      And have the avatars using samurai swords to...
      Wait.

      Oh it's been done. :(

      --

      Fran
      :):):)
      1st 1st Poster of the new Millennium!

    42. Re:Why? by Anubis350 · · Score: 1

      what the hell:

      wouldnt that be Phule?

      (for anyone who hasnt read Robert Asprin's work I suggest you pick up some of it, his stuff is great)

      go ahead, mod this offtopic, its a damn good series though

      --
      "goodbye and hello, as always" ~Prince Corwin, from Zelazny's Amber series
    43. Re:Why? by hamsterspeed · · Score: 1

      All I know is that I have Boardwalk AND Park Place.. oh sorry.. wrong game.

      I love playing against folks like you, because I'm the guy who *never* lands on either of 'em. I usually lace it right onto Luxury Tax, which, well, beats the alternatives.

      --
      pants
    44. Re:Why? by BlueJay465 · · Score: 1

      From the looks of the sales pitch for this game and a supposedly way to establish a new type of currency, this is sounding more and more like Project Entropia. Played that one and dumped around $40 to try and get some return on my investment (only as much as any other game).

      However, I jumped in quite early, before they went Gold and ended up losing all of it trying to hunt and mine after they nerfed everything. I am skeptical as to this one if it has the same types of flaws, bugs, moral issues, etc.

    45. Re:Why? by Anonymous Coward · · Score: 0

      The last thing you want is the world to be full of fools with lots of money screwing things up for everyone else!

      Umm... Have you seen corporate America lately?

      If virtual real estate isn't their Achilles Heel, maybe I can interest them in a swift kick to the nuts. I am not just doing the world a favor; job satisfaction is tremendous.

    46. Re:Why? by Negatyfus · · Score: 1

      I just have to gripe about There's website. This pisses me off greatly.

      Just check it out with a non-IE browser. See how it automatically takes you to this "Unsupported browser!!" screen after a second, so that you can't rightly use the website with say, Firefox, even though the page is fine?

      Why!? Why!?

    47. Re:Why? by Lord_Dweomer · · Score: 1
      Neil Stephenson called, he wants his Metaverse back.

      --
      Buy Steampunk Clothing Online!
    48. Re:Why? by Lord_Dweomer · · Score: 1
      " Any message, commercial, political, moral, or otherwise, that you want to get out can be shoved down the meme-holes of people playing these games by purchasing some land and throwing up a virtual billboard or store."

      Interesting point. I wonder if people have rented out small chunks of their land for advertising.

      As video game ads become more and more popular, this could become a popular method as it could be updated fairly regularly, and it would be fairly easy to get effectiveness statistics. Advertisers could pay a virtual ad agency to put their ad up, and the ad agency rents the billboard space from the land owner. Has anything like this happened yet?

      --
      Buy Steampunk Clothing Online!
    49. Re:Why? by DerWulf · · Score: 1


      Well, I initially thought so too, but in fact, the land can't be generated without limit. Granted it is not as hard and fast as the 'oops, it's the edge of the earth' limit but the fact that each new portion of the maps requires a new server makes land a scare good and so integrates land into the economy.

      --

      ___
      No power in the 'verse can stop me
    50. Re:Why? by Anonymous Coward · · Score: 0

      The players are expected to be honest about it. Most of the time they are.

    51. Re:Why? by MBraynard · · Score: 1

      But if you get hit in, say, the foot, you might not feel it.

    52. Re:Why? by focitrixilous+P · · Score: 1

      3d content-presentation avatar-rich interface
      I know this! This is UNIX!

      --
      SAILING MISHAP
  2. Yes by thebra · · Score: 0, Redundant

    (see above)

  3. Another stupid idea... by graveyardduckx · · Score: 2, Insightful

    ...that I wish I was stupid enough to have thought up first.

  4. Bunch of losers with no life by Cold+Winter+Days · · Score: 5, Funny

    They might as well post to Slashdot.

    1. Re:Bunch of losers with no life by Anubis350 · · Score: 1

      nah, if they did we might lose some of the wonderful cyniscism from the site

      --
      "goodbye and hello, as always" ~Prince Corwin, from Zelazny's Amber series
  5. Company with the times by Tebriel · · Score: 3, Insightful

    It's good to see a company that's finally willing to work _with_ players and what they want. With the other games, especially EQ, the company claims you have no right to sell your virtual creations. If that's what players want to do, then let them.

    --
    The Blaster Master Fighting for Truth, Justice, and Evil Pie since 1979
    1. Re:Company with the times by Analogy+Man · · Score: 1
      I agree.

      There are plenty out there that have "virtual sex" out there in porno land and spend billions for the privilage, it seems an obvious extension to sell the same dorks "virtual penis extenders"...yachts, sports cars, beach houses...

      ...but wait...I don't think the virtual chicks are fooled by the virtual trappings of wealth...damn!

      --
      When the people fear their government, there is tyranny; when the government fears the people, there is liberty.
    2. Re:Company with the times by Fulcrum+of+Evil · · Score: 3, Interesting

      With the other games, especially EQ, the company claims you have no right to sell your virtual creations.

      I've always interpreted that as a disclaimer of liability. Pretty hard to sue over the loss of something that you can't legally sell.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    3. Re:Company with the times by KrisHolland · · Score: 1

      I agree.

      If someone's actions do not harm others, then why not let them do it. The only reason why you would want to stop people doing their own thing is if you are a busy body.

  6. Is this where it starts? by ricky-road-flats · · Score: 5, Interesting

    If this thing really takes off (reading up on it now), and if it's not been done yet, the Black Sun (as in the coolest online hangout in 'Snow Crash') might be a cool idea...

    1. Re:Is this where it starts? by Short+Circuit · · Score: 1

      Let me know if someone creates a Callahan's Place.

    2. Re:Is this where it starts? by Chromal · · Score: 1

      It has been done. Oz Spade built it in Freelon (a sim in SecondLife). As far as I know, he's the second proprieter of a Black Sun in SL since it opened. Viva la metaverse?

      Chromal Brodsky (SecondLife)

    3. Re:Is this where it starts? by jafuser · · Score: 1

      Someone has done a very nice Black Sun build in SL.

      However, SL is not the Metaverse. SL is cool, and it is probably the closest thing we have right now to the Metaverse, but it still too much like a game, especially when you look at the "dwell incentives" and "rating parties" which people are using the work the system.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    4. Re:Is this where it starts? by Anonymous Coward · · Score: 0

      Something without the pretenciousness of the IRC channel would be great...

    5. Re:Is this where it starts? by Lord_Dweomer · · Score: 1
      Agreed. What we need is the ability to make our own Second Life, for free. Make your own area, hook it up to other servers via P2P, and voila, you only pay for your own hardware and whatever you can host, and your net access. Others join on, and eventually you have a whole networked world full of islands.

      --
      Buy Steampunk Clothing Online!
    6. Re:Is this where it starts? by jafuser · · Score: 1

      This will be great, however it seems like the trend in home internet access is a highly asymmetrical connection.

      This does not lend itself well to a P2P metaverse =(

      --
      Please consider making an automatic monthly recurring donation to the EFF
  7. Pet rock anyone? by fsandford · · Score: 0, Funny

    I will sell to the highest bidder. Just as stupid.

  8. Uhh, I have a good one. by Lord+Graga · · Score: 0, Offtopic

    "SCO's statement was virtual real."

  9. exchange rate by stanmann · · Score: 3, Interesting

    According to this article $100US=$10Linden which appears to indicate that its really hard to make money in this game. KInda scary really when the fake money is worth more than the real thing.

    --
    Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
    1. Re:exchange rate by xTown · · Score: 4, Informative

      I don't think that article is correct; here's the Second Life exchange on GOM, and it lists blocks of 250 Linden for about a buck. Unless I'm reading it wrong, which may well be the case.

    2. Re:exchange rate by draco+ni · · Score: 1

      that's incorrect. i use 250 Lindens = US$1 as my base for calculation, though on http://www.gamingopenmarket.com/market.php?symbol= SLL
      it does shift a little from time to time.
      that works out to about 0.4 cents for 1 Linden.

      as for 'making' money in the game, each player gets a weekly allowance of either L$50 or L$500, depending on your subscription type. you may also be awarded extra money for hosting public events, or for attracting other players to a place you've built.

    3. Re:exchange rate by Malc · · Score: 1

      The funny thing with exchange rates is that when they're stable they might balance out so that it doesn't matter that there isn't 1:1 parity. If USD$10 = Linden$1, but a loaf of bread in America costs USD$1 and in the virtual world it costs Linden$0.1 then the Linden$ isn't really worth more.

      The British pound has always been worth more than the American dollar, but the cost of living is generally higher and salaries generally lower in both numeric and real terms... so what does it mean to have a more expensive currency?

      Take a look at The Economist's Big Max index and see what you think (just follow the latest Big Mac link down the page).

    4. Re:exchange rate by Anonymous Coward · · Score: 0
      you may also be awarded extra money for hosting public events, or for attracting other players to a place you've built.

      Dwexcellent.
    5. Re:exchange rate by Anonymous Coward · · Score: 0

      I'll bite..

      Reminds me of a time when I was asked by an american friend of mine about the value of their money vs. ours. So the exchange rate was something like 4 (meaning that 1 usd buys 4 foreign units). His first reaction was "Wow, our money is worth so much more than yours!"

      Sure.. Let's buy something with it..

      First.. we could buy back some dollars. Well whaddaya know, you could get that 1 dollar back (roughly) with those 4 foreign units. Okay..

      What about some groceries.. or beer.. or something else. Turns out that if you scale the foreign prices by 4 it might be that the foreign money is actually worth more (for where it is mostly used).

      This is why in general when making comparisons between countries and currencies you'd use something like a CPI (consumer price index) and nominal exchange rates, or real exchange rates (which are actually just scaled with the respective CPI's).

      So back to the original point.. Obiviously there is no reference point here for pricing things and the currency is exchanged as the organizers please. Kind of a like a virtual currency board to draw from a real life analogy. Perhaps by supply and demand but I'd be rather suspicious of a company declaring virtual money in their game and then be expected to honor their commitments (bankruptcy anyone?)

      Real financial markets make sure that money is pretty much worth the same everywhere relative to your current position (absence of arbritage). Given that the volume in this game is probably rather minimal such a statement couldn't be made.

      In summary.. I'd say that their (the game's) money is actually currently valued a lot more than the dollars at it's exchange rate. Definitely a lot more than it is worth anyway.

    6. Re:exchange rate by eggstasy · · Score: 1

      There are no needs in SL. You dont have to eat, so there is no bread. The prices for things in SL have remained fairly stable since beta... you can buy some fairly decent clothes for L$250-500.

    7. Re:exchange rate by nacturation · · Score: 1

      Before the Euro, you could have gone and exchanged all your US dollars for Italian Lire. Start with about $700 US, convert it into Lire, and you'd be a millionaire! Of course, having a million Lire would only buy you the exact same stuff as $700 US would. Or you could create a currency based upon shares of Berkshire Hathaway. Then you'd need almost $90,000 US to get one unit of "Berkshires". All of this is just a long-winded way of saying that exchange rates mean about as much as converting to/from metric. It doesn't matter if you're 6 inches or 15 centimeters, since it's the same thing to the ladies.

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    8. Re:exchange rate by stanmann · · Score: 1

      Ok, went back to the article and I read too fast. They listed price per sq meter in linden and per acre in dollars and I just saw 10 linden and 100 us and assumed it was a straight conversion.

      --
      Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
  10. You know... by Anonymous Coward · · Score: 0, Informative

    When replying to a comment, it helps to click on the "reply" link, so your comment is in the same thread. Like this.

  11. So... by protoshoggoth · · Score: 5, Interesting

    Are there any 'safeguards' against company insiders giving themselves land? What if a game change 'devalues' certain land (by blocking the view, for instance). I can see lots of potential for RL legal proceedings based on this.

    1. Re:So... by jafuser · · Score: 4, Informative

      Land can't be added without adding hardware.

      65536 square meters of land equals one server.

      If they tried to double-sell a server, it would be obvious, since the client provides tons of debug information about the server processes that are running, in real time.

      If a group of new servers are added to the grid with 1/2 the normal performance of the existing ones, we'd know something is up.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    2. Re:So... by Anonymous Coward · · Score: 0

      Uh. On what basis will anyone initiate a lawsuit against Second Life or its employees? What IF a game change devalues certain land? So what? It's not as though it's FDIC insured, is it?

      I certainly hope that any such cases are laughed out of court quickly and at minimal expense to taxpayers such as myself. This is worse than patent litigation!

    3. Re:So... by Jerf · · Score: 1

      Land can't be added without adding hardware.

      With respect, that's nonsense.

      Maybe you meant Land can't be added without changing the specification or Land can't be added because one feasible modern server can only handle 65536 units today or Land can't be added because the current protocol has hard-coded an assumption of 65536 square meters of land per server... ... but there isn't a single restriction in that list, nor in any other list, that isn't overcomable with enough effort.

      And if the monetary stakes continue to rise, no matter how expensive "fixing" the limitation is, it can be made to go away.

      "65536 square meters per server" is hardly a universal physical constant!

    4. Re:So... by Chromal · · Score: 1

      There are regulations in place by Linden Lab for its staff. They're actually quite draconian; basically, most anything that could be interpreted as influence or power in the world is restricted employees of LL. 'sides, forget land, the real abuse would be giving themselves L$. L$250 = US$1.00 on the open gaming markets. This, too, is restricted, of course.

