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Second Life Virtual Property Boom

The Guardian Gamesblog has an interview with Philip Rosedale, Second Life's CEO and Founder. In the wake of last week's virtual property slaying, they discuss the realities of owning something intangible. From the article: "We launched Second Life without out of world trade and after a few months we looked at it and thought, 'We're not doing this right, we're doing this wrong.' We started selling land free and clear, and we sold the title, and we made it extremely clear that we were not the owner of the virtual property. USD$.4m a month is traded directly to world markets in Linden Bucks on Gaming Open Market. That's USD$.4m redeemed, or Linden Bucks turned into US dollars. In May 2005, the total amount traded in-world was USD$1.47 million. There were 1.3 million transactions between 19,500 unique users."

242 comments

  1. I have a bridge for sale by nizo · · Score: 4, Funny

    Actually I have several dozen, in any shade that you choose.

    1. Re:I have a bridge for sale by Spy+der+Mann · · Score: 2, Funny

      Actually I have several dozen, in any shade that you choose

      Yes, but do they run Linux? :)

    2. Re:I have a bridge for sale by Anonymous Coward · · Score: 0

      Not yet. NetBSD, though, runs great!

    3. Re:I have a bridge for sale by eggstasy · · Score: 3, Informative

      This is not a scam.
      Second Life is just like the web, but wrapped in a pretty 3D virtual world - it is primarily a place where you can create and host content for others to enjoy (and purchase).
      Land is a metaphor for server space. The money you pay is for the server resources. There is a finite amount of them per server (65536 sq.m.)and if you want, you can even buy your own server. Some people own more than one! Even major RL corporations are starting to hit SL - if you're a student, or unemployed, you could get yourself a real job!
      Artist? Programmer? Just plain bored? Join Second Life - I've been there for over two years and will never look back.
      You can build just about anything out of simple geometric shapes and make it come alive with a powerful, yet simple scripting language that uses C/Java style syntax and an event-driven paradigm.
      Check out the language reference and see for yourself!
      Second Life even includes a full fledged physics engine called Havok, which is rapidly becoming the industry standard.
      It is truly a geek's dream come true, and no one on SLASHDOT of all places should dare criticize it - we have a whole section devoted to LEGO and SL is at the very least LEGO on steroids :)
      Heaps of screenshots

    4. Re:I have a bridge for sale by 0311 · · Score: 1

      Can I get a Beowulf cluster of them?

    5. Re:I have a bridge for sale by Suppafly · · Score: 1

      What's the deal with last names in Second Life? Do they have any meaning at all, I notice you can make your own first name but you have to choose from a list of last names.

    6. Re:I have a bridge for sale by eggstasy · · Score: 1

      It's so you can have Suppafly without it being taken by someone else... so instead of having Suppafly32543 and Suppafly898981 like people do with email usernames... you have Suppafly Lippmann, or Suppafly Digeridoo...

    7. Re:I have a bridge for sale by swimin · · Score: 1

      No, but with a special build of Wine they run on it.

    8. Re:I have a bridge for sale by Anonymous Coward · · Score: 0

      Havoc already has been the de facto game physics engine long before SL came around. It's pretty cool to see it in a large virtual world though.

    9. Re:I have a bridge for sale by kingofalaska · · Score: 1
      I have something better: a Quit-Claim Deed.

      The way a lawyer explained it to me, I am not actually selling you the bridge, I am merely quit claiming any right, title, or interest I may have in the bridge or other property. Having seen quit-claim deeds in mining, I can understand what he meant.

      On another point, why not? There are companies or organizations selling 'rights' to properties on the Moon, Mars, and elsewhere. Will these 'properties' ever rise to validity? Unlikely, unless you, the buyer, can actually establish some open and notorious occupation for some length of time.

      KoA

      Navy to Test Shape Shifting Catamaran in Alaska

    10. Re:I have a bridge for sale by Suppafly · · Score: 1

      but do the last names imply a relation to other people in sl? Should I find other people who play and choose their last name or is it basically meaningless?

    11. Re:I have a bridge for sale by Anonymous Coward · · Score: 0

      Meaningless with the exception of the "Linden" last name which is reserved for Linden Labs employees. They rotate the list of last names on a regular basis.

  2. so.. by Turn-X+Alphonse · · Score: 3, Insightful

    So you give them money for land (Lets say 1 block) and they keep said money and give you this block of data.. then.... they keep your money and..?

    This is one huge ass scam type deal, yet totally legal and ingenius. Even if someone goes "No thanks, I'd like to sell you the land back, can I have my money please" they still get the intrest in the long turn and make a profit.

    It's like selling magic beans, either way they win..

    --
    I like muppets.
    1. Re:so.. by nogginthenog · · Score: 2, Funny

      You've got magic beans for sale? WOW! How much? I'll pay 1 million Linden Bucks!

    2. Re:so.. by cc-rider-Texas · · Score: 0

      Absolutely correct; its just another way to make a buck....and it reminds me of that old saying...there's a sucker born every minute...because you would have to be extremely involved with the game to actually spend money on virtual property.

      --
      If you give a liberal an enema, he'll turn transparent.
    3. Re:so.. by Anonymous Coward · · Score: 0
      It's like selling magic beans...

      Wait, so what you are saying is these magic beans I traded my cow for yesterday aren't worth much?

    4. Re:so.. by BrookHarty · · Score: 4, Insightful

      Its more like a Tax on the virtual land. The tax (monthly payment) pays for the servers needed to host your virtual land.

      Now, your land could be in a highly marketable area, and be worth MUCH more than normal. Just like real land, location makes it more valuable. Waterfront, Adult areas, private location, no wierd neighbors. Of course, nobody is stopping you from buying your own server for a giant piece of land, setting up a community and leasing it out to people. Its done all the time, private clubs, etc.

      I picked up a lot near a major building area, and had water front on 2 sides. Now, when I switched my account to free, I gave the land away to a friend, instead of defaulting it back to Liden.

      Liden's cant give away the land, servers cost money, someone has to pay. They just figured out how to make it self sustaining by the customers, and then spin off the technology into other markets. They have developers to pay also.

      I'm not seeing the sinister plot here....

    5. Re:so.. by TexVex · · Score: 5, Insightful
      This is one huge ass scam type deal, yet totally legal and ingenius.
      No, it's not a scam. They're trading value for dollars. It's also not ingenious, it's Economics 101. They couldn't do this if the virtual estate (as opposed to real estate) didn't have any value to the game's subscribers.

      Game players have been trading the rights to pixels on eBay for as long as there have been persistent-state worlds. Sony is in an endless fight to keep EverQuest items off eBay so they can create their own service that does the same thing, while EA pretty much ignores Ultima Online real money trade. Now, Second Life has merely chosen to cut itself in on the action.

      This isn't even a new business model. Magic: The Gathering Online does a brisk trade in completely virtual playing cards. There was a game before them called Star Trek ConQuest Online or something like that, which did the same thing and didn't even give you the option to convert a complete virtual set of cards into a complete real set of cards.

      And, how's this really different from buying the rights to use a bunch of bits that make a song come out of your computer's speakers?
      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    6. Re:so.. by HawkUK · · Score: 1
      There doesn't appear to be a sinister plot.

      Some people are earning their living from it already, and Linden Labs seems quite happy with that. See http://www.odr.info/comments.php?id=1511_0_1_0_C

    7. Re:so.. by Qzukk · · Score: 1

      So you give them money for land (Lets say 1 block) and they keep said money and give you this block of data.. then.... they keep your money and..?

      So you give them money for a piece of paper, and they keep said money and give you this piece of paper, and then they keep your money, and?

      Sounds like the stock market to me, I'm glad I'm not the only one who sees it as the "magic beans" it is.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    8. Re:so.. by John+Hurliman · · Score: 1

      In Second Life you're basically paying someone else's wage of playing the game. You get a monthly stipend, and bonuses for creating cool things in world that attract people such as clubs or flying saucers. You also create objects, clothing, whatever and sell it to other people who aren't talented in that field or can't be bothered to create it themself. I played for a summer and made about $200 profit, which calculated out to less than a dollar an hour but I wasn't playing purely to make money. It was just a bonus for cashing in all my stuff at the end before I went off to college.

    9. Re:so.. by Anonymous Coward · · Score: 1, Insightful

      Next you're going to tell me that pyramid scams wouldn't work if they didn't have real value to the participants...

    10. Re:so.. by CatherineOmega · · Score: 0
      Now, Second Life has merely chosen to cut itself in on the action.

      Not exactly. Unlike Sony and Everquest, Linden Lab doesn't actually profit from this directly. They don't sell currency, but they do provide the tools for others to exchange it. There's no flooding the market with play money involved here. It's also been going on for over a year.

    11. Re:so.. by TexVex · · Score: 1

      They do directly sell land by auction (can't link because that portion of the site is subscriber-only). They also have an option where you can own an entire server. The 256K sq. meter option is an entire simulator (they call it a "sim" for short).

      I have no idea of how much CPU and memory running one requires, but considering the game utilizes Havok Physics and most functionality is programmed in the Linden Scripting Language, it probably takes a respectable amount of each.

      The bandwidth use is probably hefty as well, because network updates between X players concentrated in a small area are on the order of X ^ 2. The game animates everything your avatar does -- if you type in chat on your keyboard, your avatar indicates you are typing with an animation and particle effect. If you mouse over something in the game, your avatar turns its head to look where you're pointing. If you click to interact with a game object, your avatar gestures. All those little updates amount to a lot when you have thirty people close together all doing them at once and every action is broadcast to the other 29.

      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    12. Re:so.. by KillShill · · Score: 1

      selling intangible things like virtual property are scams?

      well i guess that makes software fall in the same category. not to mention music, movies and a whole load of things i can't seem to think of at the moment. all things have value... if you don't like the value to money/whatevercurrency ratio, don't buy. but for fuck's sake, don't insult people who do want to partake. i'm not saying you are... just those who have and do.

      imagine the consequences if you applied this to all intangible things in our societies ... nourishment for comprehension.

      --
      Science : Proprietary , Knowledge : Open Source
    13. Re:so.. by KDR_11k · · Score: 1

      Remember, this is Slashdot, where people who think "information wants to be free" still roam free.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:so.. by Keruo · · Score: 1

      > This is one huge ass scam type deal, yet totally legal and ingenius.

      So all economy is scam to you?

      > Even if someone goes "No thanks, I'd like to sell you the land back, can I have my money please" they still get the intrest in the long turn and make a profit.

      How is that any different from selling or buying physical properity?
      You always take a small risk when purchasing properity.

      Take manhattan as example. I'm pretty sure the relatives of natives who originally sold the land with glass beads would be able to buy it back for the same price.(yea, urban legend I know..)

      But the point is, values fluctuate and if you buy 100 acres of sahara desert, for 5 million dollars, you'd probably have hard time selling it forward with that same price, or with profit.

      But what if you discover oil from that area?
      I'd say you'd make nice profit by selling the land to some large company, who's more than eager to refine and distribute the oil.

      That's the same risk the people on SL are taking when buying digital acres.
      They might come up with something oil-like in digital world which would make nice profit for them.

      --
      There are no atheists when recovering from tape backup.
  3. Look son, I've developed it! by winkydink · · Score: 3, Insightful

    When I read about "virtual real estate" I can't help but think of the
    character who played Woody Allen's father in Love and Death and his
    "valuable piece of land".

    What's next? Virtual commodities trading?

    Yes, I understand it's primarily for entertaihnment value, but somewhere
    in Marketing (insert preferred afterlife here), a large group is laughing
    themselves silly.

    --

    "I'd rather be a lightning rod than a seismometer." -Ken Kesey

    1. Re:Look son, I've developed it! by mekkab · · Score: 4, Informative

      What's next? Virtual commodities trading?

      I believe those are called 'Derivatives.'

      --
      In the future, I would want to not be isolated from my friends in the Space Station.
    2. Re:Look son, I've developed it! by mikael · · Score: 2, Insightful

      What's next? Virtual commodities trading?

      Virtual eminent domain?

      You find that your exclusive townhouse and neighbourhood only 5 minutes from the market has within hours, been moved 5 clicks North to make way for a new plaza, condos and hypermarket.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    3. Re:Look son, I've developed it! by Biodrone · · Score: 1

      Virtual Commodities Trading != Derivatives. If you sold options for the future use of virtual real estate, now that would be derivatives. Other than that, virtual commodities' trading is just that: virtual commodities trading. On one hand you won't see this in Second Life since there are no commodities except for maybe server cycle time. Raw goods in Second Life (primitives) have a zero creation cost. On the other hand, some commonly made goods which may not be duplicated may start to exhibit the properties of commodities... and thus we may in fact see virtual commodities trading...

    4. Re:Look son, I've developed it! by organicchunkysalsa · · Score: 1

      they can laugh all they want at it but I am profiting from the sale of goods within second life and for me its free money beyond what i pay yearly for a small chunk of virtual land. If you really want to see this in action then take a look at one of the players of second life who no longer has a real life job because she is buying and selling mass amounts of land and making a fortune, if you dont believe me then go track down Anshe Chung in the game. I realize i still sounds dumb but frankly if someone has an idea they cant make in real life and they think people in a virtual world will dig it then go produce it in-game and sell it and then in turn sell your money and go buy a new computer, then who is laughing?