    5. Re:So... by jafuser · · Score: 4, Informative

      Changing the specification is practically impossible. Too much content has already been made which relies on a simulator being 256m x 256m in size.

      They have stated that it's possible for them to run more than one simulator on a server; but like I said earlier, if they did this without disclosing the fact, it would be obvious.

      "65536 square meters per server" is hardly a universal physical constant!

      In the hypothetical set of all possible virtual world designs, you are correct. In SL however (which *was* the topic of my message), it is a universal constant.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    6. Re:So... by utexaspunk · · Score: 1

      so, google that's a little more than 16 acres/server. multiply that by $550 and you've got an $8,800 server... what the hell are they running this game on? or does this go into some sort of annuity to pay for the lifetime maintenance of this machine? what guarantee does one have that this "[not]real estate" will be around in 10 years?

    7. Re:So... by Anonymous Coward · · Score: 0

      With all respect you are an idiot. You said the client displays all sorts of information about the server processes. Who controls both the server and the client. They can tell you anything they want to tell you and you would never know the difference.

    8. Re:So... by Kent+Recal · · Score: 1

      So, as universal as the bluescreen in the wintendo universe next door?

    9. Re:So... by Jerf · · Score: 1

      Yeah, I guess you're right. Too much code was written that depended on 16-bit registers, so we never did make it to 32 bits.

      And that nonsense about 64 bits from AMD is right out.

      Are you a programmer? Sure, this sort of thing is tricky, but it's not as if we've never seen so-called "fundamental" limits lifted before, and you're talking a game. If mission-critical software could be upgraded to prepare for Y2K or 32-bitness, I think a simple game could work out a compatibility mode. Frankly, if it breaks a bit of content, while adding wonderful new features, who cares?

      It's not "fundamental", it's just "expensive". And like I said, eventually the value of expanding the land is going to exceed the expense of doing so.

    10. Re:So... by Anonymous Coward · · Score: 0

      Dude, he's a sub-critical fanboy. I recommend taking the opportunity to up your snideness to normally intolerable levels.

      "The client tells me everything about the server. They can't possibly run more processes than what I know about." HAHAHAH.

    11. Re:So... by jafuser · · Score: 1

      It's not as easy to change as you think. SL has an economy that includes selling content that you've made, including scripted objects.

      All of the code that residents have written which works with the existing physics engine to move objects between regions would be broke. This would involve vehicles, data networks, objects which deliver other objects, etc.

      I have at least a couple humble scripts that I wrote myself which would need updating. This would indeed be easy for me to do, especially since I never sold them to anyone. But that is not the case with a lot of objects.

      So if this changed, not only would it piss off a lot of content developers, but it would also piss off their "customers" who bought content from them with a currency which has real-money value (thereby invoking the dissatisfied-customer mentality).

      Admittedly, it is technically feasable to do. You got me on that logical flaw of my statement, congratulations. However, in practice, region sizes can't be changed in SL without starting on a brand new grid with a clean slate.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    12. Re:So... by jafuser · · Score: 1

      Ok, technically the numbers can lie, but the performance difference will be obvious to most people who have been in SL for a while and know how a region behaves when it's being overutilized.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    13. Re:So... by Anonymous Coward · · Score: 0
      That's a very silly argument.

      It's like saying "hey, a CD costs $0.10; but with Microsoft-Windows on it it costs more than $40. What the hell are they making these disks out of? gold?"

    14. Re:So... by Anonymous Coward · · Score: 0

      Did switching from 16bit to 32bit cause all 16bit software to stop working?

    15. Re:So... by Carnildo · · Score: 1

      Whoever's paying $550/acre is getting ripped off. The normal purchase price in SL is L$6 per square meter, which works out (at the current GOM exchange rate) to $97/acre.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    16. Re:So... by Jerf · · Score: 1

      Did switching from 16bit to 32bit cause all 16bit software to stop working?

      First, that's only one example of a process that has happened more times then anyone will ever know.

      Second, only the DOS world has monomaniacally focused on binary-level backwards compatibility. In every other domain to speak of, it did break a lot of code, just like you can't just compile all current Linux code to 64-bitness. The canonical example is allocating an explicitly-32-bit register to hold pointers, but you run into a lot of other problems as well.

    17. Re:So... by utexaspunk · · Score: 1

      It's like saying "hey, a CD costs $0.10; but with Microsoft-Windows on it it costs more than $40. What the hell are they making these disks out of? gold?"

      uhh... no it's not- what value have they added that makes it worth $550/acre? nothing! it's just a server...

    18. Re:So... by TellarHK · · Score: 1

      There are actually a ton of different rules and regulations that I recently discovered (not by being employed by Linden Labs, but by reading forums) that "Liasons" need to follow.

      They can never give out information on customers.

      They can have alternate non-"Linden" characters, but with severe restrictions on participation in groups and other aspects of the game that involve money (they can never accumulate "Dwell" which is the monetary bonus for having people use your land.) or leadership.

      As others already mentioned, the addition of land involves adding hardware. They might be able to get a deal on land from someone they're friendly with, but if they did it due to being a "Linden", they'd be in deep shit. Hell, I got a deal on my first land parcel from one of the high-ranking money barons in the world during my first month, and I'm almost a nobody there even now that I manage a "radio station".

    19. Re:So... by nacturation · · Score: 1

      uhh... no it's not- what value have they added that makes it worth $550/acre? nothing! it's just a server...

      How about the environment and all the programming to go along with it? After all, you could go and rent a server yourself for $59/month from ValueWeb and offer people unlimited acres. But what good is that since there's no inherent value to owning acreage on your server?

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    20. Re:So... by protoshoggoth · · Score: 1

      Most games explicitly state that whatever virtual items you 'own' aren't really yours. They claim you can't (or at least have no right to) 'sell' virtual items for real money. Of course, people will pay money for virtual items, so they end up with a black market. I think a large part of the reason why most companies take the "it's not really yours, it's ours" stance to forestall any claims against them should they shut down the game or change it in such a way that item X, with ebay value of $100, is now worthless. BUT, SL is not taking this approach, has a convertible currency, etc., so they're somewhat acting as custodians of real value for the players. Would claims against this hold up in court? Well, maybe, maybe not. The possibility seems to worry companies like Blizzard though.

    21. Re:So... by Eivind · · Score: 1
      If a normal server today can run one simulator, simulating 655536m^2, pray tell what limitation, exactly, prevents them from doing any of the following:

      • Running 300 simulators on 100 servers, by load-balancing the simulators so that currently-not-logged-in or currently-not-much-happening simulators get put 2-5 on one server while busy simulators get a full server like today.
      • Simply buying a more powerful server and run 2 simulators on it. With standard hardware-progress that'll happen at no increased price for them in something like a year or so.
      • Simply running two simulators on one server. I don't buy your "this would be obvious" for a second. This would certainly be no more obvious than the difference between a busy and a non-busy server already is. Do *you* know *exactly* how busy your server should be, that is, do you know exactly how many scripts and complex items your neighbours have running, and the exact resource-utilisation of each ?

      To me, this sounds a lot like a rationalisation for the fact that you're paying $25 or more a month (though you say "only") for the priviledge of "owning" a plot of non-existant land where you can log in and chat with people.

    22. Re:So... by jafuser · · Score: 1

      Running 300 simulators on 100 servers, by load-balancing the simulators so that currently-not-logged-in or currently-not-much-happening simulators get put 2-5 on one server while busy simulators get a full server like today.

      SL does not use load balancing in this way.

      Simply buying a more powerful server and run 2 simulators on it. With standard hardware-progress that'll happen at no increased price for them in something like a year or so.

      It still costs money to add land. Halving the cost does not make it free.

      Simply running two simulators on one server. I don't buy your "this would be obvious" for a second.

      Then you are not a resident of SL. Why are there so many people here who speak like an authority who have no experience with the very subject of which they speak so confidently?

      This would certainly be no more obvious than the difference between a busy and a non-busy server already is. Do *you* know *exactly* how busy your server should be

      Yes.

      that is, do you know exactly how many scripts and complex items your neighbours have running, and the exact resource-utilisation of each ?

      You can throw the words "exact" and "exactly" in there and make my answer obvious, however I'll ignore these words so as to make my answer "Roughly, yes".

      There is a very strong co-relation between the behavior of objects which you can see running in a simulator and the simulator's given performance numbers. This co-relation is strong enough to be quite intuitive once you've become familiar with the place.

      Of course, no, it's not EXACT, but it will be OBVIOUS if everything is running half as slow as it should be that something's not right with that server.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    23. Re:So... by Eivind · · Score: 1
      SL does not use load balancing in this way.

      I never said they do. I said they *could*. Furthermore, given enough benefit, that is, with a large enough server-base, they'd be idiots *not* to.

      The point is moot anyway, because they currently charge $200/month for one serverworth of land, or more than twice that if rented in 512m^2 blocks.

      That's $2400 -> $5000 for running a *single* server with one *single* *standardized* server-application on it. That pricing is beyond insane. The hardware costs like a tenthel of that, and one admin should be able to easily admin 100 or more such servers, given that they're all identical and with one single app running on them.

      The tricks I mentioned only drives it from insanely expensive into ludicriously expensive territory.

  12. Ah, stranger than fiction ... by cryms0n · · Score: 3, Funny

    I'd be all over some main street real estate, but those giant walking, talking penises are gonna make prices dip.

    1. Re:Ah, stranger than fiction ... by Anonymous Coward · · Score: 0

      It's "penii"

    2. Re:Ah, stranger than fiction ... by Anonymous Coward · · Score: 0

      Your virtual real estate is next to Darl McBride's?

  13. Get out more by essiescreet · · Score: 1, Troll

    This is stupid. Really, really really stupid. This is why people give me funny looks when I tell them what industry I'm in. Come on people, this is the Star Treak of the new millineum.

    1. Re:Get out more by Anonymous Coward · · Score: 0

      No, it's beacuse you introduce yourself by saying "Hi There, My Name Is Bert, I'm In IT." and spin the propellar on your cap,

    2. Re:Get out more by Anonymous Coward · · Score: 0

      Actually the Star Trek of the new millenium is "Enterprise".

    3. Re:Get out more by JET+666 · · Score: 1

      my propellar is battery powered, you insenstive clod

      --
      De sig boss de sig
  14. chicks and boats by maxbang · · Score: 4, Funny

    I'm typing this from my 30-foot yacht whilst surrounded by a dozen models in skimpy bikinis. You, too, can have this success with my easy way of buying virtual real estate with zero money down. Bad credit, no credit, no problem! With my proven plan, you can make your entire yearly salary five hundred times over in just one second by following a few easy steps. Soon you will become a master of MMORPG real estate!

    A testimony from Ralph:
    My first deal, a nice lake front property on Dagobah in Star Wars: Galaxies, netted me five hundred million dollars!

    Sign up now! Just email me at suckers@scam.tv for your free seminar schedule!

    --
    I also reply below your current threshold.
    1. Re:chicks and boats by GPLDAN · · Score: 1

      You laugh, but this is what Second Life is actually like! I don't know if yachts have been coded yet, but there are people who have attained wealthy baron status in SL, mainly - as far as I could tell - through pyramid schemes! Unlike power characters in EQ, which come from optimizing skill choices and time put in - it seemed as if SL more resembled real life in that people setup money making schemes where they barely had to do anything, outside of organization.

      There are several sociology PhD studies in second life alone.

    2. Re:chicks and boats by Chromal · · Score: 1

      It hurts because it's true.

      --Chromal Brodsky

    3. Re:chicks and boats by Anonymous Coward · · Score: 0

      Dagobah isn't in SWG yet and you can pop a house down practically anywhere on a planet as long as it's 1k out of a server town.

    4. Re:chicks and boats by Anonymous Coward · · Score: 0

      Don't forget the strip clubs, and casinos.

      If real life were like SL, there'd be two of each on every street.

    5. Re:chicks and boats by Anonymous Coward · · Score: 0

      Sign up now! Just email me at suckers@scam.tv for your free seminar schedule!

      I wonder how much spam the spam-bots will send out to that e-mail address now it has been published on a public web site :)

    6. Re:chicks and boats by Anonymous Coward · · Score: 0

      I still laugh.

    7. Re:chicks and boats by Anonymous Coward · · Score: 0

      Not all planets and the only thing people care about house wise is that a shuttle is close.

  15. This goes without saying: by Linux+Thought+Leader · · Score: 0, Troll

    Res loquitur ipsa.

    1. Re:This goes without saying: by Anonymous Coward · · Score: 0

      Is that directly from the department of redundancy department?

    2. Re:This goes without saying: by Anonymous Coward · · Score: 0

      I prefer caveat emptor, but that's just me.

    3. Re:This goes without saying: by kin_korn_karn · · Score: 2, Funny

      To all those who reply in Latin, I say, "non gratis anus rodentium"

    4. Re:This goes without saying: by nacturation · · Score: 1

      To all those who reply in Latin, I say, "non gratis anus rodentium"

      The translation of this is, of course: "a rat in your ass is not free".

      ps: it's "rodentum"

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    5. Re:This goes without saying: by kin_korn_karn · · Score: 1

      Sure it's not real latin, but it's still funny. Except to an ancient Roman, who wouldn't get the joke. Eh, anyway...

  16. Give Second Life A Try! by flipper9 · · Score: 2, Informative

    You are quite right. Second Life is expanding 20% each week! New land masses are added all the time. 11 New Sims (Servers) were added just a day or so ago.