    5. Re:Look son, I've developed it! by sulimma · · Score: 1

      > What's next? Virtual commodities trading?

      Imagine, some day people might even pay for the right to copy an MP3 song.

    6. Re:Look son, I've developed it! by budgenator · · Score: 1

      doesn't seem any more unreasonable to me than sell pet-rocks, chia pets, 7X pot distilled vodka, if you think of it as an agumentation rather than a replacement for more enduring and less faddish skill sets.

      --
      Apocalypse Cancelled, Sorry, No Ticket Refunds
  4. Sell your real properties... by mitsui · · Score: 3, Funny

    and buy the virutal properties before the bubble burst.

  5. In other news... by Anonymous Coward · · Score: 3, Funny

    virtual loser boom!

    1. Re:In other news... by Anonymous Coward · · Score: 1, Insightful
      Mod parent up.

      Ditch the fucking "second life" and work on the first one, that is, the real one. People piss their lives away in their digital... phantasmagorias.

    2. Re:In other news... by Rei · · Score: 1

      Ditch the fucking "second life" and work on the first one

      So says a person posting in the comments section of a geek-oriented website.

      --
      Did he just go crazy and fall asleep?
    3. Re:In other news... by Anonymous Coward · · Score: 0

      the matrix has you... bwhahahahahahaha

  6. second life? by tuggy · · Score: 5, Funny

    second life?
    no thanks, i still have to get my first one!

    1. Re:second life? by IthnkImParanoid · · Score: 2, Funny

      Having recently gotten a first life, I must say it's not as exciting as people made it out to be. For example, there are no flying cars, and no quicksave feature. I really tried to like it, but until it gets some more features, I'll have to stick to Civilization III.

      --
      It's nothing but crumpled porno and Ayn Rand.
    2. Re:second life? by nuntius · · Score: 1

      Quicksave? You'll want Undo more often.

      I hear "the ring" and "the vows" get you a steady supply of extra features in First Life. Unfortunately, many players then spend most of their time slaying monsters, visiting shops, and re-arranging their inventory.

      Kinda similar to a crowning in nethack.

  7. in soviet russia... by nunodonato · · Score: 0

    in soviet russia.. virtual properties sell you!

    1. Re:in soviet russia... by Rii · · Score: 1

      In Red China there is no virtual property.

      Mostly because in communism the government owns everything, har har.

    2. Re:in soviet russia... by Anonymous Coward · · Score: 0

      pssshh......in korea only old people use virtual property

    3. Re:in soviet russia... by __aanmcy3303 · · Score: 0

      And in soviet russia, bubble bursts you!

    4. Re:in soviet russia... by spun · · Score: 1

      In soviet russia, everyone annoys lame joke, while in korea, only old people tell lame jokes. But I, for one, welcome our new lame joke telling overlords.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
  8. Do you want to buy a virtual clock? On eBay now! by Anonymous Coward · · Score: 0

    I'm a merchant in this venue. I sell clocks! Take a look! I make about USD 50 each week. It's good spending money for any kid, just for having fun for about 3 hours a day.

  9. Intangibles always bust by EmbeddedJanitor · · Score: 4, Interesting
    The reason we get things like dot.bomb is that all hype-fed cycles eventually run out of hype-fuel and the value needs to be underpinned by some tangible value.

    In the case of dot.bomb we had a bunch of non-viable businesses and ideas with no effective business plan that could not stand up to scrutiny. Unfortunately a lot of other viable ideas/businesses got burnt too.

    The same goes for pyramid selling schemes. While there are new suckers/members to join up and fuel the system everything is great. Once the sucker/member fuel runs out they crash.

    I recall a business selling Kruger Rands about 15 years ago. A Kruger Rand is just a minted ounce of gold, so has the tangible value of an ounce of gold. This crowd, however made a business of adding an enhanced value based on the condition and minting marks, coining phrases like bloom, sheen etc. Some coins sold for 5 to 10 times their tangible value. Eventually this bust and many people got burnt.

    --
    Engineering is the art of compromise.
    1. Re:Intangibles always bust by brianf711 · · Score: 1

      In your example, gold itself is a material valued more for intangible reasons, like shine, color, status, etc. I think the difference is that the market is larger and perhaps has critical mass so that it has never fallen flat. Even governments back their cash in gold. For tangibles, "I want to say one word to you. Just one word... Plastics."

    2. Re:Intangibles always bust by ColaMan · · Score: 1

      Even governments back their cash in gold.
      Not anymore. It's all theoretical now, baby.
      Or did you really think that there's enough gold in Fort Knox to redeem the entire US paper currency float?

      --

      You are in a twisty maze of processor lines, all alike.
      There is a lot of hype here.
    3. Re:Intangibles always bust by Anonymous Coward · · Score: 0

      >...all hype-fed cycles eventually run out of hype-fuel
      >and the value needs to be underpinned by some
      >tangible value.

      >In the case of dot.bomb we had a bunch of non-viable
      >businesses and ideas with no effective business plan
      >that could not stand up to scrutiny.

      Sounds like OSU's Open Source Lab!

    4. Re:Intangibles always bust by Saxerman · · Score: 3, Interesting
      Virtual Reality was overhyped back in the 90s and then faded from the public eye, but it became a reality anyway. And this certainly isn't something new but many people are having trouble making the connection. When you buy a movie or lottery ticket, what did you really buy? Value may be subjective, but is by definition a tangible thing. Web servers and bandwidth aren't really intangibles. Advertising space seen by hundred of thousands isn't an intangible.

      Second Life was one of the first major financial movers in the virtual worlds department, which started as a simple 3D version of the text based MUSH/MOO style 'games' which have been around since the 80s. The major difference is they started as a purely commercial venture.

      Such virtual worlds don't yet have the draw that a more accessible game such as Everquest or World of Warcraft does. MMORPGs have goals that seem much more self evident, which allows casual gamers to more quickly value the bits that make up their virtual characters. However, as the wired generation grows up we will eventually have a world full of people who can more easily make that connection and are more than willing to pay money so they can look good in the exclusive Black Sun. The term "Persistent World" will take on new meaning as the few major players who have fostered the largest communities will kick off the next major revolution when they establish and share protocols so players can freely move their Avatar and virtual objects from Matrix to Metaverse.

      --

      A steaming cup of soykaf would be real wiz right now.

    5. Re:Intangibles always bust by nelsonal · · Score: 1

      Sure it's fiat money now, but most central banks keep large asset piles to assure confidence that they will not drive the value of their currency down by printing reams of it. Gold gets kept because as the central banker's saying goes it's about the only asset that isn't a liability to someone else.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    6. Re:Intangibles always bust by Anonymous Coward · · Score: 0

      Even governments back their cash in gold... You mean like the dollar? If so you're several decades out of date.

    7. Re:Intangibles always bust by Skippy_kangaroo · · Score: 1
      Nope. We sold most of ours off years ago in Australia. Made a handy profit off it too thank you very much.

      Gold gets kept for nostaliga and not much more. That and people keep wanting to rent it for some strange reason.

    8. Re:Intangibles always bust by brianf711 · · Score: 1

      I said "governments" not the "US government." Perhaps this was still in error, however.

    9. Re:Intangibles always bust by sunwolf · · Score: 1

      Haha, "coining" phrases! Haw haw! God, I'm sorry, it's 4:45AM...

    10. Re:Intangibles always bust by KDR_11k · · Score: 1

      WTO regulations forbid tying your currency's value to any real value. I.e. you can't say "we printed 10 million Xs and each is worth one ten-millionth of that gold stash we have", at least not i you want to be left into the "free market". Not that it means anything, industrial nations have a tendency to ignore WTO regulations (or those of pretty much any international organization) wherever it suits their purposes.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Intangibles always bust by Uzziel · · Score: 1

      ". . . the value needs to be underpinned by some tangible value."

      I disagree. Most money in the world today is not related to any tangible commodity. Money is an agreed-upon measure of wealth; it is not a reference to tangibles and has not been in a long, long time.

      You refer to the tangible value of an ounce of gold, but that's very misleading. Can you eat gold? Can you use it as fuel?

      Gold's value is derived from the fact that it's pretty and relatively rare. Nowadays, we recognize that it's very handy because of its physical properties (conductivity comes to mind), but hundreds of years ago people didn't care about that. Everyone agreed that gold was pretty and rare, and so it became imbued with value.

      Money and wealth are entirely social constructs, and ultimately intangible. Money, at least on the scale of modern economies, is all in your head.

    12. Re:Intangibles always bust by Golias · · Score: 1

      When you buy a movie or lottery ticket, what did you really buy?

      Admission to a theater for an hour and a half, or a really bad wager.

      (Prepare for tangent: a rant about lotteries...)

      Lotteries used to be called "the numbers racket", and we put people in jail for running them. Now state governments all over the country are using them for revenue streams, but you are a total sucker if you play.

      Think about it for a minute... Governments who run lotteries pay out at a rate per dollar collected which would be completely illegal if a casino ran them. Then they collect taxes on the winnings meaning they keep even more of the money.

      It's nothing more than a tax on people who can't do math. If you have a friend that plays the lottery every day for a dollar a day, suggest this:

      Take all of the $365 you will spend on the lottery this year. Now, go to a casino which has a roulette wheel, and put it all on "00"

      No matter what happens, let it ride for four spins.

      Your odds of hitting 00 four times in a row are very tiny indeed, but if you do it, you will have nearly 400 Million Dollars!!! That's way better than any "PowerBall" game ever will be... and think of the thrill of that final spin, when you are leaving 1.2 Million on the table.

      Or, if you prefer, take this bit of advice from National Lampoon's European Vacation:

      "Why don't you give me half the money you were going to bet? Then we'll go out to the parking lot, I'll kick you in the nuts, and we'll call it a day!"

      --

      Information wants to be anthropomorphized.

    13. Re:Intangibles always bust by Golias · · Score: 1

      when you are leaving 1.2 Million on the table.

      That should read 12 Million. My bad.

      What can I say, I majored in the humanities.

      --

      Information wants to be anthropomorphized.

    14. Re:Intangibles always bust by nelsonal · · Score: 1

      They keep chatting about it here (US), but no one is doing much about now. I think there is something like $100 billion worth in Fort Knox so it would pay the interest on the debt for a few months. I know the Swiss make a point of the fact that they keep a decent pile of gold reserves (They aren't on the gold standard, but have a healthy pile of it).

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
  10. Spelling...? by Anonymous Coward · · Score: 0

    Was it just me or was TFA riddled with spelling and grammar mistakes? (Besides being rather boring?)

    1. Re:Spelling...? by Anonymous Coward · · Score: 0

      yeah just you... no just me... sorry both of us... just joking its me again

  11. Sure, until they try to shut down second life.. by raeler · · Score: 3, Interesting

    Just wait until they try to wind it down and suddenly the lawsuits start flying for willful destruction of property.

    Isn't that the whole point behind MMORPGs NOT allowing actual ownership in-game? Since if there's a server wipe or something they have no obligations to the players to return all their houses/loot?

    --
    This is my post. See sig above ^
    1. Re:Sure, until they try to shut down second life.. by nizo · · Score: 1
      I figure they have a few options here:
      - Make the servers slower and slower until everyone quits playing.
      - Have a virtual asteroid wipe everything out (like the one that killed the dinosaurs, only not real).
      - Make a horde of virtual lawyers that sue everyone until they own everything.
      - Withdraw all the company's cash and flee to some country without extradition treaties with the U.S.

      I wonder if any of these were included in their business plan as an exit strategy?

    2. Re:Sure, until they try to shut down second life.. by Nasarius · · Score: 1

      Yeah, and what happens when [natural disaster] takes out their server + backups? It's a legal mess.

      --
      LOAD "SIG",8,1
    3. Re:Sure, until they try to shut down second life.. by SavvyPlayer · · Score: 1

      Your option #3 would actually be quite viable if there existed in said mmorpg universe a democratic concept of justice, and a character with the following profile: charisma +20, law > +6 and alignment >= neutral-evil.

    4. Re:Sure, until they try to shut down second life.. by Kesh · · Score: 5, Insightful

      On the flip side, isn't paying for webspace on a server the same thing? You're paying for virtual property on a host, so that others can access that host and enjoy your creation.

      If the webhost goes under, files bankruptcy, shuts down tomorrow... do you have any legal basis for a lawsuit? Just because they're not hosting you anymore?

    5. Re:Sure, until they try to shut down second life.. by mindstrm · · Score: 3, Insightful

      Or they'll pull out their contract, which you agreed to before purchasing the service, which covers their ass in this situation.

    6. Re:Sure, until they try to shut down second life.. by nunchux · · Score: 1

      There's a difference here because if you're paying someone to be your webhost, you have the rights to the content on the site-- and if the hosting company goes under, or if you are dissatisfied, you can transfer those contents to another host. It's a hassle, but you wouldn't lose your content (assuming you're smart enough to keep a backup offline.)

      Now when Second Life goes under-- and it probably will at some point, though it could be a year or two decades from now-- your investment in their "land" and "property" is gone. It's not like you can carry it over to Everquest...

      Now, I don't know the terms of the Second Life contract (if any) or what backup plans they might have if the project is no longer profitable, but if hey have any sense there's a provision that protects them from damage claims (and I wouldn't blame them if they did.) If it's a success, it will probably be bought out by EA or the like and live on, if not it will fold. The real danger is to the die-hards who still want to play when the game loses popularity... And since they're the ones most likely to have substantial investments, they're the ones most likely to sue.

    7. Re:Sure, until they try to shut down second life.. by Skippy_kangaroo · · Score: 1
      Now when Second Life goes under-- and it probably will at some point, though it could be a year or two decades from now-- your investment in their "land" and "property" is gone. It's not like you can carry it over to Everquest...

      But that can be factored into the price. I have ownership of this property for, say, five years and, as such, it is worth less to me than something I can own forever. (The maintainers have a repo with you if you want to get all financial jargony.)

      But, I can't imagine that people really care whether the duration of ownership is two years or 20 years - it will be so passe two years from now, and the pimply faced teenagers who only have a second life may get a first life in that time. It may have nostalgia value, but it would have to be one very understanding girlfriend who would let you take her back to your place when your place is virtual real estate on a server somewhere.

    8. Re:Sure, until they try to shut down second life.. by OverflowingBitBucket · · Score: 1

      I figure they have a few options here:
      - Make the servers slower and slower until everyone quits playing.
      - Have a virtual asteroid wipe everything out (like the one that killed the dinosaurs, only not real).
      - Make a horde of virtual lawyers that sue everyone until they own everything.
      - Withdraw all the company's cash and flee to some country without extradition treaties with the U.S.


      There's an even more effective way of doing this without the nasty side effects.

      No high-level content.

      I spent a fair amount of time playing an certain online browser game with a stack of low-level content. To reduce the tedious aspects of the game I spent real-world money to purchase in-game items. I reached the majority of the in-game goals and then discovered that I was sensationally bored of repeatedly clicking the same thing over and over to earn in-game currency and left the game. I looked back and realised I had just spent US$60 on a web game that I had essentially discarded in the end. I then realised that it may have been their business model. Make a fun game with tedious aspects. Allow players to pay to remove tedious aspects. Gradually scale up the tedious aspects until the player quits. Repeat with new players.

    9. Re:Sure, until they try to shut down second life.. by RickPartin · · Score: 1

      The problem is that with any online service you have to agree to a click through license saying they can burn down your house for fun if they feel like it and you have no legal recourse. I don't know how well these EULAs hold up in court though.

    10. Re:Sure, until they try to shut down second life.. by Lisandro · · Score: 1

      Nope -- you're owner of the contents of the site; the webhost just provides you the service of placing them online.

    11. Re:Sure, until they try to shut down second life.. by nunchux · · Score: 1

      Everquest has been around for five years, Starcraft is seven years old, there are even still people playing Warcraft 2 and Quake 1... I think the perception of computer games is that they come and go in a flash but that's not always the case. It's also possible if Second Life stays profitable that it will evolve with technology and that virtual space will be there through the next generation or two. But yeah it's most likely Second Life won't be around in a couple of years, so it's not exactly a wise investment to dump a lot of cash into an online "investment." Expecially since this isn't exactly Nintendo we're dealing with... I don't know what else the parent company does, but I wouldn't trust them to be around if the fans are there but the profit isn't.

      On the other hand I don't think someone spending a few bucks to buy a "virtual house" is necessarily a bad thing if it's kept in the realm of entertainment. The price of owning that virtual house and buying the virtual goods (if kept within reason) may even out to the monthly costs of other MMORPGs. Of course the danger (and the genius of the game developers) is that we humans always want better stuff than our neighbors have, even if we have to go into debt to get it.

    12. Re:Sure, until they try to shut down second life.. by patio11 · · Score: 3, Insightful

      If the website goes under, and you sue them, and you win, then you're just another unsecured creditor for the bankrupcy court to say "Sorry, bub, better luck next time" to :)

    13. Re:Sure, until they try to shut down second life.. by Kesh · · Score: 1

      ... which is exactly the same as Second Life. All you're really paying for is the service they offer, which is the ability to alter the virtual world they've created. That's why I can't see where the "lawsuit" angle comes from.

    14. Re:Sure, until they try to shut down second life.. by Anonymous Coward · · Score: 0

      Webhosts charge per month, not a flat fee for an eternity's worth of time as is implied in Second Life.

    15. Re:Sure, until they try to shut down second life.. by DreamCoder · · Score: 1

      Er... how is this any different from your favorite bank or investment firm having it's servers and backups getting wiped out by same natural disaster? This is why god created off-site backup warehousing.

    16. Re:Sure, until they try to shut down second life.. by Lisandro · · Score: 1

      Well, a service is not transferable IIRC. You can't own a piece of land on a Second Life server, since it doesn't really exists.

      If the hosting company goes belly up, you get your data and move on to a different provider. If the Second Life server goes belly up, you're basically screwed.

    17. Re:Sure, until they try to shut down second life.. by Nasarius · · Score: 1

      Sure sure, but the point is that a relatively small operation like this is less likely to do serious off-site backups.

      --
      LOAD "SIG",8,1
    18. Re:Sure, until they try to shut down second life.. by pentalive · · Score: 1

      Another difference between a webhost and second life is that the server for a webhost is standard and many people run them, If your webhost goes out of business you can find another. If second life goes out of business, can you move your mansion to another "world provider"?

  12. Botched the link... by mekkab · · Score: 1

    Ahem, Derivatives.

    From the link:
    The fundamental nature of a derivative is that unlike a bond, as in a Treasury bond, or a stock, or even physical stock or commodity (ie: some raw material, product), a derivative has no physicalistic purpose or reason for existence.

    In essence, you can make bets on commodities and futures; i.e. virtual commodities trading.

    --
    In the future, I would want to not be isolated from my friends in the Space Station.
    1. Re:Botched the link... by Skippy_kangaroo · · Score: 1
      Physicalistic!? Wikipedia needs to get some better contributors.

      Not to mention the fact that it is plain wrong. There is a very clear reason for the existence of derrivatives - people want to buy them and find them useful for managing risk.

  13. Does Virtual Greenspan Know About This? by __aaclcg7560 · · Score: 3, Funny

    I'm sure the virtual government will intervene to prevent the virtual economy from collapsing if the virtual real estate bubble does a virtual pop. There's nothing worse than losing your virtual shirt when owning virtual real estate in the virtual world.

    1. Re:Does Virtual Greenspan Know About This? by constantnormal · · Score: 1

      Try losing your real shirt (or life) when your physical realm takes a hit.

      Just ask the folks who had their physical realm impacted by the tsumani, or people who've had their villages burned in genocidal cleansing operations around the globe.

      Wanna bet their real estate valuations took a hit?

      There are events that governments are powerless to prevent, or protect their citizens from.

      I see no difference here between the physical and virtual realms. There are certainly differences, but they do not involve economics or security.

    2. Re:Does Virtual Greenspan Know About This? by __aaclcg7560 · · Score: 1

      I see no difference here between the physical and virtual realms.

      1. We are discussing an online game.
      2. My post is a virtual joke involving virtual laughs.
      3. Lighten up, dude!

    3. Re:Does Virtual Greenspan Know About This? by patio11 · · Score: 1

      Second Life already has plenty of people losing their virtual shirts... as well as virtual shorts, and virtual underwear. I almost signed up to play it until a quick browse around showed that its difficult to make a profit on anything other than real estate or various forms of sex. One web site listing auctions for the game had two people competing to sell the most "fully functional" Japanese schoolgirl avatar... *shudder*

    4. Re:Does Virtual Greenspan Know About This? by Anonymous Coward · · Score: 0

      That's a selling point in some markets!

  14. Not that crazy by hashbrownie · · Score: 2, Interesting

    This reminds me a lot of website property.

    A company -- say, Amazon.com -- owns the title to a website. They have rights to the property at http://www.amazon.com/ . But the actual bits on the server don't have to reside on computers owned by Amazon; they could hire a hosting company to do that.

    That's what's going on with Second Life. The video game is hosting the "site", and they're licensing rights to areas of the "site" to individual people.

    Come to think of it, it also reminds me of an IPO. But instead of selling ownership, Second Life is selling rights to its product. I don't see anything wrong with this whatsoever.

    --
    Fax Baba!
    1. Re:Not that crazy by Qzukk · · Score: 1

      On the other hand it can turn the game into a "only those with more money have fun" type of thing... Well I guess they are trying to make it more like real life.

      The key is that if you don't have money, you can earn it (hey, just like real life!). Make something interesting, like that weird bingo-ish game that showed up on slashdot a while back that's now being produced in the real world. Or just interesting in-game trinkets and convince people in-game to buy them from you.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    2. Re:Not that crazy by Anonymous Coward · · Score: 0
      I have not taken this drug but have taken many others. Paying for drugs may seem insane to you. But once you get addicted and start putting in a few hours a day, $5 for hit of crack cocaine or some meth seems very reasonable.

      On the other hand, it can turn drugs into a "only those with more money have fun" type of thing... Well I guess they are trying to make it more like real life.

  15. Life's a game, get over it. by Eunuch · · Score: 3, Interesting

    This is no big deal. Are the people who buy paintings for way too much money losers too?

    --
    Transcend Humanity. Please.
    1. Re:Life's a game, get over it. by RickPartin · · Score: 1

      Exactly! There is nothing wrong with paying for entertainment. As long it does not take over someone's life or involve hurting cute little kittens then who cares.

      Life is about having fun. If escaping into a virtual world is your thing then go do it!

    2. Re:Life's a game, get over it. by Anonymous+Monkey · · Score: 1

      That depends. Is it for the love of art? No, they arn't losers. Is it for the love of resale? That depends. Are they doing it to prove they can get something no one else has. Yes they are losers.

      --
      We are the Borg...
  16. I don't get it. . . by sithsasquatch · · Score: 3, Interesting

    Everyone gets weirded out when you mention the idea of "intangible" property, yet few people have any qualms about paying bills online, using credit cards, or otherwise using money that they never see. Few get upset when they buy/download software that is just as intangible as the goods in an online game.

    So is it really the intangible property that weirds people out? Or the fact that the general media has no damn clue how online games work?

    --
    With so many ppl on /., how am I supposed to come up with a unique sig?
    1. Re:I don't get it. . . by Anonymous Coward · · Score: 0

      Wow. You must have wasted a lot of time and money in this game to think that paying bills online is somehow the same as what these people are selling.

      Wanna buy a virtual foot up the ass?

    2. Re:I don't get it. . . by sTalking_Goat · · Score: 1
      So is it really the intangible property that weirds people out? Or the fact that the general media has no damn clue how online games work?

      Thats it exactly. A guy can pay 6 figures for a $5 ball because some rich athlete hit it with a stick and then scrawled his name across it, but I pay $10 a month to fly around in virtual spaceship and I'm the loser.

      How does that work?

      --

      My days of not taking you seriously are certainly coming to a middle...

    3. Re:I don't get it. . . by brain159 · · Score: 1

      If all you're doing is flying round in spaceships in SL, you only need the $10 once-off membership - unless you like buying lots of spaceships or dislike having to save up much, in which case the greatly increased stipend ("virtual allowance", if you like) might be of value to you.

      I'm enjoying having a wander round SL so far, but I really need a better graphics card before I move over to Premium membership and find some land to play with (my old geforce4 isn't really cutting it any more). I'd quite like to try making some custom flat/spin-and-spew theme park rides at some point.

    4. Re:I don't get it. . . by Anonymous Coward · · Score: 0

      It doesn't, you're both losers. Mind you, he's a rich loser, so he probably has a girlfriend.

    5. Re:I don't get it. . . by stinerman · · Score: 2, Interesting

      For your sake, I hope you're just joking. If that isn't the case, I'll explain it to you.

      When I pay my bills online, I am paying for a good or service that exists in the real world. While I do not get paid in physical bills, the number which represents how much money I can spend on physical goods increases.

      In the bank/credit card case, the number is a representation. In the case of so-called "virtual items" there is no tie-in with the real world. The bit sequence is all that actually exists.

    6. Re:I don't get it. . . by t_allardyce · · Score: 1

      Your not a looser for paying the $10 a month - thats exactly the same principle as paying for cable subscription, internet or going to the cinema, you're paying for some cheap entertainment. If you however pay 6 figures for some level 50 armour and a sword of darth-zorro +10 against quasai-zorks simply because you want to beat everyone, that makes you a looser. If you pay for it because you think you can dupe some sucker into paying even more for it, then you're not a looser, your an investor.

      --
      This comment does not represent the views or opinions of the user.
    7. Re:I don't get it. . . by NickFortune · · Score: 1
      While the banknotes in which you place such faith have intrinsic value because of ... umm....

      Well, OK, the intrinsic value of banknotes is so low that they have to put special software in laser printers to stop people forging them. So I guess the value is that they are linked to the gold standard. Well, once upon a time anyway...

      So maybe its becuase there's only a fixed number in circulation other wise the governments would just print more money to get out of debt and we'd see inflation at work.... which come to think of it...