    If you want to try out Second Life on a trial basis, click here

    1. Re:Give Second Life A Try! by Carnildo · · Score: 1

      It's 20% a month, not 20% a week.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
  17. Is anyone else reminded of snow crash? by carrett · · Score: 0, Funny

    just a little? let's get back to the real world and deliver some fresh pizzas!

    --
    I'm against picketing but I don't know how to show it.
  18. As said by George Strait by yecrom2 · · Score: 4, Funny

    "Ocean Front Property in a server farm running in a datacenter in Arizona"

    At some point this week I'll sleep and these thoughts will quit plaguing me.

    matt.

    1. Re:As said by George Strait by HarveyBirdman · · Score: 1
      "Ocean Front Property in ... in Arizona"

      Didn't Lex Luthor already try this?

      I think I'll get an account and start up "Otisburg".

      --
      --- Ban humanity.
    2. Re:As said by George Strait by TrevizeNet · · Score: 1

      From my Front Page you can C# the C++

  19. Saw this earlier by ANY5546 · · Score: 2, Insightful

    Society has finally reached so low that it has forced us to created an alternative virtual world to live in. People are so depressed about their own lifes and desire material wealth, so they go out and buy this game, pay $10 a month to play it, and then pay what is essencially real money as a 'tax' on their *virtual* property?

    At least EQ and UO and the breed somewhat hide the fact that it's an escapist environment by calling it a 'mmorpg'. This 'game' is called 'second life'??? I would imagine that people with these second lives could better spend the time improving their first ones.

    --
    http://www.freepokerchipset.info
    1. Re:Saw this earlier by happyfrogcow · · Score: 2, Insightful

      Society has finally reached so low that it has forced us to created an alternative virtual world to live in.

      You could say that about all forms of escapism. Religion, drugs, video games...

    2. Re:Saw this earlier by BrookHarty · · Score: 4, Insightful

      Society has finally reached so low that it has forced us to created an alternative virtual world to live in.

      Actually, its nice people can have an outlet to do things that they cant do in real life. This is why you see so many Marijuana art in the game, Goth looking people. Our society won't permit or allow people to be totaly free, sometimes you have to go online to make a little digital freedom.

      Some peoples just cant show up as the bank teller dressed on Goth in RL, so SL has to do. The USA wont allow gay's to marry, or legalize drugs, online you can be and do what you want. (Well, mostly, but thats another topic...)

      I would imagine that people with these second lives could better spend the time improving their first ones.

      If they live a full healthy productive lifes, whats a few hours a night online with friends having fun? Really annoying people think they know whats best for you. Its the same as going to the bar after work, or going on nature walks, or sitting and playing a guitar...

      Amazing how many Slashdot readers are Conservatives. People should be free from moral censorship, as in (They should... comments) just shows how far from a open democracy we really are.

    3. Re:Saw this earlier by Anonymous Coward · · Score: 0

      You were doing really well until that last paragraph, then you jumped the shark.

    4. Re:Saw this earlier by cowscows · · Score: 1

      Oh, stop being so pessimistic. I'm 24, I just graduated from architecture school. I've got a brain full of ideas, lots of energy, but not much money.

      How am I supposed create and share all of my ideas? I guess I could wait 30 years, and hope everything works out well, and I'll find the resources to build some really cool things. Or maybe I could dabble in a virtual world where the costs are lower, things move faster, and there's plenty of interested people to share my work with.

      That being said, in second life, land prices are so high that it can be hard to make big things. But it's still a whole lot easier than real life.

      --

      One time I threw a brick at a duck.

    5. Re:Saw this earlier by Anubis350 · · Score: 1

      This kind of thing, a retreat from society, happens usually when economic bad times hit. People deal with it in different ways. Many of these are escape mechanisms. Some read, some find faith, and more recent addtions have been reality TV series and online lives (perhaps like posting to slashdot :-P).Its the way things work. While yes people should perhaps go out and fix their real lives, the fact is people are by nature lazy and the internet allows them to start again without all the hassle of trying to fix their old life. It also anonymity from the *real* life, a separation which allows escape. The fact is, in general, online community's are nicer, prettier, and less depressing than the real world, many people prefer them (as is shown by the popularity of these games)
      At least EQ and UO and the breed somewhat hide the fact that it's an escapist environment by calling it a 'mmorpg'.
      I Disagree, lets call a spade a spade shall we, please dont blame the game or try to pretty up EQ and company against it. The fact is, its a more effective escape enviroment than EQ or UO and doesnt try to hide what it is. PErhaps thats braver than EQ...
      in summary, while I agree with you this is a sad state of affairs, its nothing new, just a new expression of it and games such as these at least provide an escape route that doesnt put one entirely out of touch with society.
      just my 2 cents
      --Aaron

      --
      "goodbye and hello, as always" ~Prince Corwin, from Zelazny's Amber series
    6. Re:Saw this earlier by Anonymous Coward · · Score: 0

      You are either with us or against us.

      Jump that shark, Kerry in 2004!

    7. Re:Saw this earlier by DerWulf · · Score: 1

      actually, games are part of your real life. What is not real about it? Would you care to explain the difference of 'real' and 'virtual' in terms of perception and cognition? Everything is happening in your brain, and there is no way to be certain that anything in front of your eyes is like you perceive it or 'is' at all. In this light, 'real' as an adjective becomes useless because everything is just as real as everything else. The only useful way to speak about this is in term of 'pops'. How many contexts down are you? But no matter, pop once, you are at work, dealing with customers, your boss, programming whatever. Different context, pop out, pop in, you are with your girlfriend, in her world talking about her issues at work, pop in, pop out, cuddel a little, pop out, go to your computer, pop in, go to slashdot, pop in, pop out, start SL pop in. ...

      Make it easier still. What is real about you posting on slashdot?

      --

      ___
      No power in the 'verse can stop me
    8. Re:Saw this earlier by argStyopa · · Score: 1

      Pardon me if the irony of this statement astounds me.

      Actually, its nice people can have an outlet to do things that they cant do in real life. This is why you see so many Marijuana art in the game, Goth looking people. Our society won't permit or allow people to be totaly free, sometimes you have to go online to make a little digital freedom.
      Some peoples just cant show up as the bank teller dressed on Goth in RL, so SL has to do. The USA wont allow gay's to marry, or legalize drugs, online you can be and do what you want. (Well, mostly, but thats another topic...) ...Amazing how many Slashdot readers are Conservatives. People should be free from moral censorship, as in (They should... comments) just shows how far from a open democracy we really are.


      Hilarious.

      See, what's *really* interesting and amusing about this is how narrowly Liberals (as this poster obviously identifies themself) actually define what 'free from moral censorship' MEANS.

      Read Wagner James Au's 10-part story on the "War of the Jessie Wall" parts I-V at http://secondlife.com/notes/2003_07_07_archive.php #20030707
      parts VI-X at http://secondlife.com/notes/2003_07_14_archive.php
      (both sets of articles are bottom-to-top chronologically)

      Essentially, here we have a large associated group of conservative, relatively militaristic players who entered Second Life. They went to the "free fire" area where PK'ing was allowed. The original residents, mostly groovy liberals who thought they were building in a totally free zone so they could be (I supposed) free from moral censorship, didn't like it much when OTHER people were also free from moral censorship - ie. free to do what THEY wanted.
      So, despite knowing that the ruckus-making element was a small portion of the WW2OL group (it ended up being identified as three people), a number of these "peace, love & understanding" types decided that they were going to execute a little 'country justice' against ANYONE from the group. Stereotyping, anyone? Anyone?

      Let's point out meanwhile that during the war between the WW2OLers (and their libertarian fellow-travelers, of which there were some) and everyone else whom I'll lump together as the Utopians, it was the Utopians that kept appealing to Linden Labs asking them to 'stop the madness'.

      Ultimately, it did end with Linden Labs (who, I think, did a good job in letting the community resolve these things internally until the very end) finally changing the rules to make the place more 'utopian' (no violence, no posting offensive images, etc.).

      But unless you live in China, appealing to an all powerful government doesn't WORK in the real world. Liberals seem unable to see that benign tyranny (even of the utopian variety) is STILL tyrannical, and anything else short of absolute freedom - even if you dare to be Conservative - is hypocrisy. "We're doing this for YOUR own good" is unacceptable to Leftists when the government says it about banning Marijuana, why is it ok then for the Liberals to say it when they are banning GUNS?

      As least libertarians are generally consistent. Government should leave people mostly alone. But, as free as YOU should be to be able to wear Goth clothes when you want, or marry whom you want, I should *also* be free to say "I'm your employer/landlord, and I find that repulsive - change or find a new job/apartment" without getting SUED. It wasn't conservatives who opened the Pandora's box of legislating public values.

      Kind of like what the Constitution says, ironically.

      --
      -Styopa
    9. Re:Saw this earlier by lugar · · Score: 1

      *applaud* Very well put, Styopia! Someone mod this guy up, I don't have any points!!!

  20. advice by ch-chuck · · Score: 5, Funny

    buy low, sell high, get out before the crash.

    --
    try { do() || do_not(); } catch (JediException err) { yoda(err); }
    1. Re:advice by artemis67 · · Score: 0, Offtopic

      buy low, sell high, get out before the crash. ...or, in this case, before the slashdotting.

  21. Two problems by Smidge204 · · Score: 4, Insightful

    Since the "real estate" is virtual, how do you:

    a) Know that you are getting what you pay for? $550/acre, how do I confirm that I'm getting a whole acre? This becomes more of an issue with bigger chunks - what if my 100-acre plot is really only 80 acres?

    and in a similar vein

    b) What does it mean to own an "acre" of "land" that doesn't actually exist? If it's purely virtual, how can there be a shortage of land? Can something with a literally infinate supply be a commodity like REAL land is?

    I suppose (b) sorta cancels (a) out to some degree, but it's stupid to pay for something that you cannot verify what you're actually buying, is in infinate supply (at least in theory) and otherwise holds no intrinsic value...
    =Smidge=

    1. Re:Two problems by Have+Blue · · Score: 4, Informative

      The idea in Second Life is that what you are paying for are resources of their servers (RAM, disk space, CPU cycles) which are permanently assigned to your account. In Second Life, unlike other MMORPGs, even when you're not logged in your possessions and property are being interacted with by other players and consuming computer time.

      How much you are paying (there's a tiered subscription model, as well as a single-fee "visitor" plan which doesn't let you own property) determines how much of Linden's capacity you are allowed to use up. The fact that it appears for interaction as "land" isn't really important, any more than real-life real estate cares to exactly what purpose you put the area you own (within zoning laws).

    2. Re:Two problems by Rude+Turnip · · Score: 1

      Answer to a & b: You don't own shit. You're paying for a service to maintain some bits on a server that says "Smidge's character in the game can hold onto these coordinates in a grid."

    3. Re:Two problems by Lordfly · · Score: 1

      Wrong. The TOS in Second Life states that you own what you create in the game. Scripts, databases, textures, clothing, buildings... it belongs to you. Everything (minus the buildings) can be exported to your hard drive for use in other endeavors.

      So, maybe try it before you knock it, chumley.

      LF

      --
      hookers and grits.
    4. Re:Two problems by Anonymous Coward · · Score: 0

      No. If you own an acre, you're paying for 1/16th of a server. You own 1/16th of the land that is maintained by that server.

    5. Re:Two problems by Rude+Turnip · · Score: 1

      If that is the case, it sounds like you would own the copyright on the data you create/design. In the case of a building, since it cannot be exported, that still sounds like a service you're paying for. However, does Linden also reserve the right to use what you create in other endeavours?

    6. Re:Two problems by Smidge204 · · Score: 1

      Fair enough.

      So there is some way to combine server resources into a "unit resource" that can be called an "acre".

      But the question still remains: How can you be sure that you are receiving all you are paying for? You and me both buy one "acre" of virtual land, how can I be assured that you aren't getting some of the resources I'm paying for? (It is understood that any resources I don't use are not your problem. If I don't use then then it's money wasted on my part). That was question A. Thinking about it in terms of a web hosting company really answers this though.

      I mean, when it comes right down to it, it's a fancy name for a webpage. Just like any other web hosting service. The people who are buying and selling this "virtual real estate" are pretty much doing the same as those who buy space on a webserver and resell it. The problem I have with this is that with a web host you can always go directly to the hosting company and bypass the reseller.

      In this case it seems almost like the host decided to artificially restrict access by limiting the number of accounts ("acres" of virtual land), either directly ("The virtual world only has x acres available) or indirectly (as another poster pointed out, some accounts may be more valuable due to their "proximity" to others)

      In both cases, there seems no logical excuse for this other than to inflate prices. If the world is virtual then both physical limits and proximity are meaningless, and there is no reason for someone to buy an account off of a scalper rather than directly from the host since there is no rasonable way one chunk of hard drive space can have more value than another. That's question B, and I haven't been satisfied with an explaination. Any takers?
      =Smidge=

    7. Re:Two problems by WhiskerTheMad · · Score: 1

      Sorta like buying software, huh?

      Oops, I'll shut up now :)

      --
      Love your country always, but respect your government only when it deserves it. -- Mark Twain
    8. Re:Two problems by Carnildo · · Score: 1

      If that is the case, it sounds like you would own the copyright on the data you create/design. In the case of a building, since it cannot be exported, that still sounds like a service you're paying for. However, does Linden also reserve the right to use what you create in other endeavours?