      Let's face it, we've been buying goods based upon abstractions for centuries. Once people got over the basic fright, it all worked ok.

      There's no reason why vitual/electronic currencies shoudn't work just as well. They've been mooted about for years. The thing that freaks most people out is that games and gamers are driving the accpetance of these currencies in the real world.

      Yet really, that's not as bizarre as it seems. The game currencies are backed by the hard work of some gamers, and by the demand for virtual goods of others.

      A number of posters have quite rightly raised a question of trust regarding the game admins, since they can easily duplicate items and sell them to increase their profits. But then there are trust issues with the bank that prints or guarantees your national currency, since they can print more paper with all the infation that entails.

      The Second Life bubble may burst - it probably will, but the fact that you can get an exchange rate at all augers well for virtual property in the long term. This is an area I'll be watching with interest.

      --
      Don't let THEM immanentize the Eschaton!
    8. Re:I don't get it. . . by Fusen · · Score: 1

      it all comes down to the fact the term 'video game' is included. Straight away it's only losers who waste their money.

    9. Re:I don't get it. . . by servognome · · Score: 2, Insightful

      When I pay my bills online, I am paying for a good or service that exists in the real world

      When you buy virtual property you are paying for a real service. The ability for you to use such property (acording to the rules/T&Cs).

      While I do not get paid in physical bills, the number which represents how much money I can spend on physical goods increases.

      Money is just a representation of a value unit. Real or electronic it only has value because it is rare and is accepted by others in exchange for other goods and services.
      Think that money in your bank account really exists? The reserve rate dictates how much actual money the bank must keep. If everybody went to get their money at once, they'd find most of it isn't there.

      In the case of so-called "virtual items" there is no tie-in with the real world

      The tie-in with the real world is that virtual goods are in demand, considered sufficiently rare, and can be exchanged for money, or other goods and services. Just like money, virtual goods rely on general acceptance and trust.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    10. Re:I don't get it. . . by StormReaver · · Score: 1

      "...yet few people have any qualms about paying bills online, using credit cards, or otherwise using money that they never see..."

      Paying bills online is still using real money to buy real things. If I don't pay my power bill, my electricity goes off. Lots of bad things happen in the real world when the electicity goes off.

      There is nothing wrong with paying a small fee for some intagible entertainment. That's the very nature of going to the theater or listening to a concert. Where people start rightfully ridiculing you is when you spend large amounts of money treating something completely fictitious and completely without tangible value as if it were real.

      To answer another poster: paying $10,000 for an autographed baseball IS moronic. Its only redeeming value is that you may someday sell it to some other moron for more real money.

      Aside from being able to find someone else dumb enough to pay you money for your fictitious mental image (virtual property), things have value because they are desirable and scarce. Virtual real estate is neither.

      Economics 101: money is a medium of exchange. Money works because people know that other people will accept it in return for goods and services. Money represents your level of real power because the more money you have to give, the more things you can make people give you in return.

      Credit is borrowing more real world power for immediate use than you have at that moment, with the expectation of returning to the creditor more real world power than it gave you. The more power you have (measured in dollars), the more real things you can get.

      It's true that money is a completely artificial economic system, but it's what people will accept in exchange for giving you real things (such as food, clothing, and shelter). If all the people with real property all decided to no longer accept money, then the monetary exchange system would crumble and become no better than buying a mental image on someone's server.

      If the time ever comes when people will generally accept a few megs of space on the hard drive of someone's computer in exchange for real houses and cars, then I'll stop ridiculing paying lots of real money for make believe property.

    11. Re:I don't get it. . . by stinerman · · Score: 1

      While the banknotes in which you place such faith have intrinsic value because of ... umm....

      Bank notes have NO intrinsic value, only extrinsic value (you may be confusing terms). I could care less if I'm trading in gold, silver, or a fiat currency, so long as I can exchange it for something I want. And no, I don't place any faith in US Dollars, since our currency will tank in the next few years due to massive deficit spending, but I digress.

      I don't really understand what you're advocating in the rest of your post. My point is that even if all transactions are someday made with virtual/electronic currencies, the currency will get you a good or service that is provided in the real world.

      As far as people buying and selling virtual goods/services, I guess they can do what they like. I, for one, won't be taking part because I reserve my money earned in the real world to buy things that exist in the real world.

    12. Re:I don't get it. . . by stinerman · · Score: 2, Funny

      I get your arguement, I just don't see the point in shelling out money to get +10 against Orcs.

    13. Re:I don't get it. . . by KillShill · · Score: 1

      it has to do with morons and kiddies who think buying virtual property is for "losers" who prefer cheating and scamming other online inhabitants to get the items they want.

      the few who are really clueless are so few that they have virtually no voice.

      mmorpg/persistent online games = HAVENS FOR CHEATING MOTHER******.

      but the real insult is for the few honest players... having to pay monthly fees to play along side those real losers.

      no... i'm not bitter at all... whatever gave you that idea...

      --
      Science : Proprietary , Knowledge : Open Source
    14. Re:I don't get it. . . by servognome · · Score: 2, Interesting

      I just don't see the point in shelling out money to get +10 against Orcs.

      Same reason you would spend $400 to get a +25 yards driving distance golf club.
      You could argue that with the golf club you get a physical item, but in realistic terms the premium price tag is directly linked to playing golf. You would be hard pressed to find somebody willing to pay $400 for what is essentially a finely crafted stick, unless they were a golfer or thought they could turn around and sell it to a golfer.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    15. Re:I don't get it. . . by gcatullus · · Score: 1

      That's why I convert all my "money" into gold and hide it under a big rock in my basement. Seriously, I agree that what gives value to the virtual goods is that they are in demand and can be exchanged for other goods or service, but the moat important point you mentioned is "general acceptance". Virtual goods have a limited market and only have value within that limited market. They are not generally traded for other goods and services withing the larger economy. They have an equivalent "value" in my eyes to movie rental coupons and to tickets to a sporting event, but in different ways. With movie rental coupons you gain no real property and they are only truly valuable to people with vcrs, not many people trade them, but if you really liked watching movies you would enjoy them. Tickets to a sporting event confer no real property, but they can be traded for real money because they have a greater general acceptance. Also the rarer the ticket, the higher the trade in value in money.

    16. Re:I don't get it. . . by NickFortune · · Score: 1
      Bank notes have NO intrinsic value, only extrinsic value (you may be confusing terms)

      That wasn't confusion, that was irony. It seems silly to accept banknotes for their extrinsic value, and yet to scoff at the idea that virtual currencies could gain value though their interaction with the world.

      My point is that even if all transactions are someday made with virtual/electronic currencies, the currency will get you a good or service that is provided in the real world.

      Like a jpeg, or a virtual greeting card, perhaps? How about an MP3? Or a software licence? Disc space on a server farm? Some of those real world goods and services can get pretty abstract.

      I find it interestng that the only electronic currencies to gain any sort of traction seem to come from online games. Admittedly the Second Life situation is different to people trading in EverQuest silver. The "silver" represents the results of work one someone's part, while the land can, potentially, be created by fiat.

      On the other hand, instead of thinking of it as "land", think of it as buying a trading licence. Once you have the land, you can develop it, sell it on and realise a profit.

      I'm not advocating anyone invest, either in Linden Dollars or in Second Life real estate. Those with an interest in online gaming or exotic arbitrage may may differ, but I expect they'll make up their own minds on the subject. Like you, I prefer more tangible investments.

      That said, I think Second Life is an interesting experimant. It sounds like they people behind it have done their research, and if it doesn't crash, it'll be an interesting validation of their theories. I'll be watching with interest.

      --
      Don't let THEM immanentize the Eschaton!
    17. Re:I don't get it. . . by IggiFlynn · · Score: 1
      Let's not loose sight of what this game is doing and why people, like me, are confounded by this:
      0xad98b497
      That. That is what this game is selling you. Data. No tangable property. Nothing physical, just data. Now the supposed 'value' to these bits is that they represent something in the game world. Now, the game world itself is intangable. So they are selling data that they keep in a database for an intangable world that they created. Here: 0x89bc82f4, $50 for it. I've just created some 'data' in a storage place and it has value to me because I say so and I created it. Wouldn't you like to buy my value for this data? Be the first, think of the investment, going fast, must buy!!

      Now, I've read some of the other posts and people have argued that everybody is spending 'virtual' money (meaning the money in your bank account is not 'real') on intangable products such as programs, mp3s, jpegs, etc. The problem is that the value for any of these is still based in the real world. For jpegs, mp3s, or other media, you're not paying for the data, you're paying for the content of the data. The data is just the distribution method. Whether it's on CD, tape, or vinyl, the music from a song was created by an artist and that is what is valuable and what you are paying for. For a program you are paying for a programmers skill (if you can't make it yourself) or their time. The money in your bank is backed by the govenment that runs your country and is linked to tangable products (gold I believe for most countries). For this game though, what are you paying for? Data points in a database that have somehow been 'given' to you. Can I take them home? Can I print them out? Can I save them to my computer? Can I change them?
    18. Re:I don't get it. . . by jafuser · · Score: 1

      things have value because they are desirable and scarce. Virtual real estate is neither.

      This is not quite correct, especially in the situation SL operates under.

      Each region in SL is supported by a server. For realistic performance, a dual opteron server is used to to run two regions. A region in SL is defined as 65536 square meters, and can support about 15,000 3D primitives before performace becomes uncomfortably slow.

      Therefore, virtual real estate is limited by server resources. Sure, they could expand the "space" and/or the "prims" but the ability to enjoy the experience will be lost due to poor performance.

      Saying virtual real estate is not scarce is ignoring that it takes hardware to run all this stuff, just as with web hosts.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    19. Re:I don't get it. . . by jafuser · · Score: 1

      you're not paying for the data, you're paying for the content of the data.

      For an SL subscription, you're not paying for the data, you're paying for the service to HOST the data. Each region in SL requires about 500-1000 USD in server hardware in order for the environment to be sufficiently responsive to provide real time performance to the people who are interacting with that region.

      For this game though, what are you paying for?

      Hosting. It's just like web hosting, except it's a 3d space instead of scrolling pages of text and pictures.

      By the way, what are you paying for when you pay your TV bill?

      --
      Please consider making an automatic monthly recurring donation to the EFF
    20. Re:I don't get it. . . by Anonymous Coward · · Score: 0

      Yer a loser for not knowing how to spell loser.

    21. Re:I don't get it. . . by IggiFlynn · · Score: 1

      I'm not telling anyone how to spend their money. This company won't get my money because what they sell has no value to me. I do find it hard to understand why others find value in what they are selling beyond the novelty of it all.

      Can I host their data someplace else? Is it really my data then? If I'm fed up can I leave with my data? The answer to all of these is no. They've built a closed system where people give them money for nothing really at all and you trade this nothing for real world money. The value is nothing. You get to host their data on their server and that's about it. The only people that can really use this data is other players of the game though.

      By the way, what are you paying for when you pay your TV bill?

      Personally, I don't pay for TV. Generally, you pay for entertainment. Really, I understand that this game is just entertainment. If that's how you like to choose to spend your money, meh, who the hell am I to tell you how to do it?

    22. Re:I don't get it. . . by servognome · · Score: 1

      but the moat important point you mentioned is "general acceptance".

      "General acceptance" is a relative term. There is a sufficiently large community that accepts virtual property such that it exists as a sub-economy of several million dollars.
      You're right I can't exchange a virtual sword for a burger, except maybe at a gaming convention. At the same time in Japan I couldn't pay for a burger with dollars.
      The difference between something like dollars and virtual items is just the size of the community which recognizes its value.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  17. Rich kids. by Poromenos1 · · Score: 3, Interesting

    So this is like RL all over again? I play games to escape from reality, if rich kids can have all the cool eq/chars/whatever in the game as well, what does that leave me with? I might as well be a poor loser somewhere where I don't have to pay money.

    --
    Send email from the afterlife! Write your e-will at Dead Man's Switch.
    1. Re:Rich kids. by micromuncher · · Score: 1

      Those kids might be able to BUY the toons, but they ain't got the skillz. All those level 70 uber toons in raiding guilds - how many of them are in the ranks of bored housewives or underemployed?

      Most of our guild is working class poor (that appreciates that goals are much easier to attain in virtual life than real life...)

      --
      /\/\icro/\/\uncher
    2. Re:Rich kids. by epaga · · Score: 1

      The difference is, the rich kids pay YOU for cool eq/chars/whatever, making YOU a rich kid. :)

  18. Western vs. Eastern by GPLDAN · · Score: 4, Insightful

    I think we may be missing something here. The power of the notion of land ownership. In some societies, namely China, Japan, the Phillpines, the idea of land ownership is beyond fathoming for many people, who can otherwise afford broadband and computers.

    To them, the notion that land "exists" in the virtual world connects to their ideas of self-worth in a very tangible way.