      Read the TOS.
      1) You do own the copyright on anything you create
      2) By putting content in-world, you grant them the right to use the content for the purpose of operating SecondLife, and for the purpose of advertising SecondLife.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    9. Re:Two problems by eggstasy · · Score: 1

      Dude, for god's sake, dont talk about what you dont know.
      SL is a virtual world. Sort of like the sims, but without the annoying part (eating, pissing, drinking, going to work, etc).
      In SL you can build anything, but the amount of stuff you can build is limited by how much land you own. Each server can accomodate around 16 acres, and you can see exactly how much land you have.
      And yes, it IS like the web. That's the whole point. It's a virtual world where you can produce 3d content, or enjoy the content produced by others. And you can make some very real money off of it... my account is worth like $1500 and I didnt even need to spend a lot of time for it...

    10. Re:Two problems by Zerth · · Score: 1

      >But the question still remains: How can you be
      > sure that you are receiving all you are paying
      > for?

      How do you know how much disk/processor is in your web server, how do you know they aren't running multiple virtual servers?

      In second life, I think it would be just as easy. 1 acre represents N megs of HD and N Mhz of processor. Upload stuff(skins, sounds, dunno) and see how much disk you have. Run a script and time it, if it runs slow, they are shorting you.

      >this case it seems almost like the host decided
      > to artificially restrict access by limiting the
      > number of accounts ("acres" of virtual land),
      > either directly ("The virtual world only has x
      > acres available) or indirectly (as another
      > poster pointed out, some accounts may be more
      > valuable due to their "proximity" to others)

      It isn't artificial, X acres directly translates to X MB/Mhz, a nice hard limit.
      True, the value due to proximity is entirely fictional due to the rules of game, but then so is the value of commercial/residential zoning IRL. All the government has to do is rezone the land and *poof* there goes the value. This happened in my town just a little while ago, big company wanted a factory in suburbia, so the council rezoned the land as industrial and everybody had to leave. Only value left is either selling to the company or owning a piece of land that was no longer allowed to have a house on it. Most people took the money, like one guy didn't and now there's just a small grass field with a fence around it in the middle of a parking lot, with a sign that says "Private property". It is damn silly, but I kinda have to respect the guy.

      > there is no rasonable way one chunk of hard
      > drive space can have more value than another.

      Now I agree that if both methods are BS, there is almost no reasonable valuation, except these two: If the land is allocated in a continuous space on the HD or if it was allocated to the outer edge of the HD, it'd get faster access times. Not as easy to measure as Mhz/MB though.

  22. Send me a dollar by Walrusss · · Score: 3, Insightful
    It's like those people who sent some one dollar bills to a remote adress just because the guy was asking people on his website to do so.

    See that bridge, why don't you go on it and jump off ?

    yeah, right...

    1. Re:Send me a dollar by Anonymous Coward · · Score: 0

      Yeah, I guess web servers are all imaginary too eh? Those web hosting companies sure had us all fooled!

  23. Bladerunner, electric sheep by Prince+Vegeta+SSJ4 · · Score: 1
    I guess, as all of the 'REAL' Real Estate, is devoured or available at astronomical prices, 'normal' people can no longer afford the real thing and are now paying for the synthetic, in an effort to fantasize on some level.

    I do think it is silly though

    1. Re:Bladerunner, electric sheep by beatleadam · · Score: 2, Insightful

      I have my well worn and pages folded book of animals...er...real estate right here in my pocket :-)

      in an effort to fantasize on some level

      I think this really is the main point and what I would tend to believe. It is the same logic as Flight Simulators where I can not go buy or even rent an F-16 or A-10 but I can play on the game level and get a really big kick out of it. Obviously the difference is that I would not pay (other than for the software perhaps) to fly said airplane.

      --
      I have a theory that the truth is never told during the nine-to-five hours. -- Hunter S. Thompson
  24. slashdotted by agroman · · Score: 0, Offtopic

    Second Life uses OpenGL and Ogg-Vorbis running on a Linux grid.

    apparently their website runs on a 486.

    1. Re:slashdotted by Anonymous Coward · · Score: 0

      Real estate prices are falling as the land appears to erode into an ocean of molasses!!!!111!!eleven! SELL SELL SELL!!!

  25. P T Barnum was right by Roadkills-R-Us · · Score: 0, Redundant

    Only he didn't go far enough.

    There are suckers, and then there are SuperSuckers[tm].

    Where can I buy stock in this phenomenon?

    1. Re:P T Barnum was right by Anonymous Coward · · Score: 0

      Don't be ashamed... you aren't the only one that has fallen for this "fact".

      http://www.ehistory.com/world/amit/display.cfm?a mi t_id=1372

      Hit Google for a more in-depth explanation. I think Barnum's competition said it.

  26. calling USA by Anonymous Coward · · Score: 0


    i have a bridge in the UK and some land on the moon for sale

    Apply within

  27. Just try SecondLife by LilMikey · · Score: 3, Informative

    I don't spend much time in SecondLife any more as my real life keeps getting in the way but anyone that hasn't should really give it a try. Keep in mind it's not necessarily a game but more a really advanced social tool. You get a free trial and if the whole land-owning idea doesn't appeal to you, you can pay a one time $10 fee and hang out all you want. The in-game tools are very capable and getting more advanced all of the time. Some of the things people have come up with in SecondLife are extremely creative and your time would not be wasted there if you were just to spend it wandering around seeing what others have done.

    For the Linuxites, it runs under winex as indicated *shameless plug*here*/shameless plug*.

    --
    LilMikey.com... I'll stop doing it when you sto
    1. Re:Just try SecondLife by Anonymous Coward · · Score: 0

      a really advanced social tool.

      .. and this works better than alcohol because ...?

  28. Second Life Online by Tha_Big_Guy23 · · Score: 0, Redundant

    Maybe their webserver will have a second life online after the slashdotting it's receiving right now.

    --
    If you're looking here for something insightful or thought provoking, you're probably looking in the wrong place.
  29. Comment removed by account_deleted · · Score: 4, Interesting

    Comment removed based on user account deletion

  30. Played Second Life, confused by this... by GPLDAN · · Score: 4, Interesting

    I "played" Second life for awhile. Began looking at the code for the bumper cars, wanted to make a virtual Nurburgring for cars to drive. I was simply fascinated by the fact the game loaded nothing on your drive beyond primitives. Everything was sent to you over the wire.

    The graphics are obviously not on par with even EQ1, much less EQ2 - and the entire model doesn't lend itself to that.

    When I went looking sometimes for where everyone was at, I found kind of an unseemly side of SL. Everyone had bondage outfits on and was hanging out at the virtual techno club, trying to pick each other up. There was some weird stuff going on the in "back rooms". Use your imagination. I ignored that side of the world, was more interested in things that were a little more accessible to kids.

    Ultimately I found the tools were not as interesting as doing what I am doing now, working with web technologies to do my own game, and working on virtual tracks with tools designed for that purpose. (Google for Project Wildfire for N2003 if interested).

    Anyhow, one of the immediate obstacles in doing a huge track like the Ring, is there was no way i was going to get the land I needed to do it. I asked a few people, sent a few emails. After all, they could just make the landmass bigger, right? It was all surrounded by one endless ocean. Well, I got some emails from other people saying essentially, no they couldn't do that. I guess there is some limit to the engine and how much land there is. I don't really know, I never got a response from anyone from Linden Lab.

    Anyhow, when people ask me what could be done with fiber into everyone's homes anyhow, why do people need more bandwidth than they have - I show them second life. To have a fully Gibson like cyberspace means going down the development road of SL, where no "maps" exist on your hard drive.

    I think it's flat out ridiculous that SL has a makeshift real estate market. Everyone was hogging the "coasts" to build gaudy beach homes - kind of like real life. And like real life, very few people had any taste - lots of cheap spiral staircases and stupid fountains on the "lawn" with tigerstripe bedspreads. Bunch of Hugh Hefners.

    Oh, and one of the most popular clans were a bunch of bikers, guys with huge arms and denim vests with biker bitches on virtual hogs they rode around. Classy. Strange how the first things that popped up were sex clubs and biker gangs.

    1. Re:Played Second Life, confused by this... by GPLDAN · · Score: 1

      Hate to respond to myself, but I need to ward off the flame I know is coming. I know now that you can "buy" land for real money, using more of SL's server resources. I could have paid Linden Labs to "buy" an island, and then put the Nurburgring on it - and anything else I wanted.

      I didn't know that at the time, I didn't really RTFM or get into the community properly, I just found it all kind of weird and then left. So, it's my own fault and I don't want to make it seem like the guys who run Second Life are bad or don't have this all worked out.

    2. Re:Played Second Life, confused by this... by c0bw3b · · Score: 2, Funny

      When I went looking sometimes for where everyone was at, I found kind of an unseemly side of SL. Everyone had bondage outfits on and was hanging out at the virtual techno club, trying to pick each other up. There was some weird stuff going on the in "back rooms". Use your imagination.

      Well damn, you sold me on it.

      --
      ||:|::
    3. Re:Played Second Life, confused by this... by Anonymous Coward · · Score: 0

      Hmm...interesting parallels: what you're describing could almost be considered tribalism/feudalism for the post-industrial age. Castles have become beachfront property, tribes are now biker gangs, and there are no ways to end up really dead from being sexually uninhibited, so nobody has to pretend to dance or anything else old-fashioned. See, it's some wierd Tribalist formations.

      Or less image-conscious frats/sororities.

  31. hey CounterStrike Campers by atarione · · Score: 1

    I'll sell ya'll a lovely camping space for the LOW LOW Price of $19.99.

    the spot is a lovely dark little corner w/ a box in to one side. Just perfect for waiting for n00bs to run by.

    if interested please email me IamAgreatbigsucker@hotmaaail.com

    --
    actually I am happy to see you, however that is in fact a banana in my pocket.
  32. By placing just one ad on a forum by TheHonestTruth · · Score: 2, Funny
    You can generate hundreds of dollars in just your first day. My system will show you how to cross- post to HUNDREDS of forums. It is SO easy and you can do it from your living room. You don't even have to quit your job. You can do it in your spare time and put in as much or as little effort as you want....

    -truth

    --

    I had a steady B+ in my AI class until I failed the Turing test...

  33. eh? by nizo · · Score: 4, Funny

    My first life is already too expensive to afford a second life, you insensitive clod!

  34. YAYYYY!!!!! by xsupergr0verx · · Score: 1

    Now I can waste my real life money to play Barbies online! Sounds like the Sims Online to me....

    --

    Click here for a free picture of an iPod!
    1. Re:YAYYYY!!!!! by Lordfly · · Score: 1

      Except with programming, scripting, architecture, and everything else that snowcrash is :)

      LF

      --
      hookers and grits.
  35. Wow, another N2003 player. by Blaede · · Score: 1

    I thought I was the only one who frequented Slashdot. I'm Randy G (nascarnet, Aero88).

  36. Its like people so much money they don't know by Anonymous Coward · · Score: 0

    what to do with it...Some people have been unemployed for months while others are buying pretend crap...

  37. Yes. by Pluvius · · Score: 3, Interesting

    If you buy a web domain and put stuff on a web server attached to it, anyone with an Internet connection can see that stuff. Not so with Second Life "real estate." I also imagine that Second Life isn't as flexible as the Web is, either. Not to mention the fact that the "real estate's" value is dependent on the mostly artificial rarity of it, while with web domains, there's hardly such a thing as rarity.

    Rob

    1. Re:Yes. by Anonymous Coward · · Score: 0

      I also imagine that Second Life isn't as flexible as the Web is, either. Not to mention the fact that the "real estate's" value is dependent on the mostly artificial rarity of it, while with web domains, there's hardly such a thing as rarity.

      You're cynical statement is founded on an incorrect assumption.

      There is a rarity that restricts the amount of land that can be added -- it's called hardware.

    2. Re:Yes. by Pluvius · · Score: 1

      That's why I said "mostly artificial." When people are spending $550 per acre, the fact that a server can hold "only" 16 acres is pretty moot. And I'm sure there's nothing really keeping them from putting more than 16 acres on a server, either.

      Rob

  38. Actually, no. by burgburgburg · · Score: 2, Interesting
    In "real" life, you can always

    a) use land fill to create new waterfront properties (e.g. Hong Kong)
    b) drain swamp land (e.g. Florida)
    c) level mountains to make an area buildable (various areas)
    d) build in theoretically undesirable areas and make them desirable (e.g. Las Vegas)

    It just requires less effort in the virtual world. And less environmental review processes.

    1. Re:Actually, no. by Anonymous Coward · · Score: 0

      There is still only X square miles on the earth and filling in land is an trivial drop in the bucket.

    2. Re:Actually, no. by Ralph+Wiggam · · Score: 1

      A, C, and D are very very expensive to create and/or maintain. B is against EPA regulations (for good reason).

      Value is created by scarcity. There's a limited ammount of good land, so it costs a lot of money.

      -B

    3. Re:Actually, no. by eggstasy · · Score: 1

      The SL player base is growing at an insane rate, and the demand for land vastly surpasses the offer. Linden Labs is always adding new servers, because they are always getting new players. Without land, you cant have any permanent content in the world.
      It's just like buying a piece of space on a web server... SL is just like the web, but in a beautiful 3D world. People go there to create content, and other people go there to interact with it.

    4. Re:Actually, no. by Anonymous Coward · · Score: 0

      Value is created by scarcity.

      Actually, no. Value is also created by demand.

    5. Re:Actually, no. by Ralph+Wiggam · · Score: 1

      There is a big demand for air. Air isn't valueable because it isn't scarce.

      -B

  39. Need not cost money... but can P2P work? by Rei · · Score: 1

    Such games need not cost money; in theory, P2P massively multiplayer online games are possible. I've been torturing my brain, however, on how to validate against compromised servers that "cheat" (which, depending on the game context, can mean many things, but basically do things that make the game "no fun").

    Most ideas I've thought about hinge on having each client connected to at least two (preferably more) nodes at once, talking to them equally, and verifying that they are given equivalent responses from them. However, problems arise when you have "clans" of cheating clients working together. Especially if there is a spatial component to the network (users who are "close" to each other in the virtual world tend to serve that area), the odds of getting multiple cheating clients serving your computer greatly increases. The only real solution that I can come up with is make sure that there is a lot of redundancy (many connections to other nodes, and many of the nodes not being close geographically). But this would eat a lot of bandwidth, and depending on the app, possibly require a lot of CPU.

    The problem becomes worse when you want your game to have physics, tesselation, or distributed rendering (other nodes pass you a "billboard" of what you see in their direction, so that you don't have to know everything that you would see way into the distance). Because the bandwidth and/or computing requirements between nodes are so high for such things, requiring constant multiple node connections being queried for each rendering/action becomes simply intractable.

    Is there something that I'm missing here? Does anyone have any ideas on how this could be remedied? It's something I've been a'ponderin for a while.

    --
    "Who the hell is Nietzche? It's a question stupid people are asking." -- Newscaster, "Jesus Christ Supercop"
    1. Re:Need not cost money... but can P2P work? by realStrategos · · Score: 1

      How about a master blacklist?

      Have a client query the server, if it suspects cheating have another random server validate the cheating.

      The random server then determines wether or not it is cheating, and if so it sends the name/address to a master server.

      The master server then determines (again to prevent DOS on valid servers) if the server is cheating by either directly finding out (it is feasable the server would detect this and stop "cheating" for a while) or it could validate through multiple random other servers.

      This should allow for fairly rapid blacklisting and would require a very large number of compromised nodes to defeat it.

      The key to all this is having the servers selected for validation being random without that it probably wont work against large clans of naughty servers.

      Just a thought, im probably wrong though

      --
      They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety.
    2. Re:Need not cost money... but can P2P work? by Rei · · Score: 1

      One of the problems with "policing" servers that randomly talk to nodes to see if their cheating is that, at any given time, the vast majority of potential cheaters might be doing absolutely nothing wrong. And even if a cheating node is caught, it may already have had ramifications that spread to other nodes.

      For example, you have some cheating node in some adventure game suddenly decide, in a single millisecond, that it is filled with gold flying at high velocity into neighboring nodes. Even if it is policed during that brief period of time, the damage has been done - the neighboring nodes are now filled with high-speed gold coins, which will then fly into neighboring nodes, etc.

      How can one undo such damage once it gets out there? I think the damage would have to be caught the *instant* a node tries to cheat, which means that those communicating with it have to catch it. And to catch it, you have to have several computers which know all your inputs so that they can calculate on their own what the outputs should be.

      I think the only way to ensure that cheaters can't take over is to have several nodes run every geographical region, and to not let them influence who controls which region by any means (no avatar's-location or other geographical influence over which nodes are in charge of a region; no node-issued requests to handle a region or to remain in charge of a region; etc). A master server could determine which set of nodes is in charge of each region without using too much bandwidth, but each user's node still has to receive the data several times to validate what their avatar is receiving, and has to receive, process, and send out the data for several regions for other people to validate...

      --
      "Who the hell is Nietzche? It's a question stupid people are asking." -- Newscaster, "Jesus Christ Supercop"
  40. Re:Actually, Pet Rock is Better by ViolentGreen · · Score: 1

    Could not agree more on all points.

    --
    Not everything is analogous to cars. Car analogies rarely work.
  41. I play, real estate has value for other reasons... by BrookHarty · · Score: 4, Insightful

    I ask my fellow /.-ers, why? Why waste your money on "virtual real estate"? Are we all really this stupid?....

    I've been tinkering around with second life. You have to own land to have more objects. The more objects you build the more land you must own. If you own a store, you must own enough land to support all the objects you have on display.

    Also, land is where you can build your virtual house/store/castle/etc. And people can charge to use it or buy things from you when you are no there.

    I have not spent any real money other than the monthly service contract. I was lucky enough to get a good piece of land when someone sold a nice plot next to water.

    BTW, lots of people tinker around in Second life due to the programmer, 3d artist features. While you can just go around and chat, you can also build and sell, or a nice combination of both.

    I'm glad they are building up ingame communications, like radio, and instant messaging. Think of a VR world with its own Internet, with its own websites for services.

    While the GFX is not on par with Unreal2004, it is the best looking VR world (besides sims online, which isnt a true VR world)

    I guess people dont remember MOO's and all the building people did on those, with text only objects.

    Maybe Visual IRC is a close description, where you can build scripts or theme the look of everything.

    BTW, just like IRC, there are #hottub channels. ;)

  42. what about your first life? by gphinch · · Score: 2, Funny

    Maybe if people spent this kind of energy/money on their first lives they'd be a lot happier. You'd be smarter to just give me your money. In fact...

    --
    in bed.
  43. Your ad here! by protoshoggoth · · Score: 1

    I suppose there must be some sort of process to appeal to someone (who...the zoning board?) about obnoxious properties, or the spammers would turn the whole place into a forest of idiotic billboards.

    1. Re:Your ad here! by Chromal · · Score: 2, Insightful

      Unfortunately, no. Large swaths of the land ARE forests of idiotic billboards.

    2. Re:Your ad here! by Carnildo · · Score: 1

      Unfortunately, no. Large swaths of the land ARE forests of idiotic billboards.

      There are? Where? Admittedly, I haven't spent much time off the route between Seacliff, Davenport (my home) and the vehicle sims, but I haven't seen any idiotic billboards.

      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    3. Re:Your ad here! by Chromal · · Score: 2, Interesting

      Heh, if I had a L$1 for every floating glowing spinning mall and casino sign I had to fly past or live next to, I could be the next big SL Land Baron.

      --Chromal Brodsky

  44. Servers... by Anonymous Coward · · Score: 0

    So, what kind of esoteric hardware does one use to run Second Life servers, and why does it 1) not allow upgrades or 2) not allow multithreading?

    1. Re:Servers... by jafuser · · Score: 1

      More than one region can be run on a single server, but it would be obvious since you'd get less than half the performance out of each.

      Sigh. My original statement in this thread should probably have been written "Land can't be added without adding hardware because people would know they were being scammed", since that's the context it was written in response to.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    2. Re:Servers... by Anonymous Coward · · Score: 0

      Well, you don't know you're being scammed now, it seems, so rock on with your bad self. Ignorance is bliss.

    3. Re:Servers... by blackbear · · Score: 1

      "...but this one goes to 11. So it's louder."

      If you get the reference, you get the point. We're talking software here. More efficient code will yield faster preformance. Write faster code -> make more land. You'll never know the difference.

      oh, and who was suppling the diagnostics again?

  45. Re:I play, real estate has value for other reasons by mike_mgo · · Score: 1
    Think of a VR world with its own Internet, with its own websites for services.

    Yes but are you able to buy virtual, virtual land in a game on this virtual internet?

  46. Help! My bathroom got slashdotted! by YetAnotherName · · Score: 4, Funny

    BondageQueen: Nice place you've got here.

    OutlawBiker: Thanks. All the chairs talk dirty when you sit on them, too.

    BondageQueen: So clever of you. So, can I get the tour?

    OutlawBiker: Not right now; most of the house is on another server that's overloaded.

    BondageQueen: I'm outta here.

    OutlawBiker: Wait! The laundry room still works! Honest!

    1. Re:Help! My bathroom got slashdotted! by eggstasy · · Score: 1

      While it is technically possible, 99.999% of people do NOT build on top of a border. And the servers are hardly ever overloaded... only on big events, and those usually happen on designated servers that are uninhabited.

  47. the real reason for the land boom.... by Malor · · Score: 5, Interesting

    I've been playing Second Life since shortly before the 1.2 release shipped, (last December), so I've been there for the whole land crunch/boom process. This newspaper article, like most, only scratches the surface... it vaguely describes the scenario, but gives no history and no clear understanding.

    Second Life completely changed its economic system in 1.2. In the 1.1 and prior days, object creation and maintenance cost in-game money. Objects are made of 'primitives' or 'prims': spheres, rectangles, cones, toruses (torii??) and probably 1 or two more. For a long time, every object you created cost you 10 Linden Dollars to 'rez', or create. When you destroyed the object, you were refunded your money. Further, if you wanted to create permanent objects, you were taxed a maintenance fee on a daily basis, which you did not get back. Your weekly stipend was roughly $500, so it was critical to come up with goods and services to sell if you wanted to maintain any kind of large permanent structure in SL. This meant that everything was very secretive and hardly ANYTHING was for free, because giving away anything damaged your own ability to build things. Land was very cheap, often the minimum price of $1/square meter, simply because few people could afford to fill much space... only a few very successful people and groups could build really large structures. There was also a 'height tax'... an object high above the ground cost more than an object near the ground. This also discouraged large structures and tended to keep everyone low and small. (heck, at one time there was even a 'teleport tax'.... you had to pay to be teleported somewhere instead of flying. Abolished long before I got there.)

    The entire economic model shifted when 1.2 came out. Suddenly, object creation was free. There was no maintenance on anything you built. Instead, you were allocated a certain number of prims to put on land...each land parcel is able to support a certain number of prims. (A starting player is allowed to buy 512m2, which will support about 115 prims: they can buy more land if they want to pay more each month.) The second really large change was that you could own as much land as you wanted, as long as you were willing to pay for it in RL $. You mostly still had to buy it with in-game currency, but you paid for the right to own extra land in real dollars. As an example, someone who wants to own 4,096m2, which is a pretty comfortable size, will have to pay around $25/mo to support it.

    So, suddenly, land was very desirable, and almost instantly scarce. Apparently, Linden Labs also went back through their records, figured out every dollar of object tax that had ever been paid by residents, and refunded it. So a whole lot of Linden Dollars were injected into the system all at once. To make things worse, a whole new class of parasite arose, whose sole purpose was land speculation. They drove land prices into the stratosphere. At the same time, a new service, Gaming Open Market, was launched, which allows trading RL $ for L$. This meant that people who really wanted to own property or otherwise do something could throw a lot of real-life money at it. At about this same time, word seemed to get into the mass market about Second Life, and with the population explosion, speculation, and Gaming Open Market, prices went to really crazy levels. I believe some of the speculators, as well as a number of the early players who suddenly had large wads of virtual cash, made thousands of real dollars. In the case of the speculators, I despise them for doing this, because they provided nothing of benefit in exchange. They DETRACTED from the Second Life world, made it much harder for new people to get started, simply to line their own pockets. I think it's great when people get rich foom MAKING things, and am perfectly content with the tax refund, but I consider the speculators to be nothing more than by-the-rules thieves.

    SL has grown WILDLY over the last four or five months. There continues to b

    1. Re:the real reason for the land boom.... by eggstasy · · Score: 1

      Howdy pardner, eggy lippmann here :)
      The economy isnt going to inflate. LL will make sure of that. They already limited the amount of money you can make through events two or three times.
      And dont forget that whenever someone buys land, that money disappears from the economy. Money can also be used to pay for your monthly land usage, saving you real money. That money also disappears from the system. Ratings also drain a little money from the system, and there's always accounts expiring with money in them. LL knows what they're doing. Have a chat with Philip one of these days, the man is a genius :)
      Yes, my fellow slashdotters, in SL you can actually have a chat with the CEO! Heck, I've even talked to him on the phone ;)
      Not to mention the entire dev team always taking some of our suggestions and asking for input on future changes etc.

    2. Re:the real reason for the land boom.... by TellarHK · · Score: 1

      Remember, the money only vanishes from the economy when someone buys land at auction from the Lindens when it's new. If I buy land from you for L$50000 (which I don't have, so no, I'm not offering. ;) then you suddenly have the money and I don't. There really is no way for Linden Dollars to be eliminated now, except when people use them to replace real money for land rights. And I don't even know the rules around that. Expiring accounts are one way, yeah, but I don't think we're going to see someone like Zeppi Schlegel or the other big barons simply shut down an account. :)

    3. Re:the real reason for the land boom.... by DataCannibal · · Score: 1

      Let me guess; when you start talking at parties the room empties real quickly, right?

      --
      No but, yeah but, no but...
    4. Re:the real reason for the land boom.... by Anonymous Coward · · Score: 0

      Ahhhh, you wildly underestimate the power of creativity and people's ability to be innovative. ;-)

      In the next few months, the SL economy will heat up. A lot. And it'll stay that way.

      I believe I can single-handedly drive the value of the L$ up by 50% or more. :-D "It has already begun."

  48. Online Addiction, New Crowd by respite · · Score: 3, Interesting

    I can see this becoming even more of a draw to people for whom Everquest and the likes just don't hold any appeal. The addiction will remain the same, but the lure of a virtual world where chatting to individuals rather than fighting is the focus brings in a completely new crowd, females, younger kids and older adults. These people could care less about RPG's but there is a lot of potential for spending too much time here, especially if things like voice chat start being introduced, replacing "normal" RL interactions.

  49. Correction: Big Mac index! by Malc · · Score: 1

    "Big Max index"

    I saw it right after I hit submit: that should have read "Big Mac index", as in how much a Big Mac costs in different countries.

  50. Re:I'd pay to fly an A-10 by YrWrstNtmr · · Score: 2

    Incredible Adventures has the fix you need. Not an A-10, but way, way faster. Will a MiG-29 do?