    1. Re:Western vs. Eastern by Moiche · · Score: 3, Insightful
      I strongly disagree. Your claim that land ownership is beyond fathoming for many people in China, Japan, and the Phillipines is objectively verifiable as incorrect. Japan, in particular, has a real estate market that has been over the past 20 years more volatile and widely held among Japanese than the American real estate market. Japanese real estate reached such a height of speculation in the late '80s that the Imperial Gardens in the center of Tokyo were valued at an amount greater than all the land in the United States at the time. About $60 billion USD was invested in Chinese real estate speculation in 2001 (private purchase and sale of real estate in China has been legal for decades despite the communist government). The Phillipines has operated on a thorougly Americanized capitalist model since WWII, and your inclusion of it is bizarre.

      Where you got the idea that these countries are characterized by an inability to fathom land ownership is difficult for me to fathom. Perhaps you are perpetuating absurdly out of date stereotypes about attitudes toward material possessions among adherents to Buddhism, Shintoism, Communism in South-East Asia? If that is the case, please read up. Buddhism is officially suppressed in China, Shinto is on the wane in Japan, both religions have a vast majority of adherents who do not find accumulating material possessions to conflict with their religious beliefs, and the Phillipines is a majority Catholic country! Also -- as I already pointed out, the communist government in China has permitted private transactions such as real estate sales since Deng Xiaping's reforms -- which began 30 years ago.

      Finally, your contention that virtual land, through appealing to the self-worth of the peoples you've pigeonholed as not being able to understand land ownership, borders on the absurd. Why would ownership at all contribute to self-worth among people who supposedly can't contemplate it in the first place? Wouldn't feelings of self-worth just be derived from accumulation of material possessions -- which in turn would require virtual land to be worth something?

      Your entire line of reasoning smacks of the "Mysteries of the Orient" trope which was (barely) excusable in the 1870's, but is no longer. Spend some time in China, Japan, or the Phillipines, and you will find millions of savvy, throughougly capitalistic and materialistic businesspeople more than willing to buy and trade things worth money. Sure they may extract feelings of worth from accumulating an ass load of land -- but then again so does Donald Trump, and last I looked he lives in the East.

      Come on people, we are better than this.

      Moiche

    2. Re:Western vs. Eastern by GPLDAN · · Score: 1
    3. Re:Western vs. Eastern by iridium_ionizer · · Score: 1

      Maybe he just means that there are a lot of people in those countries that down own your US typical plot of suburban land and cottage. I know that a lot of people in Japan and China have apartments. I don't know if they rent. I know there is a substantial population of squatters in Philippines suburbs. Yes, it's still difficult to imagine any of the lower class of any of these countries playing Second Life for anything other than financial reasons.

    4. Re:Western vs. Eastern by Space+Cow · · Score: 1

      DUMBASS!

      Had to be said. Bring on the Troll or Flamebait rating, or whatever. This guy is a moron.

    5. Re:Western vs. Eastern by Anonymous Coward · · Score: 0

      I don't get it. Those links seem to support Moiches argument that China and Japan have booming realestate markets. In fact one of those links makes Tokyo seem very much like New York City - a wonderful place to be involved in realestate.

    6. Re:Western vs. Eastern by Kafka_Canada · · Score: 1

      Pathetic.. you lose.

      --
      Fuck it
    7. Re:Western vs. Eastern by Anonymous Coward · · Score: 0

      Uh, those links disprove your argumentation. Durrrr...

    8. Re:Western vs. Eastern by Moiche · · Score: 1
      Apparently, the point you were making was that most people in Japan, China, and the Phillipines are priced out of the real estate market, so they might enjoy some virtual real estate. While it is true that the percentage of people who own land is much higher in the United States, I think you will find that a significant factor behind this is that per capita wealth is higher in the States than in China or the Phillipines, and land tends to be expensive. In which case, titling your post "Western vs. Eastern" was misleading, since this is really a difference between the developed world and the developing world.

      Now this is an interesting point since it ties in with Hernando de Soto's "The Mystery of Capital", which was referenced in TFA as one of the inspirations behind offering a virtual real estate market in the first place. Only De Soto didn't focus on feelings of self-worth derived from land ownership; his thesis was that the poor in developing countries existed out of the legal market entirely, and could not enter it because (a) by and large the poor in developing countries are squatters; and (b) bureaucracy. De Soto suggested that squatters be granted ownership rights in the land they squatted upon, so that they could use their equity to enter the legal market, start businesses, etc.

      One problem with applying De Soto's thesis: you can't live on virtual property. (Apologies to WOW addicts everywhere).

      Moiche

    9. Re:Western vs. Eastern by GPLDAN · · Score: 1

      I think every article I quoted referenced the fact that the Real Estate market in the mentioned nations is booming and that there are many for whom getting in on the boom is not feasible. Japan, especially, real estate tends to be a poor investment, often losing value. Which doesn't seem to make sense. Other articles talk about affordable housing initiatives and one guy in SE Asia making himself very wealthy converting unused land into an affordable ownership model.

      The Western vs. Eastern thing is probably misleading and should have been omitted. Germany actually has one the lowest per capita home ownership rates in Western Europe, at something like 40%, which is far far lower than most places. The dynamics of how it happens is complex, and doesn't tie to GDP but rather to other factors, such as land mass, world currency status, primary industry, etc.

      My other rather simple point, is that something is happening in Japan and China that I do not purport to understand. The most popular game people told me about when I was last in Hong Kong is a game you play where it's like a MMORPG, but combat is non-existent. It's about your avatar, getting cool new clothes and a new hairstyle. Somebody showed it to me, help me out here, it seemed kind of like the Sims but it had more hooks. Your avatar could go into your phone as your caller-id, a whole slew of things. The thought I drew was that it seemed very very important to have a projection of status in the virtual world. I haven't studied it enough to compare, but if you were to go into the Sims, my guess is you'd find some virtual counterpart to the slacker. Grunge guy, dirty, old clothes, facial hair, skateboard. I wonder if there are virtual bums in the Sims, players who reject the acquisition premise of the game, and just roam around, crashing at other people's places etc.

      Enough on this. I'm sure there is more room for study, but I refuse to reject my original premise, which is that the real life real estate market drives an underlying cultural attitude, which may or may not be tied to the part of the world, that affects how virtual property is regarded.

    10. Re:Western vs. Eastern by Moiche · · Score: 2, Interesting
      Ha! You're saying "Enough on this" just when I thought that the conversation was getting interesting. If you haven't already read "Snow Crash", you really must -- Hiro Protagonist (the, ahem, hero and protagonist) lives in a U-Store-It, but owns valuable property in the Metaverse, where he spends most of his time. I find this completely plausible. The moment that a massive multiplayer offers a sensation so immersive that it actually feels like being there, I have no doubt that people who feel land poor but who can afford broadband (i.e., the young and upwordly mobile of Hong Kong, London, Tokyo, and Manhattan) will buying castles and mansions. And yes, I know that for many massive multiplayer fans, it already feels like you are there -- but I'm thinking about people in general, and not the minority that currently games in a massive multiplayer.

      Not that I anticipate this brave new world with without hesitations. To paraphrase Dennis Miller, the day an unemployed ironworker can go home, sit in his easy chair, open a beer, put on a headset, and fuck Claudia Schiffer (this was in the early '90s), it's going to make crack look like Sanka. Which leads to another interesting question: when people start investing large proportions of their net worth in virtual real estate, and start to work primarily in the massive multiplayer, are 80 hour weeks spent online going to start to become conventional?

      Sorry, I got to go buy some shares in companies that manufacture adult diapers.

      --Moiche

    11. Re:Western vs. Eastern by Anonymous Coward · · Score: 0
      Your claim that land ownership is beyond fathoming for many people in China, Japan, and the Phillipines is objectively verifiable as incorrect.

      I wouldn't go so far as to say beyond fathoming, but this recent conversation at my workplace was pretty telling:

      A is an American white woman.
      B is a man who is a Chinese citizen but lives in America as a grad student.

      A: There's a boy in my Sunday school class who is really interested in China and wants to learn Chinese. Could you translate his name into Chinese for him? He'd love it.
      B: What's his name?
      A: Landen. It's an Irish name that means land owner.
      B: (visibly shocked) Oh, land owner is like a bad word in China! You would never name a child that! (expresses general reluctance about the whole thing)
      A: Oh... my...

    12. Re:Western vs. Eastern by Busy · · Score: 1

      Huh? Sounded to me like GPLDAN was just saying that land is very expensive there, and that even for people who can easily afford computers and other consumer products, buying land is just too far out of their reach. If a japanese garden at any time cost more than the entire US, then that seems like a reasonable conclusion.

      Granted, this concept would seem to be more of an upper/lower class thing than an east/west thing, I'm sure there's plenty of people here in the US who have a computer but not land.

      --
      Think of someone with average intelligence. Now think 1/2 the world is dumber than that guy.
    13. Re:Western vs. Eastern by John+Hurliman · · Score: 1

      I think the GP was making the same point as you. As land is valued so highly in densely populated areas like Japan, owning land is out of reach for many people, but some of those people can afford broadband access and virtual land in Second Life.

    14. Re:Western vs. Eastern by Anonymous Coward · · Score: 0

      This is complete, unadulterated bullshit! How can it be at +5?

  19. I didn't get weirded out. by Eunuch · · Score: 1

    Emotional knee-jerk reactions aren't that interesting.

    --
    Transcend Humanity. Please.
    1. Re:I didn't get weirded out. by sithsasquatch · · Score: 1

      Emotional knee-jerk reactions aren't that interesting.

      ...unless you're looking for something to cater to the "videogames are sending society to hell" portion of the ten-o-clock news.

      --
      With so many ppl on /., how am I supposed to come up with a unique sig?
  20. Products and Services by Esion+Modnar · · Score: 2, Interesting
    I think of selling virtual properties as more of a service than as a tangible product. If I spend 13 hours killing rabbits to level up to gain the Sword of Swat, then selling the Sword of Swat is just another way of saying I'm selling my 13 hours of work to gain the Sword of Swat.

    Selling intangible property is more similar to offering to shovel somebody's driveway for cash, than to selling your old stereo. That the item is neither tangible nor permanent makes it no less legitimate. (However, I would never pay real money for RTS property.)

    --

    They say the first thing to go is your penis. Well, it's either that or your brain. I forget which...
    1. Re:Products and Services by KillShill · · Score: 1

      as long as you legitimately obtained said item, then you have every right to sell it. but since 99.9999999999 of all virtual items for sale have been obtained by cheating,"farming", hacking other people's accounts thru trojans, etc then you have zero rights to sell.

      end the bot farmers and you'll end the industry of cheating mother****** item sellers.

      very few hardcore people will spend 12-18 hour days doing the same eyeball popping hairpulling repetitive moves over and over to get items.

      so you know who really is to blame for all this...

      the mmorpg COMPANIES who tolerate the massive amount of bots (cheating). they can easily wipe out all the cheaters but simply do not want to. they would rather have 30 bucks more a month than simply killing off the small population of crackers and cheaters. so then the less inclined have to cheat as well or leave the game.

      put the blame where it's due... THE FUCKING COMPANIES!

      --
      Science : Proprietary , Knowledge : Open Source
  21. Not that crazy by RickPartin · · Score: 2, Interesting

    I have not played this MMORPG but have played many others. Paying for things in these games may seem insane to you. But once you get addicted and start putting in a few hours a day, $5 for the uber sword of death or some land seems very reasonable.

    On the other hand it can turn the game into a "only those with more money have fun" type of thing... Well I guess they are trying to make it more like real life.

  22. Distributed multiplayer online games by Rei · · Score: 1

    servers cost money, someone has to pay

    P2P.

    Of course, to prevent cheating, you have to have multiple nodes "managing" each region, and which region nodes are "managing" they should have no say over (assigned via kademlia, a small assignment server, or whatever; the IP must be the critical factor, however, so that the user cannot sign in and out to try and get new regions). Having multiple nodes managing each region increases the bandwidth involved as well, as the client has to verify that multiple (probably four, so that there's three even if one drops out) separate data streams are consistant, and commands need to stream out to those three nodes (the nodes further need to sync with each other occasionally). If controlling nodes drop below three, the region should be unavailable until a new node comes back on.

    There are other complications as well. Machines may have their CPU/bandwidth capability change midway and have to be assigned a smaller region to manage (with other nodes having to take up the slack, but still not getting to choose what they get), etc. "Updates" and new regions would need to propagate on their own, but be signed by a trusted authority. Etc. However, it certainly seems to be a doable concept.

    --
    Did he just go crazy and fall asleep?
    1. Re:Distributed multiplayer online games by Anonymous Coward · · Score: 0
      However, it certainly seems to be a doable concept.
      Good, you code it and make a good game out of it and make a ton of money. I'll sit back and wait for you to wonder why P2P isn't the answer to everything in existance.
    2. Re:Distributed multiplayer online games by Rei · · Score: 1

      Ah, if I had a quarter for every time a single individual made a modern game that made "a ton of money", I'd... hmm, I guess I'd be broke. Perhaps you meant to state something more realistic, like "you code a library that helps facilitate the above-described networking system between nodes in a distributed gaming environment"?

      By the way, if you have a technical issue of concern, please raise it. If not, why are you posting?