  51. At the mercy of the company by Hoi+Polloi · · Score: 1

    So if the folks who run this decide it isn't worthwhile anymore and they pull the plug your "investment" disappears? Great, a virtual investment for virtual land using REAL money.

    --
    It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  52. Neat idea by Otto · · Score: 3, Interesting

    What I'm thinking would be to make it a lot like the internet.. That is, a network for networks.

    Do it in stages. First off, we define our game. Assume it's simple for now, something similar to Second Life but smaller. A group of people running clients define their local world. You can take it down a notch and let every computer define it's own local building if you like. This would make the most sense.. if you're not connected, your building isn't there. It's just a blank spot of land. If you want to support more users or more complex buildings, update your hardware to be faster or throw more PC's at the problem. We can use a public key authentication mechanism of some type to verify who owns what land. This key mechanism will come in handy for the next bit.

    Next, we step it up and make communities possible. Areas owned by a group of people, probably in the same geographic real-life area. They can all collaborate to build this space, and all their machines are in a P2P network to handle its existance. If somebody in the network starts cheating, its up to the community to throw the guy off their communal space. This could be done by several methods, but the most obvious of which would be to revoke his key to the space. See, in order to go in and change the community space, you have to have your key signed by others in that community. If we have a revocation mechanism, they can revoke that signature and suddenly he can't access that space anymore. We can go a step further and ban him from that space if we choose. For bigger spaces or something, we simply throw more computing power at the problem. Each community is sharing the load already, so more power in the community makes for more power to throw at the group spaces. Somebody will have to have power in this community to control access, but it'll likely be a small group of like minded individuals anyway, so they can work out their own leadership issues.

    Next, we link these all together into a city or even into a world. Two ways to do this...
    The P2P way is to let communities form larger communities, providing links between them. Essentially, two communities agree to link to each other in some way, and then users can wander from one community to another via some shared community space. Think of it like a road that both communities agree to build between themselves. No need to limit it to two per road though, the road can go anywhere you like, it can branch three ways if three communities want to deal with it. That sort of thing. The more computing power the community has, the more shared community spaces they can support, obviously. It scales up from there.. Anywhere in the world that isn't connected is an island. Anywhere that is connected is on the same continent (or if you prefer, has a road between their islands.. same thing, really.. depends on if they want to make land between them or a bridge ;-) ).

    The other way to do it requires a central server system. Somebody hosting the world and controlling who owns what. Much like the Metaverse in Snow Crash, you have the main people who created the world and host the road around it. Those who want space on the world have to buy or otherwise obtain it, but at that point what's actually on that space is entirely controlled by the processor power you throw at that space. Each person carries their own load.

    Cheating in this sort of thing is really a non-issue. Each person is hosting their own mess. If you want to screw up your mess, feel free to do so, but nobody will link to your space and you'll just be an island. Let small groups band together on their own to form community spaces and enforce whatever rules they see fit. Let communities connect to each other if they want to do so. It's all up to them at that point.

    Practical matters: For a user wandering this space, he has to drop into the world somewhere by connecting to some community. This is all a matter of the protocol, really. Just standardize the protocol and let the guy hop from system to system a

    --
    - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    1. Re:Neat idea by Rei · · Score: 1

      That would be fine if nothing from your region carries over into other regions; however, in *most* games, this wouldn't work. In most games, a cheater could, say (lets choose a fantasy-realm game for the sake of discussion), clone the Sword Of Utter Annihilation in their cheating-space and then carry it over to the Great Dragon's lair (being processed on some random node on the P2P network) and kill it with ease.

      Your suggestion might work for a completely regionalized game like Second Life, although a cheater could still lie to its neighbors about whose avatars are in their region (you could get around this with a centralized, authoritative avatar server that clients can query to know A) what avatars are in a given node, B) where they are in that node, and C) what computer their avatar is on so that the client can talk to the computer directly for avatar details).

      The cheating problems mainly arise for things that can enter and exit a cheating node. If it's only avatars, or things that can be created/destroyed at no cost to players and don't cause any interference to players in other nodes, it's not a big problem. If it's more than that, it can be a big problem. A game-wrecking problem, in fact.

      --
      "Who the hell is Nietzche? It's a question stupid people are asking." -- Newscaster, "Jesus Christ Supercop"
    2. Re:Neat idea by Otto · · Score: 1

      Okay, if you're going to make an actual game out of it, then you need some set of physics and objects that everybody shares. One way to do that is to have some single authority on this sort of thing. Whether that authority is centralized or a community in and of itself (say a distributed authority system, you simply query the nearest authority server to see if they really do have that Sword of Utter Annihilation) is unimportant.

      Or you assign keys to objects. The one and only SwordOUA has this public key. If you have the private key, you can prove you own the sword via a query/sign/verification check and can therefore use it. If you want to transfer the sword to somebody else, you do so, and they make a new keypair. You then sign the public part of their keypair. Anytime a server wants to know if they have the sword after that, they send the signed public key over... The signed part can be verified (since only the original owner could have signed it) and the sword now gets a new public key on that system. This has a few minor problems to it (what if the guy cheated and gave it to two people, signing both of theirs), but you can work around that in some fashion I'm sure. Either an authority system again to hold the current keys for objects, or some method whereby nodes detect this sort of thing happening (if you see duplicated object) and stop trusting nodes that create these multiple objects. Either way.

      Or reverse it and don't trust any object unless it is signed by the key of a trusted node. Then you have a list of trusted nodes.. trusted to create proper objects and not mess with the game, that is. Unless you're one of these trusted nodes, you can't give out objects that will actually work in these nodes.. This allows for the possibility of creating new games on the fly, actually, and getting other nodes to join in your game by trusting the objects you're creating and giving out for that game. I like it.

      As for cheaters lying about their neighbors, you have a point, but I don't think it's a very good one. If a cheater lies to an avatar about who's next door, then when he goes next door actually into the neighbor, he won't be able to get back. The neighbor isn't going to lie and say that the cheating system is next door.

      But this one-way travel/viewing can be detected and blocked. Every avatar gets a list of visible neighbors from a node. They then actually query that neighbor for info on how to see him. Part of that query would need to contain what node you're currently in. If the neighbor node sees a query from somebody who shouldn't be able to see him, he says "sorry, this ain't my neighbor" and doesn't send the data. Cheating attempt blocked.

      As for who's in any given node, who cares? Neighbors don't need to know who's actually in any node that isn't their own. They only need to know who's querying info to display about them and what node they're in to check if they're allowed to see this node or not.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    3. Re:Neat idea by Rei · · Score: 1

      I like the idea about signed objects. While it wouldn't work for tasks with incredibly large numbers of objects very effectively (such as in physics calculations), or objects that are created/destroyed often, it would work for, say, "swords" and "armor". It requires a centralized server, but not a centralized server that does everything - merely one that signs objects that the different nodes are allowed to create. If it seems like a certain type of object is occurring in the game illegally, it can be traced back to the abusive node, the node could be blacklisted, and then legit nodes would be able to tell that the items in them came from a blacklisted server.

      Again, it doesn't help with physics calculations (say, if in some game, a user fires a hail of bullets - you don't want the server to have to sign each bullet and the neighbor to have to validate each one), but it might be enough for some types of games.

      Who cares who is in each node? Picture someone whose avatar is "Jane Doe". She enters (or is on the border of) a cheating node. Jane's computer asks the cheating node who is in it. The cheating node lies, and says that "John Doe" is in it - Jane's boyfriend. The cheating node has the fake "John Doe" break up with Jane.

      I think you misread me about its neighbors. I said lie *to* the neighbors, not lie about. Lying to the neighbors is quite relevant. If the cheating node says that "John Doe" is in its territory, and that "John Doe" just crossed into the neighboring node's territory, the neighbor will start displaying the fake John Doe in its territory. If the cheater also says that John Doe's IP address is the cheater's client, the cheater can issue commands for the fake John Doe.

      As I mentioned, the problems of this specific "Second Life" style case (in which only people cross borders between nodes) can be handled by a cheap authoritative centralized avatar server, but when it comes to items that are very numerous, or created/destroyed frequently, or other sorts of data (changing landscape, plants, distributed graphics, etc) you'd need a really powerful centralized server, which would cost money, and thus defeat the purpose of P2P.

      --
      "Who the hell is Nietzche? It's a question stupid people are asking." -- Newscaster, "Jesus Christ Supercop"
    4. Re:Neat idea by Otto · · Score: 1

      Who cares who is in each node? Picture someone whose avatar is "Jane Doe". She enters (or is on the border of) a cheating node. Jane's computer asks the cheating node who is in it. The cheating node lies, and says that "John Doe" is in it - Jane's boyfriend. The cheating node has the fake "John Doe" break up with Jane.

      Ahh.. Okay. So try this on for size.. Neighbor with a cheating node next to it. Jane is on the border of the good node next to the cheating node. Cheating node says John Doe is in there. In order to display John Doe, you have to contact John Doe directly to get his avatar's picture. This case eliminates part of your problem, because I can't, as a node, unilaterally fake an avatar without faking a real avatar to connect to. Although this causes problems with large scale avatar interaction, as I have to connect to every avatar I can see.

      So we try another way... Bad node says John Doe is here and here's his avatar. Assuming John Doe is a "friend" of mine, I can verify he's my friend by a public key interaction, same way I mentioned about verifying objects. Of course, this still requires the direct connection as above, but now I have a way to verify that somebody in the game is the same as I knew them before. And we can work around the big user limitation by reversing the connection. When a node with someone in it informs Jane that John is here, it also informs John that Jane is nearby and looking in my direction. At which point I check and see Jane is on my friend list and connect to her to do a key verification. Jane gets connected to by John directly, and John proves to her that he is indeed John. Jane sees this happen because a friend icon appears above John's head.

      Or she can verify by selecting John and clicking the "verify that he's John, my friend" button.

      In any case, every avatar, being an object, has a keypair as well. I can give my public key to anybody, then they can verify that I am, in fact, me, assuming we've exchanged public keys previously.

      I think you misread me about its neighbors. I said lie *to* the neighbors, not lie about. Lying to the neighbors is quite relevant. If the cheating node says that "John Doe" is in its territory, and that "John Doe" just crossed into the neighboring node's territory, the neighbor will start displaying the fake John Doe in its territory. If the cheater also says that John Doe's IP address is the cheater's client, the cheater can issue commands for the fake John Doe.

      But only the real John Doe can prove he's John Doe with this public key that we've exchanged before. Now, how do you prevent somebody looking like John Doe and using John Doe's name? You don't. Avatars can be anything, and any name you like you can use. But you can't fake a keypair. You just have to exchange them beforehand. So everything that matters will have to work off generated keypairs.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    5. Re:Neat idea by Rei · · Score: 1

      True, true - PGP or GPG using public servers could solve the avatar authentication problem. Well, that makes the easy case (Second Life) possible in a pretty much pure P2P environment. :) It'd be interesting to see if such a game ends up being written.

      Of course, the "harder" cases (with many objects that can pass through borders, physics, objects with short lifespans, and whatnot) are still left. ;)

      --
      "Who the hell is Nietzche? It's a question stupid people are asking." -- Newscaster, "Jesus Christ Supercop"
    6. Re:Neat idea by dr_leviathan · · Score: 1

      This has been an interesting thread in a "pie in the sky" sorta way. I truely belive that a P2P distributed virtual world would be very cool. But if you amputate the computational load of all that authentication checking you've GREATLY simplified the problem of simulating a virtual world.

      I'm afraid that the technology of today (bandwidth and CPU power) are just not up to snuff for so much key passing and authentication checking. 10 years down the road sure... but 10 years of advances in computer/network technology will also make it that much easier/cheaper to centralize the simulation at the servers and let the clients flex their muscles on the rendering.

      What's going to happen is that the "metaverse" will probably be distributed across many "nodes", but each node will effectively be very large (think square miles rather than single buildings). It will be so cheap to simulate more virtual space than the population of the earth can fill, that you won't NEED a bunch of scrappy nodes tied together with untrusted shoestrings. A much smaller number of trusted entities will be able to run the show by consolidating the work. And most everyone will be happy about it.

      In other words, the "neat idea" you've been trippin' out on scales as the surface area of the network topology, not necessarily the volume. You can reduce your authentication overhead by keeping the chunks large and the interconnects few.

      The stucture of the distributed servers you are envisioning will be much more like today's electronically connected national banks. When it comes to real business you don't mint your money, or accept your neighbors minted money because it is easier for the both of you to use the government's money. Likewise, when it comes to real virtual business you won't mint your virtual reality, nor accept your neighbor's virtual reality, you'll use a "node's" virtual reality.

      The high-surface-area P2P virtual reality networks of the future will be curious novelties for the adventurous rather than the bulk of the metaverse core.

      --
      Religion is poison to rationality, and we lose sight of that at our own peril. -- Lurker2288
    7. Re:Neat idea by FLEB · · Score: 1

      Like the major IRC networks, as opposed to strictly-P2P.

      --
      Information wants to be free.
      Entertainment wants to be paid.
      You just want to be cheap.
    8. Re:Neat idea by Otto · · Score: 1

      Of course, the "harder" cases (with many objects that can pass through borders, physics, objects with short lifespans, and whatnot) are still left. ;)

      Objects passing through node borders we covered.. Authentication takes care of ownership of those objects, to some degree. The details need to be hammered down though.

      Physics, as I see it, is a personal preference. If you want low gravity in your node, so be it. If a community of low gravity nodes wants to get together and call itself "Luna City" they're free to do so. They can create a community spaceport to link to earth bound nodes. Physics is all client side anyway, just let nodes define the settings of the client variables. Same with collision detection and other physical attributes of the world. Some systems may not want collision detection. I can think of when a nightclub atmosphere would be great if I wasn't bumping into people all the time.

      Objects with short lifespans can be handled with authentication as well. An object can contain a chunk of signed code if you like. Obviously there would have to be limits here, but there's no need for an object to only consist of a 3d model. It'll need code that goes with the object in order to give it any kind of motion or movement or to make it do anything anyway. Java seems almost perfect for this.. An object is a jar file that contains some kind of 3d model, textures, and code to make it do what it's supposed to do.

      --
      - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
    9. Re:Neat idea by Anonymous Coward · · Score: 0

      Did anyone else here think "Matrix" in response to all this.

      I also thought of communities having online wars...
      vitual holocaust anyone.

  53. Second Life - for people without a 1st life by rainer_d · · Score: 1, Funny

    this is really crazy.

    Rainer

    --
    Windows 2000 - from the guys who brought us edlin
  54. Value of land is not based on scarcity of land by raehl · · Score: 1

    It's based on scarcity of land NEAR A PARTICULAR LOCATION.

    Even though land is finite, you can still get very cheap land in many places on the planet. What you can't get cheaply is land in the middle of manhattan.

    So the question is, can you verify that your virtual land is near some other virtual point of interest?

    1. Re:Value of land is not based on scarcity of land by geeber · · Score: 1

      "So the question is, can you verify that your virtual land is near some other virtual point of interest?"

      In a virtual reality, in order to go from point A to point C, I don't have to pass through point B. So in a virtual land, what exactly does it mean to "near" some other virtual point?

    2. Re:Value of land is not based on scarcity of land by jafuser · · Score: 1

      As it is right now, you can't teleport to any arbitrary location in SL. You can only teleport to specific destinations, or be pulled to another person's location by that person.

      In theory, the land around these "telehub" destinations should be higher in value. I haven't looked to see if this has indeed worked out in practice.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  55. I would *love* to know... by inode_buddha · · Score: 2, Interesting

    Are any sociologists and economists studying this phenomenon? I mean, here we are, applying *real* human resources, feelings, thoughts, time, and money to an A-Life. Instead of building "ants" and "bots" for a simulation, we *are* the ants and bots in this one. IMHO, this could get interesting real quick.

    --
    C|N>K
    1. Re:I would *love* to know... by Erwos · · Score: 1

      Sociologists might have fun with this sort of thing. Speaking as economist, I doubt it's worth studying - the primary reason being that you can't guarantee people are making optimal choices.

      eBay is a far more useful beast.

      -Erwos

      --
      Plausible conjecture should not be misrepresented as proof positive.
    2. Re:I would *love* to know... by Anonymous Coward · · Score: 0

      I'm surprised no one has posted this link yet: http://www.walrusmagazine.com/article.pl?sid=04/05 /06/1929205&tid=1

      It's a great article from a great magazine that addresses exactly this subject. Warning: it's long, but most definately worth it!!!

      -too lazy to actally create an account, sorry =P

    3. Re:I would *love* to know... by globalar · · Score: 1

      There is this growing field called experimental economics. I'm not intimate with it, but it basically involves game theory and economic analysis. On some college campuses you can find economics labs. Students can be paid to participate in computer simulations with the tests usually involving making real money. It's the same concept as SL applied for the purposes of study - concoct a virtual world and let humans play. Usually the world is extremely limited, but as soon as some economist picks this up it might fly very well in the field.

      This guy, Dr. Vernon Smith, is as I understand the father of experimental economics (and a nobel laureate).

  56. Re:Actually, Pet Rock is Better by Dark+Lord+Seth · · Score: 3, Interesting
    But perhaps most importantly, this is a microcosm of a major problem facing our society. What is real? What has value? What does it mean to "own" something? The article seems to find this trend amusing (just like everyone found UO auctions and other MMORPG auctions amusing). Personally, I find this disturbing.

    Well, I agree with you here. This whole deal with online properties being traded for real money and all is confusing and very hard to understand for me. However, I have a 12 year old cousin who plays one of these kind of games. Free subscription, but to decorate her online "rooms" she needs to send text messages to the company, which in return gives her credits with which she can "buy" crap in game. I asked her why she'd pay good money for something immaterial which isn't really hers, even after she paid for it. The answer was quite simple; "Because it's fun to play this game!"

    That's how allot of people feel about this, I suppose. They don't spend money on owning something, they spend money on something fun and interesting. If you think of it this way, it's quite comparable to buying a computer/console game, a book or a DVD. Just something we do because we can be entertained with it. Of course, there are extremes and exceptions, with people spending hundreds of dollars on game items, but those people are a minority.

    However, that doesn't change the fact that whenever you buy SOMETHING, it's not yours anyways. You're almost always dealing with companies whose main purpose is to make a profit, not to entertain you. The cousin I referred to before, for example, used a very weak password and someone hijacked her account and stole all her ingame stuff. I'll never say this in her face, but that's pretty much her own fault. Still, she contacted the company running that game and after a while, it got settled by the company. The person who stole all her items had all the items deleted, but they couldn't give my cousin "her" items back. So much for actually owning something online. Ah well, I try to keep an open mind about these kind of things...

  57. Virtually homeless! Oh yea! by UnAmericanPunk · · Score: 1

    I totally wanna join this game just so I can be a virtual drunk and homeless person.... perhaps people will give me real money? Ehh, if not I'll just run around naked shouting out things that make no sense...

    Oh crap, do I have to pay for virtual booze too?? Damn it!

    --
    Question everything that you've accepted without thinking.
  58. Second Life Economics by TellarHK · · Score: 4, Interesting

    The article linked to has a few flaws in it, unfortunately. One of which is the claim that there's a $9.95 a month fee to join SecondLife. I'm sure others will have pointed this out long before I did. There are two "tiers" of membership, the one-time lifetime registration fee of $9.95 or a monthly $9.95 price to become a premium member with a few extra services, primary of which is the ability to own up to 512 square meters of land parcel as long as you're a premium member.

    There, the recently-abandoned social VR site that I found out about before SecondLife, tended to have a real problem with RL$ and VR$ exchanges. You really did have to shell out RL cash for VR buckage, and on a pretty significant range of expenses. Articles of clothing are insanely pricy "There". In contrast with There, the management at Linden Labs (SecondLife's developers) has provided a great deal of control over the economy. They permit - but don't promote - sites such as the gaming open market, and have very few different reasons to try and get real money from you. Primarily, the income for Linden Labs is created by monthly fees to own land. This makes sense, as each chunk of land is essentially a pretty significant chunk of server load. I own roughly 1/16th of the resources of an entire 2.8Ghz server machine, and pay $25 a month for the priviledge. This allows me over a thousand objects with which I can create my own buildings, art objects, whatever. That's the only money Linden Labs gets from me on an ongoing basis.

    For in-world money, Linden Dollars (L$) the exchange rate in real money is completely dwarfed by what you can actually make in world by simply being an amiable individual and putting together a few fun events. I've got around L$7000 in world right now, thanks in part to my managing an in-world streaming radio station called Radio SLive which broadcasts an average of 4-5 nights per week of personalized music and banter using Live365's crummy (but legal) alternatives. Offhand, anyone knowing an alternative to L365 that allows for no-login, no-required-webpage referral licensed music streaming - sorry, no independent-only options, we need the RIAA stuff. It's what people want.) please let me know.

    If I were to convert the money I've made into real dollars, I'd probably be able to pull around $30 out of SecondLife. Do I really intend to do that? Not a chance. In-world, that money really has a great amount of value. Simply by earning bonuses based on my social interaction with people (you earn positive and negative ratings based on actions, appearance, and build quality) you I made upwards of L$500 a week - enough to buy some cars with, and half-price for many aircraft, some of the most expensive non-land related expenses in the world. I wheeled, dealed, and pleaded to pay the in-world expense to buy my land from other players, and now only need to spend $25 a month to maintan the server space to hold it. It really isn't so bad - I could have almost as much fun with 512 square meters of land, if I weren't hosting occasional events and presenting an in-world frontage for the radio station. Clothing can be made for free - no fees beyond a L$10 upload fee for graphics and 9 second sound clips - and objects (primitives - prims) can be made in-world for attachment to a person's avatar at no costs. The only cost to create items in world is to do so on private land - there are a number of sandbox regions where people can create larger objects without much restriction. A great place to play with building a home before you get land to put it on. Coding in-world is free, and there are even many scripts written and released with a GPL-style license. Some even with the GPL itself.

    The real-world to L$ economy is not nearly as bad as it is in other places, simply due to the fact that a great time can be had for literally peanuts. You don't need to own land to have a good time, though it can help. Land is continually being offered at low, low prices to landless peopl

    1. Re:Second Life Economics by TellarHK · · Score: 2, Insightful

      Actually, the interesting thing is that Linden Labs doesn't directly profit from the real estate dealing going on with the game, other than in the offical new-simulator land auctions they run every once in a while as they add new machines to the cluster. They auction those off, and this is a very recent occurrence. Once they sell the land one time (for either L$ or real dollars) they only make money when it's rented out on a monthly basis. They'd make more money renting 512 square meter parcels to everyone, than they do renting the equivalent of a dedicated server for $195 a month. When someone in-world sells it, they don't take a percentage, cut, or anything similar. I could (and have) simply walk up to a plot of land offered for sale for L$5000, pay L$5000 and as long as I'm paying enough per-month for my land rights, it's mine. The fluctuation in pricing stops affecting LL directly after first sale.

      There was pretty bad. Really bad. But once you see what people can do with SecondLife and the kind of creations it inspires - you'll see why people get into it for a lot less money than the MMORPG of the week. If I didn't want land, I'd never need to pay Linden Labs another dollar.

    2. Re:Second Life Economics by 7Ghent · · Score: 1

      Offhand, anyone knowing an alternative to L365 that allows for no-login, no-required-webpage referral licensed music streaming - sorry, no independent-only options, we need the RIAA stuff. It's what people want.) please let me know.

      It's called Shoutcast. I can hook you up with an awesome deal on a shoutcast server if you're needing one. Go to http://signalnine.net and use the email form if you wanna contact me.

  59. Re:Actually, Pet Rock is Better by Anonymous Coward · · Score: 0

    "Just make your customer think they own something. You'll do fine."

    Hmm... seems to me that this is currently what's already happening with real estate in real life.
    First, when you buy "real" real estate, very few people actually pay cash. They borrow money from a bank. The bank basically owns the property, until the debt is paid in full. In the meantime, you "think" you own that property.

    Second, even though you've purchased a lot of land in real life, that lot has varying levels of ownership. Sure, you have a title to the land, but that title is issued by a government, which maintains final and absolute control of the land within its boundaries. It's yours only because your country is okay with it being in your name.

    Your worth is only what everyone else says it is. The only things that are truly yours are the ethereal elements of life: family, dreams, friendships. Ownership is, by all purposes, a complete illusion.

    It's a completely valid human desire to accumulate property. Even virtual property. The end result is the same.

  60. i have no faith by grimani · · Score: 1

    in any MMO game developer whose own web server is susceptible to the /. effect...

  61. Offtopic: Your sig. by saintlupus · · Score: 1

    Question everything!

    Why?

    --saint

    1. Re:Offtopic: Your sig. by UnAmericanPunk · · Score: 1

      Because when you question everything it allows you to understand the meaning behind whatever you're questioning. Thus, making you a wiser person.
      It also allows you to evaluate those reasons and make up your own mind for what you believe to be true.

      Now, if you're questioning my post... because I'm broke and could use some money... and aside from that, I think it'd be fun.

      --
      Question everything that you've accepted without thinking.
  62. Real money and 'getting a life' by dragon13 · · Score: 1

    Just a couple of points...

    1) Based on posts in this thread and related MMO game threads, a lot of people seem to think spending real money on virtual things or virtual money is insane. However, what exactly do you all think is "real" about money anyway? Money is by it's very nature a *virtual* abstraction of supposedly-objective value inherent in goods and services (which themselves may or may not be "real").


    2) Saying the people playing these games need to get a life is rather disingenuous. Life is what a person experiences so how could playing a game not be part of someone's life? And if life is experience the only way to limit life (in the non-biological sense of the word) would be to experience less. Since the "real world" is the encumbent paradigm of experience it seems like adding other "virtual" realities/lives should just increase experience all the more and is actually an excellent way to "get a life". =)
    I wonder if future generations will see "real world superiority" in a similar manner as we see the idea of a flat earth.


  63. Re:Actually, Pet Rock is Better by dasmegabyte · · Score: 1

    You know, people pay a lot of money for vacations. And this is just stupid. Why would you spend GOOD MONEY to go on a cruise? You don't OWN the boat! You don't even get a claim on the water!

    This is as stupid as those people who pay to eat at restaurants. SAVE YOUR FOOD, IDIOT! You just spent $50 on it, don't just ingest it! That's $50 you could have spent on rocks.

    I don't understand why, on SLASHDOT of all places, people can't understand that if a digital experience is pleasurable, it's worth the money. I mean, if it wasn't worth the money, people wouldn't pay for it.

    --
    Hey freaks: now you're ju
  64. Webhosting is stupid? by Anonymous Coward · · Score: 0

    Sometimes people pay real money to set up a Quake server, that they let other people use...FOR FREE!!!!

    Can you believe they do this with Neverwinter Nights as well?

    Perhaps you think the whole idea of online gaming is stupid, as well. I suppose you are entitled to your opinion.