      --
      Did he just go crazy and fall asleep?
    3. Re:Distributed multiplayer online games by eggstasy · · Score: 1

      SL can not feasibly run over a P2P system. It's geared towars realtime interaction so it's very time-critical, P2P overhead would totally kill it, plus end users do not have anywhere near the upstream bandwidth. The default settings are 300kbps, multiply that by the number of users you want to support... you have to realize that SL is streamed, no content resides on the user's machine other than a cache, it's all downloaded on-the-fly... just like a web page.

    4. Re:Distributed multiplayer online games by Rei · · Score: 1

      It's geared towars realtime interaction so it's very time-critical

      That's a latency issue, not a bandwidth issue. If you have four servers that you're talking to and need to hear back from two of them before you can confirm the contents, odds are that at least two are near you.

      The default settings are 300kbps

      That's why I mentioned that bandwidth is a weakness of a p2p system (in some ways, not in others). It depends on what you're doing with the bandwidth at the time. If you're exchanging signed world elements, it's not a limitation, because if it's signed, you only need one copy, and you have multiple servers to get chunks from (ala bittorrent)

      multiply that by the number of users you want to support...

      No. You multiply by the number of users if you're using a central server; that's the key disadvantage of a central server. For a distributed serving environment, you multiply the average bandwidth load in a region times the maximum number of users in that given region, and if it's too high, you subdivide the region.

      no content resides on the user's machine other than a cache, it's all downloaded on-the-fly

      And hence the 300kbs bandwidth need :)

      --
      Did he just go crazy and fall asleep?
    5. Re:Distributed multiplayer online games by Retric · · Score: 1

      Most users don't have 300k upload bandwith. Now let's say you have a "local" system that has 4 people on it well each of them needs 300k download now if the seeder had 256k upload bandwith it's not going to work. Now let's say they have 512k upload bandwith well all 4 users need that so they each need 512k upload and then they are going to get lag as each person would need to download from the others as well. Then again if you walk to some other property then you need to provide your "share" of that bandwith so basicly to use a 300k download system they need to have 600+Kbps of upload bandwith.

      Now if they drop the bandwith down to say 30Kbps then they could have a P2P system but the whole point is they can have a secure system where people can't cheet. So they need to have central servers.

    6. Re:Distributed multiplayer online games by Rei · · Score: 1

      Once again, as I mentioned, it's not suitable for high bandwidth applications in most situations. That's not the model I'm discussing. The environment it is suitable for is not a case of constant streaming of the world's current state, ala Second Life. It is suited for streaming actions/events, on which you modify your previous cached state of the area that you are in. Even "random" events need not be streamed, because you can use the same random seed as everyone else. In such a situation, the issue latency, not bandwidth.. Latency can actually be improved on such a network for people who would ordinarily be far form a central server. The only "bulk" streaming that needs to be done is when you connect, or when you move into a region that you haven't been in long enough that it would be infeasable to send you all of the actions/events that brought it to its current state and have you replay them on your local machine.

      Did you ever, back in the days of modems, play old Doom-style games? I played Duke Nukem on a 33.6 modem a number of times as a server. Latency and bandwidth were non-issues. Why? Because the game didn't try to stream graphics or objects; it streamed actions and state changes. Clients had their own local copies of the entire "region" (a map), and their computers ran it, relying only on the action/state change information from the server. Yes, there was only one authority for each map, whereas here we're talking about 3-4 authorities for a region, each streaming as such. On the other hand, we're not talking about 33.6 modems, either.

      the whole point is they can have a secure system where people can't cheet. So they need to have central servers

      You apparently either didn't read the description very well, or you're seing some problem that you're not mentioning. Multiple nodes have authority over a region. They all report all actions that occur in the region (and are all informed of actions). If it doesn't sync up, then the bad node is ignored or kicked. And since there is a definitive IP-based heuristic (yes, there are limitations to that, but you can go a long way) to determine who gets what region, a node can't work together with other "cheating" nodes to get majority control of a region. If you see a way for cheating to be possible on this without extensive DoSing and having a huge zombienet of IPs to choose from, please let me know.

      --
      Did he just go crazy and fall asleep?
    7. Re:Distributed multiplayer online games by Retric · · Score: 1

      Let's say their are 200 regions in the game each of which have 10 controwl nodes. Well if you don't have a central system for who get's what nodes then you can have 6 IP's log on and off till they become part of the same node. AKA IP 1 and 2 get node C, IP's 3-6 keep loging on and off till each of them become part of node C. Clearly this is faster with more IP's but with a good block of say 30 IP's there is no way to stop this. And it's not hard to get 30 IP's from say a collage network late at night.

      Your also going to get into span of controwl isues as each node is going to be limited in size as each of it's PC's need to do all of the same math or the voting system does not work. So node sizes over 4 or 5 is going to start pushing what you can do. Also with a truly distributed system you are going to have probelms with when to create a new node. It's going to be hard to keep 10IP's from faking being a node.

      Can this be done well shure but when each programer buys you 20 servers so it stops being worth it to optomise and it's just time to buy some bandwith. In bulk it's down to like 30c a gig.

    8. Re:Distributed multiplayer online games by Rei · · Score: 1

      200 regions? You're not thinking "Massively Multiplayer". :) Assuming each client a controlling node on 3-4 regions average, there will be roughly the same number of clients as regions. MMOGs have hundreds of thousands or even millions of players. Even a small game like Second Life has a good portion of a hundred thousand players registered players. Assume an average of 10,000 on at once, That's 10,000 regions.

      log on and off

      Please back up to where I described why simply logging on and off doesn't work. You use a hash function based on the IP address to determine what regions one is in control of; the order of the IP hash compared to others determines what regions you get (you're given a block; your neighbors slowly slide regions to let you in until it roughly equalizes); it is not randomly assigned. Whether you use a small "authority" server (no content streaming, just authorization and assignment) or a kademlia network, the only way to change your assignements is to change your IP. While the ability to change one's IP isn't too rare, it's often consigned to within a relatively small subnet, unless the person controls an army of zombie PCs.

      Picture a stereotypical drawing of an 1-d array of memory. Think of each "slot" as a region. Picture some users in there, each one controlling several regions. All of their control overlaps; the ordering is based on the hash of their IP, with the lowest hash taking the lowest-ID'ed regions. Now, a new client logs on. It immediately takes to controlling a region in-between its two neighboring IP-hashed nodes. Given excessive overlap on one side of their control as compared to others, the neighbor IP-hashed nodes start catching up on the sparser regions, and then take control and cede the overfull regions.

      How is authority given to take and cede regions? Again, it depends on whether you use a small authentication/assignment server, or whether you use a kademlia network (the former should be self explanatory, as it knows everything that is going on. In the latter case, each node knows 10 or so nodes in each direction (i.e., its entire neighborhood), as so know exactly what's going on in their little portion of the big world. This sizable list of nearby nodes and what they're controlling allows for fair control taking and ceding, because all should agree on whether the taking is the right course of action or not.

      A small central server is easier to implement than a kademlia network, but there's something to say for having *no* server. :)

      each node is going to be limited in size

      Yep! But with thousands to hundreds of thousands of nodes, who cares? The basic fact of the matter is that even if you have in a region of your a hundred people at once, all active and submitting commands, and you have to send the commands out to those hundred people. A single command can't take much more than 4-8 bytes if you pack well; combine multiple commands per packet, and should be able to get all 100 commands into a third of a standard ethernet frame. If your system for some reason can't get up, you're forced to drop a region (reassignment to the region, of course, follows the same IP-hash ordering mechanism discussed earlier), and you end up controlling less (and with the sparser control area, the neighbors start to slowly migrate in).

      In short, a "command/state" update system tends not to be very bandwidth-limited; even if there is a large confluence in a small region, you can cede other regions or, depending on implementation, even subdivide regions. As for CPU-limitations, well, that depends on how complex of a physics model you use.

      It's going to be hard to keep 10 IPs from faking being a node

      Nope. With a small central authentication/assignment-only server or a kademlia network, there is an absolute truth value to who is in charge of what nodes at a given time, and who is assigned is based on the hash of their IP.

      when each programmer buys you 20 servers

      I'm not talking about commercial development. I'm talking about freeware library development, to allow for truly free MMOGs. A "Develop Once, Reuse Many" (DORM?) product, so to speak.

      --
      Did he just go crazy and fall asleep?
    9. Re:Distributed multiplayer online games by jafuser · · Score: 1

      Latency and bandwidth were non-issues. Why? Because the game didn't try to stream graphics or objects; it streamed actions and state changes. Clients had their own local copies of the entire "region" (a map), and their computers ran it, relying only on the action/state change information from the server.

      Congratulations, you just described a static, precompiled world, which is what most 3D games are.

      SL is not this. In SL, anything can change at any time. This includes the geometry, the sky, the land, textures, colors, particles, sounds, videos, avatars, motions, gestures, etc. There are no precomplied maps in SL. There aren't even any BSP trees to make ultra high frame rates possible. If someone rezzes a 1000-primitive object, it has to stream that geometry to everyone within viewing range as quickly as possible, and then download and apply all of the textures if they aren't already cached.

      LL has some *very* bright, technically brilliant people. Don't assume they haven't already tackled the problems you think you can solve so flippantly. In fact, if you really think you are up for the challenge, they are hiring.

      --
      Please consider making an automatic monthly recurring donation to the EFF
    10. Re:Distributed multiplayer online games by Retric · · Score: 1

      Most of the work done on GPL software is done by people paid to do so. So saying the value of programming time is 0 is silly somone is playing for most of this development work. Anyway, I have done work on systems like this and the problem is the system needs to be real time and be able to send messages between system.

      But let's say your right each node has 5 controwlers well you only need 3 to crack it which is way to low but now let's go to 10. Well if each of those nodes needs to be part of 5 nodes then they need to connect to 50 pc's and send real time data around which is a TUN of overhead and then your modeling 5 worlds with 10+ actors each ... it get's bad fast. But what if 300 people show up to one node well how are you going to scale that? SPlit the node? that's going to be MASAVE lag for a several seconds for everybody on that network and it's going to have an arbritray zone line so people will not be able to gather in large groups if you split nodes off like that.

      Add to that your checksums need to have all the data from all nodes (they are not going to agree on who did what when because of lost packets so you need to compare actions for 100's of players from 50 nodes...)

      For non real time system like say poker I can see this but you need to send around 20 packets a second from each player and ... it's just get's bad fast.

      If there are 100,000 nodes each of which needs to get updates for the 1000 servers / players loging on or off the network each second your going to have major problems seting up a kademlia netowrk to do this type of varification. As far as your centrial server once you need to build say 10 of these things you need to have somone paying for them which means the network is under the controwl of 1 person or group who needs to be paid ect ect.

      I can see a system like this working for poker or chess but not a game like 2nd life where players need to interact at a high level with a lot of data and are vary mobile.

      PS: The point of the loging on off isue is even with the same IP you can start thrashing the network if somone logs onto a node then they change which node somone else is on which means they have to get a full game state update from every player...
      PPS: Lot's of people don't have a public IP so only 1/2 of the players can act as servers which is going to make this even worse on the servers.
      PPPS: You allso need some sort of global messaging system so any player can message any other player anywhere on the system.

      I am not saying you can't build a system for a MMO like this but it's not going to be anywhere as nice as 2nd life.

    11. Re:Distributed multiplayer online games by Rei · · Score: 1

      Congratulations, you just described a static, precompiled world

      The worlds were only 'static' because they didn't have enough of a detailed physics/command capability to change them. I.e., since they were built around BSP trees, you couldn't blast holes in walls. Yet, if the underlying engines weren't built around BSP trees, you *could* have blasted holes in walls; the command bandwidth wouldn't have changed one iota, and thus it would still work the same over a 33k modem.

      The only "static" thing required in a command/state based system is a static initial state. After that, things can change at will, and only need low bandwidth. What the underlying game engine is capable of, as far as a dynamic world, is irrelevant to the networking protocol.

      If everything that changes is in response to either random events (which can be computed consistantly across platforms by using a random seed) or by user commands, the underlying world can be an everchanging chaotic mishmash - it still won't be high bandwidth. This includes "the geometry, the sky, the land, textures, colors, particles, sounds, videos, avatars, motions, gestures, etc". Only if the user commands are consistantly high bandwidth is there a problem.

      And no, I'm not looking for a job at SL, or to contribute to SL, nor am I degrading the work that they have done. I am talking about a completely different model.

      --
      Did he just go crazy and fall asleep?
    12. Re:Distributed multiplayer online games by Rei · · Score: 1

      you only need 3 to crack which is way to low

      Not unless you have a huge bot net. Do some math with me: 10,000 nodes, 10,000 regions. You need to control 3 out of 5 (the case you presented). Odds of getting an IP that hashes to controlling that region, assuming that you control an average of 5 regions, are about one in 2000. Then factor in that you need to hit *three* one of those 1 in 2000 chances. Good luck with that there...

      each of which needs to get updates for the 1000 servers/players logging on or off the network each second

      Wrong. You're not thinking regionally, you're thinking monolithically. If you serve a region, you only care about those in your region - you are ignorant of every other region. There could be a billion people connecting and disconnecting - if they're not in a region that you control, you never hear about it.

      once you need to build say 10 of these things

      Authentication and assignment is a low bandwidth concept - the reason why I kept saying "small". A single person with a reasonable upload DSL connection should be able to handle it fine.

      The point of loging on off isue is even with the same IP you can start thrashing the network

      No, you cannot. Perhaps you need to read up about Kademlia. The article could use to be more descriptive, of course: it doesn't mention that once you've found the spot where your IP hashes to (i.e., for all subsequent logins after the first), you never have to search very far again. It's only a handful of packets between you and the nodes in your region, and you're up and running.

      Logging on and off does require state updates (as opposed to command replays) if they're too far between, but state updates can be given lower priority than command updates. As mentioned previously, region ceding/gaining is a slow background process, and does not need to be done at any urgent rate. It's all about statistics - the odds of an entire region dropping out, when the controllers are scattered across the world and have no relation to each other, before other nodes can move in and take control, are very slim.

      Lots of people don't have public IP

      That hasn't stopped things like Vonage. To be honest, NAT isn't that hard to traverse. I've done it before. You punch a UDP hole and keep it alive with regular packet transmission.

      You also need some sort of global messaging system so any player can message any other player anywhere on the system

      A kademlia-style search would be needed the first time (of which you can jump around the ring a dozen nodes at a time on even a narrow single-layer ring, and even hundreds or thousands depending on how wide you make the ring; it's a tradeoff between logon/logoff bandwidth and user finding performance/logon network-finding assuredness). After the user is found, communication can be direct from then on until the user logs off (and even then, if user info is kept cached, new attempts in the future can check to see if either the IP or controlling region of that user has remained the same).

      --
      Did he just go crazy and fall asleep?
    13. Re:Distributed multiplayer online games by Retric · · Score: 1

      No the first one's free. Let's say there are 10,000 nodes and you have 50 IP's.
      First IP Lands on node A
      2 :B
      3: C
      4: D
      5: E
      Now you need 2 out of 45 to land on the same 1 in (2,000 / 5) = 400 nodes which much better. If your using a hash function where you put each new IP is random so any new IP can go anywhere even if they are realy close together. Anyway a 50 user bot net is TINY. Bot Net's are worth around .06c a PC.

      I don't recall the formula for more than 2 out of a set off hand but with ~20 people you have a 50/50 chance for two of them to have the same birthday so bot net's a lot smaller than you might think could take over a network like this. And it's a 10% chance that at least two in 21 random numbers out of 2000 will land on the same number. (1/2000) + (2/2000) + ...+ (20/2000)

      As I said Kademlia would work well for say chess but People in a MMO network are a lot more mobile. The point of people loging on and off all the time is you need to know who (which servers) is part of what node which means you need to update lists for every node. You don't need to update the list more than once every few seconds but the longer the "login" the worse the system can preform.

      If somone walks into a bar they need a lot of new state information sent to (N) severs from (N) servers the user then needs to connect to (N) servers and download state and map information about the world from them. The "point" of second life is each server can have a vary complex map which the user could cash but they need to get an update for a "lot" of world data if they are going to try and simulate that from the home pc. A "car" in second life is not a simple ID with location and speed information it's a complex data construct that has enough data to build the car from world components and script information to deside what it's going to look like and do. Walking into somones house could easly be a 30mb download if you where trying to simulate it.

      I am not saying you can't build a MMO like this but you can't build something as complex as second life with a bunch of random PC's and expect it to work well. Hell you can't even use random IP because you can't build a node using modem users or people behind a nat which you can't tell from an IP address alone so you need some "test" nodes to work though the login process with each new user thus taking even longer.

    14. Re:Distributed multiplayer online games by Rei · · Score: 1

      No, the first one's free

      Only if you care about taking over *any* node, as opposed to a specific one.

      2000/5

      The 2,000 was already 10000/5 - Second Life is small itself, but 2000 users at a time would be a very small MMOG indeed.

      Of course if you have multiple machines attacking, you increase the odds (which was something that I initially stated). In your situation, the person with the botnet had 50 IPs when there are only 2000 nodes: they had one 20th of the total client space. Do you you expect really any type of MMOG to defend against such a large % attack? I'd imagine that almost any could be attacked in some way or another with such a significant % of connected machines.

      You need to know who (which servers) is part of what node

      Only in your immediate area of the Kademlia ring, and you only need to receive/send messages to those in the specific regions you control. I've stated this, what, 3 times now? Your entire argument for the rest of your post is built on the mistaken idea that you need to know everyone logged into the entire network at once, which is false. The "N" is consequently small, and since you can combine commands into a single packet and commands are typically just a few bytes, you're really only sending one packet (usually a small one at that) to each user per update.

      A "car" in second life is not a simple ID with location and speed information it's a complex data construct

      Obviously. It's a mesh/combination of primatives with texturing information,various transformation matrices, and possibly programming. *However*, you don't stream the car every frame in the situation I'm describing. You stream commands. When the car is created, depending on the style of game being implemented on the top of the network layer, it is either created online or uploaded (uploads just being effectively a rapid sequence of commands). If created online, it's just an incremental series of commands. If it is uploaded, the upload is treated as lower priority.

      using modem users

      No, modem users would likely not work for most games. Supporting what is increasingly a niche, however (online gamers who still use modems), shouldn't be seen as critical.

      or people behind NAT

      I just mentioned how to deal with NAT in the last post; it's not hard at all. You just need a single response back during your login process (which you need anyways) that includes what IP/port they received your packets from; if it's different from what you think it is, you're behind NAT, and you need a keepalive thread.

      Login process (lets just describe the Kademlia one (the more complex, but more adaptable method) - a general overview (i.e., I don't go into things like how frequently certain commands are allowed to prevent flooding, etc):

      A) You check your list of what was neighboring nodes when you logged on last, trying to find ones that are currently online. In general, you keep a couple dozen to a couple hundred, in both directions from you. We will call these surrounding nodes your "neighborhood". You send a login packet to them (since it's UDP, you have a resend count to allow for packet loss; same goes throughout)

      B) When any node gets the login request, it saves its IP and port, and hashes the IP. It determines in which direction (or, if close enough, precisely where) the newcomer belongs. It sends this information back, along with the IP and port.

      C) The sender gets several returns, and consistancy checks them, taking whatever is the most common answer. If the IP and port don't match what the sender believe is its own IP/port, it determines that it is behind NAT and starts a keepalive. If it is given an exact position that it fits into, it fits into there, and scans further to find its new neighbors. If not, it keeps scanning until it finds its position, with the same requests and consistancy checks.

      D) Once it has its position, it acknowleges to al

      --
      Did he just go crazy and fall asleep?
    15. Re:Distributed multiplayer online games by Retric · · Score: 1

      Umm, with your system 5 IP's got to 25 = 5IP's * 5Nodes/IP out of 10,000 nodes or one in 400 nodes. My point was 50ip's is at the low end but could still mount a reasonable attack on a 10,000 node system if they varified vs 5 nodes. That 5 was my N i said moving it to 10 would provide a lot more safty vs that type of attack. (You could get 50 ip's from a tiny guild with ease.) I then pointed out what was bad about this tradeoff.

      With a voting system every time data went from each N (5) node branch to each N(5) node brach each sending node needs to send data to each receving node as you can't trust one sender to send the correct data or one recever to recive the correct data. It's just one of many problems with adding to the size of each node.

      I can see how you could get 4 out of 5 people on the other side of a NAT to talk with somone who is not not but I don't see how you can get 2 people behind difrent NAT's to talk to eachother without somone to send messages between them unless you can point out some funky part of TCP/IP that I have never heard of that is still suported as part of the standard. You can send "fake" packets from some systems but that does not work from all systems and most ISP's should block that type of traffic.
      If you can point out how to do this with say some java code cool. But you need something other than an odd UNIX hack to build a system off of.

      B) When any node gets the login request, it saves its IP and port, and hashes the IP. It determines in which direction (or, if close enough, precisely where) the newcomer belongs. It sends this information back, along with the IP and port.

      The loing on off trashing has nothing to do with finding the right node. It's finding nodes which cause a split. Voting sytems are great but they operate at N^2 network trafic so going from say 10 nodes to 11 nodes might force a split. As the new guy is in the middle you could add a lot off trafic at the end of a login and the average user might only be on for 1 hour so that's a lot of people loging on off each second. It's not an isue when your sending a few packets around but MMO's do need to send a 'lot" of data so this is going to start to be a good chunk of overall network trafic.

      Anyway, the reason why I think most nodes need to know about other nodes is Say node A sent data to node B how can node B tell if node A is a real node? You might say the hashes need to be within 0.1% but that's a much larger target than trying to take over a node. You could have a central netork or node that can tell you who is where but that's going to get hit with a lot of trafic and add even more loading time.

      Again with the NAT keepalive I can see how sending a UDP packet to say 11.11.11.11 let's you keep a port open and talk with one person but a good firewall should not let trafic connect back to you from that port unless it's from 11.11.11.11 From what I can tell about 50% of online users are behind a NAT so you can't just hope that nodes don't fill up with people behind a NAT and never have to talk with somone on the other side of a NAT.

      D) I like how this is done and have no problems with it.

      E) This needs to be fast 5 nodes needs to be kept as a hard minimum if nodes drop down to 3 it's going to be easy to crack them. So it becomes a speed isue if it takes 10 seconds to update a node then you need to keep node sizes to around 7 or lot's of nodes will drop into the range of 3.

      F) No problem with this but once again it's a traffic isue. The more base data and computation per player that needs to take plase the worse things get FAST.

      I hope you don't feel I was nit picking I am trying to say the network is going to get a LOT of traffic even of overhead. I have a public IP and 60KBps of upload bandwith but I don't see most users being able to say that. Another probelm is lag MMO's have problems with anything over 200ms. You can deal with it but it's a thin line between slightly anoying and unplayable.

    16. Re:Distributed multiplayer online games by jafuser · · Score: 1

      The only "static" thing required in a command/state based system is a static initial state. After that, things can change at will, and only need low bandwidth.

      Do you not foresee how much data needs to be sent to make a completely dynamic virtual world function in real time?

      Perhaps you're underestimating my use of the word "dynamic", as it is a word used far too often these days for things which are not really completely applicable to the meaning of the word. Also, we are so used to static content in most 3d games that it may be difficult to realize anything substantially different.

      In SL, there really is *no* static content. Additionally, very few things (if any) could be synchronized by a random seed, becuase so many things interact with others. If you don't believe me, take a look at SL, or offer me an example of what you think could be made static, and I'll likely explain why it isn't and shouldn't be.

      Some examples:

      Land - A 2D mesh that can be deformed by any landowner or a "GM" at any time. All clients in range will be updated *as* the land is being modified. Estate owners can apply their own textures to the land, and apply the various altitudes at which they transition, which immediately update to anyone in viewing range.

      Object geometry - You can observe another user positioning the object, rotating it, scaling it, applying advanced cuts and bends to it, placing a texture upon it, positioning the texture, rotating the texture, etc. all in real time.

      Weather - An estate owner can raise or set the sun at any time. Any user can not only be affected by wind, but also create airflows with sufficient effort. As I understand it, clouds move along a pattern of cellular automata that is also directly influenced by these airflows.

      Scripts - Scripts can cause any number of spontaneous behaviors (geometry, colors, textures, land deformations, particles, sounds, videos, motions, etc.). Any changes that are visible are immediately relayed to all clients in viewing range.

      Avatars - Nearby users can observe other avatars as they change their outfits, body mesh geometry, skin, eye, and hair colors and textures. Users can upload and perform custom poses and animations.

      Note all these observable changes are seen by nearby users as they are made, in small incremental steps, as the person causing these changes to occur makes them.

      In addition, anyone can import their own textures, sounds, and animations into the world to be seen, heard, and shared with everyone else.

      Yet, if the underlying engines weren't built around BSP trees, you *could* have blasted holes in walls; the command bandwidth wouldn't have changed one iota, and thus it would still work the same over a 33k modem.

      If the walls are preloaded, and the explosion pattern is predefined, sure.

      But what if it's a random explosion, and each piece of debris has to have it's location accounted for as it's exploding, so a consistent look is dispersed to all clients in range?

      Meanwhile, you're synchronizing a couple dozen onlooking avatars, many of whom are spontaneously playing random cheering animations and sounds to applaud the explosion, some rezzing, configuring, and positioning their own weapons to take the next shot. Some are changing their avatars to switch into military-style wardrobe and equipment, requiring new textures, avatar morphs, and attachments to be synced. Someone could be taking in-game snapshots (screenshots that are immediately uploaded as a texture) and sending them to friends nearby to save to remember the event. Meanwhile the weather is still updating and the live music for the event is still streaming.

      Now you've got a lot of stuff to stream, and since everyone loves to customize things, you (generously) probably only have about half of it cached. This is just one scenario example of how dynamic SL can be.

      If you could do all of this over a 33k modem, you could probably get a very attractive jo

      --
      Please consider making an automatic monthly recurring donation to the EFF
  23. Re:Do you want to buy a virtual clock? On eBay now by Anonymous Coward · · Score: 0

    Gee, I think this clock reminds me of something, but I can't say what. Shame.

  24. That's no moon... by Anonymous Coward · · Score: 0

    ...that's a beowulf cluster of servers...