  65. Where does this misconception come from by grahamsz · · Score: 1

    I've heard that notion before that absolute currency exchange rates can be used to compare economy... where does this come from?

    It must surely be apparent to anyone that's been abroad that items dont cost the same 'number' in every country.

  66. Addendum by Otto · · Score: 1

    Try thinking about it another way..

    Neighbor nodes *don't* talk to each other. Not really. They simply exist. Avatars wandering around talk to multiple nodes at the same time. This reduces traffic. If nobody's walking around, then there's no traffic (maybe a little bit on the back end for syncronizing community owned things, okay).

    If I'm an avatar walking around, I'm talking to the node I'm in and any nodes I can see. I'm also talking to any other avatars I can see (although this might be handled through the node for public conversation and direct P2P communication for possible private conversations).

    Everything else interacting between the nodes is handled through key exchanges of some kind. The nodes might talk to central authorities in some cases, or they might consider other nodes to be authorities in some other cases. That's the only time nodes really need to talk to other nodes.

    Now, considering that my avatar and my public space are part of the same program, the line gets a bit fuzzy here. But consider them separate for ease of thinking about it. I can leave my space running without me actually being in the world itself, for example.

    --
    - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
  67. Higher prices have been paid by MBraynard · · Score: 1

    For villas in Asheron's Call. There was a while when there were only a few of them. Prices got over 1000+.

  68. This is nothing new by superpulpsicle · · Score: 1

    Way back people used to trade items on college campus for diablo weapons and armor. That is... until the cheats came out and completely destroyed the trading system.

  69. About as crazy as paying for web space by Cubicle_Dweller · · Score: 4, Insightful

    I've had a Second Life account for several months now, and had people call me nuts for paying for virtual land. Oddly enough, I got the same type of comments back in 1995, when I told people that I paid for space on a web server.

    The analogy is a good one. Second Life is very much oriented towards scripters and modellers -- you can build anything you like and then write a script in C-like language that describes its behaviour. When you buy land, you're really paying for space on their servers where you can show off your latest creations.

    Unlike Everquest, it's absolutely not a roleplaying game. It's a showcase, a meeting place, and a game-within-a-game. It's an online environment that comes remarkably close to Neal Stephenson's "Snowcrash".

    And if you're good at building or scripting, you can sell your stuff to other players for play money -- Linden dollars. You don't need to pay real money for anything except land -- space on their server. If you don't want space, don't buy it. Ten bucks will let you play and build whatever you like forever.

    For those players who are too impatient to earn money in-world, like every other MMOG the Linden dollar can be bought and sold online at sites like www.gamingopenmarket.com. I personally have never needed to buy Linden dollars, and in fact, I've earned enough money from selling scripted objects in the game to cover the cost of land.

    So... why pay money for something that isn't even real? Ask yourself why you have a website. The answer is probably the same.

  70. It's called what? by Anonymous Coward · · Score: 0

    Isn't "virtual real estate" an oxymoron?

  71. MMBN by youknowmewell · · Score: 1

    I'm afraid you're both wrong, as this is clearly more like Megaman Battle Network's version of The Net"

  72. Pork Bellys by GayBliss · · Score: 1

    Why do people buy things like Pork Bellys? It's not because you actually want them, but because you think someone else in the future will buy them from you at a higher price. The fool is not necessarily the guy that pays good money for something useless, but instead is the last guy left with the useless stuff when everyone else figures out it is a stupid investment.

  73. Well, you know what they say. by blair1q · · Score: 1

    "They aren't making any more land."

    Unless they buy more disk space, that is...

  74. yep by glean · · Score: 1

    i'm quite content as it is with my human friends - and my lack of desire to conquer in fantasy all that which i cannot in reality.
    on the other hand, we all have our problems, right.

    --

    //i have as many lives as people i know.
  75. Second Life by Anonymous Coward · · Score: 0

    OT, I know, but I bet Second Life was wishing they had a second webserver right about now. :)

  76. Clearly you need to by That's+Unpossible! · · Score: 1
    --
    Ironically, the word ironically is often used incorrectly.
  77. Tom Vu? by PCM2 · · Score: 1

    Tom... is that you?

    --
    Breakfast served all day!
  78. come to me by Anonymous Coward · · Score: 0

    I will take your money and give you 'virtual' real estate...it only exists in your mind. send me $500.00 USD and I'll send you a short blurb on how to pretend you own alot of land. thanks

  79. The big question is... by Slime-dogg · · Score: 2, Funny

    Is it legal to pk in this game?

    If so, then I'd be more inclined to move onto some property that I didn't own, and "buy" it by killing everyone that came upon it. I mean, are they going to throw me in virtual jail or something? Would I have to pay a $$ fine to get out?

    If there is no pk'ing, I still don't see why you can't just stand there and pretend it's yours. People would have to figure out how to move you... which might not be possible.

    Virtual property is lame. You'd have to be a real dope to pay real money for it. Of course, I'd have a ton of fun making life difficult for the dopes that "own" the bits that are streaming into my computer.

    --
    You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    1. Re:The big question is... by mikeg22 · · Score: 1

      You can ban people from your property. You could also script an item that would send the intruder flying away by applying a huge force to him.

  80. I was trying to keep it simple, but you are right. by Otto · · Score: 1

    Essentially, I was considering the network in terms of the definition of a single node.

    My thinking is essentially to define "node" in terms of "space covered". Like the way that this Second Life thing is defining a server as 256x256 meters.

    Think of it like this.. You build the protocol based on this sort of thing. Later down the road, you expand onto it as you see fit. You're not defining how a node works so much as the functions it serves and the sort of network traffic it must generate. If you build a simplest case node and want to expand your landmass, you run a second node attached to the first. Or if you want to write your own node that's twice the size, fine, do so. You can still do this while sticking to the protocol by pretending to be two nodes to clients and such. It's easy enough to create a protocol with future clients in mind this way, really. As long as any program sticks to the protocol, you can hook it to any other program doing the same. That's what protocols are for. ;-)

    Really, it's easy enough to write the protocol without defining any sizes or shapes to the land space. Hell, VRML did that. It's successor, X3D, is similar in scope. Neither has lived up to the concept, but the protocol is sound enough. However, in a community system where you can see other nodes from your node, edges need to fit together. Keeping the nodes square accomplishes that easily enough, while simplifying rendering. If somebody really wants to have an oddly shaped side, fill in the rest with grass or black or something and then don't connect it to any other nodes.

    As far as the authentication goes, I think the power is here to do simple authentication now, but you'd need more powerful systems to handle it on a very large scale. The issue is one of trust. You can't trust everybody, and so you need a way to block rogue nodes from messing with the network. You could base it on IP's, but IP's change. You could base it on a centralized system to create ID's for everybody, but the idea is to avoid centralization. Using PKI lets you not worry about that side of things and is also powerful enough to apply to a wide range of problems.

    --
    - Give a man a fire and he's warm for a day, but set him on fire and he's warm for the rest of his life.
  81. Re:Actually, Pet Rock is Better by Zardus · · Score: 1

    What is real?

    How do you define real? If you're talking about what you can feel, what you can smell, what you can taste and see, then real is simply electricalsignals interpreted by your brain.

    --
    You can mod your friends, you can mod your nose, but you can't mod your friend's nose.
  82. I'd LOVE to try it.. but.. no Linux client. by TheCeltic · · Score: 1

    It seems that it would be pretty simple for them to write a Linux client for their MMORPG since the server is already on Linux and they support windows and Mac OS/X already. They could make some more money (at least from me) if they did...

    --
    =-=-=-=-=-=-=-= - The Celtic - =-=-=-=-=-=-=-=
  83. Re: Fun factor versus "There" by cbreaker · · Score: 2, Interesting

    I've been checking out SecondLife for awhile, and it seems to be a lot more about toys and things then it does about social interaction.

    You own land, you buy toys and houses for it for other people to look at..

    SecondLife is glitchy, the controls are awkward, and the graphics are buggy. There is a noticable lag between when you move and when you actually move on the screen.

    The scripting functionality is neat, but your average player doesn't want to write them or even bother with ones other people have written.

    In There, it's all about social interaction. There is actually fun to play and it's fun to interact with other people. The graphics are not world class, but the character animation is superb and the items in the world are actually fun to use. The buggies drive easy, movement is easier, exploration is more fun.

    The chat system in There is interesting as well. When you join a conversation (conversations are automatically created when two people talk a few lines to each other) you are automatically positioned around the group like you were really standing in a group talking.

    In There, anyone can use anyone's vehicles and other items. I can find a buggy and jump in and drive. I can even hold it in my own inventory. When the owner logs in and wants it back, all he has to do is recall it. I've been loaned all sorts of cool stuff for weeks at a time.

    I'm not even someone who likes to try and make friends in virtual spaces, such as MMORPGs. But in There, it's pleasantly unavoidable. Most people are really friendly and it's quite easy to hang out with people for hours and not even notice the clock ticking away.

    There's game show events where you can win virtual cash, there's clubs, there's paintball wars, and buggy races. Tons of stuff to do, and it's fun to do with other people.

    I'm not saying that SecondLife is terrible, but if you're into just relaxing, chatting a little, and playing a laid back game, SecondLife can't even be compared to There.

    There isn't as cheap as SecondLife for a basic membership but There isn't any more expensive then your average MMORPG if you want to buy all the fun items. And like SecondLife, you don't have to buy everything, there's plenty you can do to make money in the game.

    --
    - It's not the Macs I hate. It's Digg users. -
  84. Cross you're legs and hold on tight by Grizzlysmit · · Score: 1

    The Second Life world is a little over a year old, but in its accelerated ecosystem, where players fly and don't waste time eating or going to the bathroom, a commercial society has quickly emerged -- complete with stores, artisans, charities and social clubs.

    Wow never going to the Dunny (bathroom), doesn't the amount to torture.
    --
    in my life God comes first.... but Linux is pretty high after that :-D
    Francis Smit
  85. Slashcode and cut off comments by RedLaggedTeut · · Score: 1

    I guess noone hears this, but could someone please fix this insane cutting off of comments such that you have to load the full comment to read just the one more final line of it ?

    I suggest that, when comments reach the cut off limit, at least 50% is placed onto the page showing the rest of the comment, this saves even more room on the main post list and makes clicking the "Read the rest of the comment" link worthwhile ..

    --
    I'm still trying to figure out what people mean by 'social skills' here.
    1. Re:Slashcode and cut off comments by golgotha007 · · Score: 1

      you can specify default comment length in your preferences. have a look.

  86. Ok, but by RedLaggedTeut · · Score: 1

    Ok this means I can switch off comment cutting in my preferences, but what about the a separate page for "one more line" symptom if i leave it on ? Halving the part of the comment shown while it exceeds comment length would treat this nicely.

    --
    I'm still trying to figure out what people mean by 'social skills' here.
    1. Re:Ok, but by Anonymous Coward · · Score: 0

      You can do a feature request. The coders won't respond to any comments you make on /.

  87. An interesting article on 'virutal' worth by Anonymous Coward · · Score: 0

    I found this to be quite interesting, and is also relevant.

    Game Theories.

  88. Re:Actually, Pet Rock is Better by DerWulf · · Score: 1

    You're almost always dealing with companies whose main purpose is to make a profit, not to entertain you
    No, they are making profit by entertaining you. Making profit and entertaining/clothing/feeding etc don't exclude each other. It's the other way around instead. Take away the profit and soon you won't be entertained anymore.

    So much for actually owning something online.
    Yeah, if my car gets stollen and bmw won't give me a new one I didn't actually own it either, right?

    --

    ___
    No power in the 'verse can stop me
  89. LOL The mental picture of a guy on a tricycle by Anonymous Coward · · Score: 0

    with a pimplyfaced teenage boy in a skirt riding on the back is
    what came to mind when I read that bit about the biker clans ROTFLMAO

    I've been on the net for over 15 years..... I'm still amazed at how horrible a job people
    do when trying to be someone they're not.

  90. I have faith in a company that SEPERATES their by Anonymous Coward · · Score: 0

    game bandwidth from their webserver bandwidth.
    Sounds to me like they're doing a bang up job.

    I play eve though. Let's me walk away without getting too involved like EQ or any other stupid MMORPG that requires greater and greater amounts of time spent as you get to higher lvls.
    F-THAT!

    When I only have 10 minutes to play, I want to play for 10 minutes. Eve lets me do that without resorting to a FPS game that gets OLD FAST. Yes, I was bored with Unreal2004 about 2 weeks after it came out *shrug*

  91. Interesting by Pan+T.+Hose · · Score: 1

    What does it mean to own an "acre" of "land" that doesn't actually exist? If it's purely virtual, how can there be a shortage of land? Can something with a literally infinate supply be a commodity like REAL land is? [...] it's stupid to pay for something that you cannot verify what you're actually buying, is in infinate supply (at least in theory) and otherwise holds no intrinsic value...

    Interestingly enough this is exactly the reason why I never "buy" proprietary software (which I would never "own" anyway). Very interesting and insightful.

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
  92. I like this idea by nuggz · · Score: 1

    I like this idea.

    Actually I see it as an irc type system, where each network could provide its own geography.
    Each user would provide their own information, and they could host their own universe.

    There would be no artificial game to it, although each universe could implement its own set of rules.

    If someone wanted a game would be owned by their creator server, not by the carrying user. Individual nodes could choose if they accept items created by that node.
    One could trust items from "valid" server and give them special rules in their node. Widely accepted authorities would have more value. Which isn't all that different from the DNS system we have today.
    Anyone could have their own servers, but people tend to ignore them.