  25. From Someone Who Actually Plays The Game by TexVex · · Score: 5, Informative

    Second Life is an online game of a whole different sort. You see, the vast majority of the content in the game is player created. As a subscriber, you have the ability to upload textures and sounds. You can create objects in the game and put the textures on the objects. You can program in a proprietary scripting language using a provided API that gives you access to the game's particle system, accounting system, and the game world itself.

    The backbone of this economy is the Linden Dollar (L$). Each subscriber gets a weekly stipend of it as part of the package, plus you can trade real money for L$ on the open market. Players create and consume content in the game. For example, some people spend all of their time creating avatar clothing textures (using Linden-provided texture template) and selling copies of them to other players. The ones that make the best clothes make the most bank. Other people (LOTS of other people) re-invent the slot machine or various casino games over and over again and rake the money gambled with the game's they've created. Some people create new games on their own (like one called Tringo that's very popular these days) and license them. Tringo can be played for free, but it takes a lot of land to host a game and organizations that collectively own huge tracts of land and use them as malls use Tringo and like games to attract shoppers.

    In other words, the game is just nothing but the foundation upon which an economy can form. One formed there, and Second Life's creators deserve to be lauded for that.

    --
    Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    1. Re:From Someone Who Actually Plays The Game by Trinn · · Score: 1

      I really hope Second Life is still around when I get a chance to get the $10 to get a free membership + the graphics card I need to "play" it (read:join in)...its things like this I read about many years ago and really really hoped would eventually materialize. What we have here is nothing less than the beginnings of "cyberspace" as the cyberpunk novelists once thought of it. Especially given that there are nearly-anything-goes adult realms of Second Life. Now, I figure SL won't be the only game in town for long once the idea finally catches on, but somehow I actually have this crazy notion (maybe its just a pipe dream) that the other similar virtual worlds will find some way to interact, at least to have trade (which is often profitable to all parties) if not to try to draw subscribers from one to another.

    2. Re:From Someone Who Actually Plays The Game by QuantumG · · Score: 1

      Call me cynical, but when I played the game I thought I'd been stuck in a huge shopping mall where no-one was having any fun. Oh well, I guess that's why they call it Second Life.

      --
      How we know is more important than what we know.
    3. Re:From Someone Who Actually Plays The Game by serutan · · Score: 1

      This sounds a lot like VWorlds, a virtual world engine developed by a group at Microsoft Research a few years ago when I was a contractor there. In a VWorlds world, all objects and their behaviors were generated by script. Anybody with scripting privileges on a world could pop new objects into existence at any time, upload graphics, etc. You could make objects that could create other objects under user control, for example a vending machine. The project was meant to be a simulation system rather than a game, and it never made it into any product. I have to say the player-scripting feature of Second Life is very impressive. It kind of blows me away that they are allowing players to script their own objects, or so it seems. I don't think the VWorlds designers ever went near there.

      Having said all that, could we cut this "real" crap and remember that this is a SIMULATION, not a real world. The "land" in Second Life isn't land, it's a description of fictitious land. The fact that people pay real money for it doesn't make it real. People have been paying real money for paintings of landscapes and people for centuriesn and it hasn't ever made the land or people in those paintings real.

    4. Re:From Someone Who Actually Plays The Game by TexVex · · Score: 1
      It kind of blows me away that they are allowing players to script their own objects, or so it seems.
      It's not too much of a stretch. LambdaMOO has been doing it since 1990. Just like EverQuest is DikuMUD with a graphical shell, Second Life is a lot like a MOO with a graphical shell.
      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
  26. It's just like any software purchase by Kallahar · · Score: 1

    Is owning virtual property any different than owning any other sort of software? When you pay $800 for photoshop, you get a long series of ones and zeros that end up performing some function. When you buy virtual real estate, you're buing the right to do something with a similar long series of ones and zeros which perform some function (entertainment).

    While I personally wouldn't spend money on either product, I can understand how some people would. What we need to do is to make sure they realize that all the rules are set by the company, it is definately *not* like real-world real estate.

    1. Re:It's just like any software purchase by cowscows · · Score: 1

      It's a little different, in that you have even less control. If Adobe went out of business tomorrow, my copy of Photoshop would still function. If Adobe sold photoshop to Microsoft, and MS decided to add Clippy to it, my current version would still work the same, and I could continue to live Clippy-less.

      Second Life is different in that it all resides on their servers. If they decide to close up shop, all my in-game stuff goes with them. Even if I exported it somehow, it's of very little use to me out of game, so it might as well be gone.

      Really, I think the best way to think of it is as a service. They're providing a service to me, sort of like a hosting provider. They're just hosting 3D primatives and textures and scripts instead of webpages and images. I could make a website that sells images, just like I can sell textures in Second Life. The only difference is that Second Life provides all the tools for creation as part of the service, where my hosting provider doesn't care how I make my content.

      --

      One time I threw a brick at a duck.

  27. Its money by Anonymous Coward · · Score: 0

    This scheme seems stupid, but realize that all they have done is virtualized money. Like poker chips. Now, why would somebody want to use this sort of money? How many of those reasons are legal?

    1. Re:Its money by ultramk · · Score: 3, Interesting

      Well, how can you virtualize something that's already virtual?

      The monetary system in the country (and all others, as far as I know) is based upon a shared (and mutually agreed-upon) illusion of value.

      This is what Stephenson's Baroque Cycle (and Cryptonomicon, for that matter) was talking about. This isn't a virtualization of money, this IS money. These people are creating money, printing their own currency in the most elemental way possible, they're thinking it up.

      It's interesting for that reason alone, aside from what people are actually doing with the service.

      m-

      --
      You catch enchiladas by picking them up behind the head and holding them underwater until they don't kick anymore -VeGas
  28. Earn real $$$ for cutting virtual lawns by Anonymous Coward · · Score: 1, Funny

    Sod slaying a dragon and possibly dying.

    Let me cut these landowners lawns in game!

    > wield flymo
    You are now wielding a flymo.
    > kill grass
    You attack the grass with your blade of cutting. You hit! Grass loses 2"
    Grass attacks you! You get some mushy grass on your boots.
    You attack the grass with your blade of cutting. You hit! Grass loses 1"
    Grass is cut!
    You earn $5.
    >

    1. Re:Earn real $$$ for cutting virtual lawns by Anonymous Coward · · Score: 0

      ROFLMAO... I'm going to have to code this in Secondlife. ;)

  29. Dollar bills are intangible by G4from128k · · Score: 5, Informative

    For all their stability, dollar bills are intangible. They are linked to no set physical item of value. Even when the country was on the gold standard it did not have enough gold to back all the dollars in the economy.

    As for bubbles, the stability of the worth of something (whether its U.S. $ or LindenDollars) depends on the sustainability of the economy (e.g., the extent that its not a Ponzi scheme) in terms of both the materials being traded and the participants. Even real-world tangible goods have no guarantee of stable value. For example, some would argue that real estate in the U.S. is currently a bubble and that the true value of what seems like a very tangible good has become inflated.

    The point is that all economies, both virtual and real, are about intangibles defined by people's relationships to each other and to items of reputed value. A dollar is only worth what someone else will trade for it. A block of land or uber sword of death is only worth what someone else will pay for it. Even tangible objects (e.g., a brick of gold) only has value to the extent that others will trade gold for other desirable goods such as food. Value is in the eye of the beholders, both buyer and seller, and has no other value than that. At best, the values of different items may become fixed relative to each other (but not on any absolute scale) becuase of the ability to transform one item (e.g., labor) into another item (e.g., attained goods in a game or in real life).

    Economies and the notion of value are a human invention. As such, the dynamics of societies guarantee that even the most tangible of goods can fluctuate in value.

    --
    Two wrongs don't make a right, but three lefts do.
    1. Re:Dollar bills are intangible by cosmo7 · · Score: 1

      For all their stability, dollar bills are intangible.

      There's a job waiting for you on Fox News.

  30. You insensitive clod! by Anonymous Coward · · Score: 0
    I create paintings by dipping cute little kittens in paint, then firing them at a canvas with a huge slingshot... and now you're trying to say there is something wrong with paying for this form of entertainment?!? Think of the children! How do you expect my kids to eat, if noone is willing to pay for my kitty-splat artwork?

    P.S. Does anybody have any kittens up for adoption to a good home?

  31. Q: How easy is it to separate idiots from their $? by Anonymous Coward · · Score: 0

    A: funhi.com

    Buy animated GIF icons of real things for real cash to "give" to other members of the site, in hopes of attracting them.

    I can't believe I still work at a normal job knowing this kind of easy money is out there.

  32. USD$.4m? by Anonymous Coward · · Score: 0

    I would honestly like to know...for whom is "$.4m" easier to understand than "$400,000?" Is that even what it means?

  33. Re:My pencil by Locke2005 · · Score: 1

    Too bad it is not useful to anyone since it is lacking a point.

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
  34. Dutch Tulip Bulbs by Moiche · · Score: 4, Insightful
    Like Dutch Tulip Bulbs, virtual real estate on Second Life will continue to have customers as long as it looks like there may be a greater fool to pay more for it down the line. The moment that purchasers cease to believe they will be able to sell their properties at a profit (or at all), we will see bubble-bursting, where everyone tries to sell their property at the same time, and the property instantaneously becomes valueless.

    What is particularly scary about virtual property in a massive multiplayer is that the good is so completely unlinked to reality that virtually anything could burst the bubble. An executive in the company hosting is accused of embezzlement -- *pow*. The hosting company enters Chapter 11 -- *pow*. A new fad massive multiplayer starts up -- *pow*.

    This is why the comparisons against derivatives are misguided. True derivatives are not physical things, but still, an option to buy pork bellies at a certian price in the future will not become worthless without pork bellies themselves becoming worthless. Whereas property on Second Life can become worthless for an infinite set of reasons.

    I believe that the idea of objectively valuable virtual property, as explored by Neal Stephenson in Snow Crash (The Street), will someday become a reality. But not until: (1) hosting the massive multiplayer is distributed among organizations that can't go bankrupt; (2)the massive multiplayer is either continuously upgraded or technology independent (perhaps a standard forum that will be interpreted in different ways depending upon the users client; (3) the massive multiplayer somehow guarantees scarcity, at least of more and less desirability property (perhaps by having a hotspot located near the hubs where avatars log on as seen in Snow Crash); (4) accounts are protected by really, really, really good user authentification programs (or else victims of a dictionary attack could lose 20k over night); (5) at least some of the user base is able to access the universe of the massive multiplayer in a thorougly immersive way.

    I think it's just a matter of time before these conditions are met, and spending real money on virutal property starts to make sense. But I don't think we are there yet, and those who are looking at virtual property less as a game and more as an investment are playing with tulip bulbs.

    Moiche

    1. Re:Dutch Tulip Bulbs by Anonymous Coward · · Score: 0

      ==> but still, an option to buy pork bellies at a certian price in the future will not become worthless without pork bellies themselves becoming worthless

      Bzzt! Wrong answer.

      Sure the pork bellies themselves will not become worthless, but "an option to buy pork bellies" can become less than worthless -- e.g. cost you real money to excercise, and result in a loss.

      Go read up on how options work.

    2. Re:Dutch Tulip Bulbs by michaelhood · · Score: 1
      This is why the comparisons against derivatives are misguided. True derivatives are not physical things, but still, an option to buy pork bellies at a certian price in the future will not become worthless without pork bellies themselves becoming worthless. Whereas property on Second Life can become worthless for an infinite set of reasons.
      I disagree. Pork bellies could become devalued for an also infinite number of reasons.
      • Competition. Fat free pork bellies could come out tomorrow, for a negligible price difference.
      • Risk. Pork bellies could be found to cause cancer.
      • So on, and so on.

      You missed the point that the difference between tangible properties, such as real estate, are life necessities. Whereas, at least for the time being, intangibles are not. So the tangibles are driven by need, whereas intangibles are driven by want. When the economy takes a dive, which do you think gets cut first?
    3. Re:Dutch Tulip Bulbs by Eivind · · Score: 1
      This is why the comparisons against derivatives are misguided. True derivatives are not physical things, but still, an option to buy pork bellies at a certian price in the future will not become worthless without pork bellies themselves becoming worthless.

      Completely and utterly wrong.

      The option of buying say 100 pork-bellies for 50 each in december 2005 is *utterly* worthless if the market-price of pork-bellies in december 2005 is lower than 50. It does *not* require the market-price to be zero. A market-price of 49 is sufficient to make the option worthless.

    4. Re:Dutch Tulip Bulbs by Moiche · · Score: 1
      Pardon me, you're quite correct. The point I was trying to make was that derivatives will tend to be less volatile than investments in virtual property in massive multiplayers like Second Life because derivatives tend to have some (extenuated relationship) to real world goods with fixed supplies and (often) inelastic demands, whereas the value of virtual property is entirely a figment in the imagination of the market or user base.

      To bring it back to pork bellies, a call option in pork bellies can be expected to be less volatile than a stake in virtual property in Second Life because the market for pork bellies is more predictable.

      --Moiche

    5. Re:Dutch Tulip Bulbs by Moiche · · Score: 1
      Real estate is not a life necessity. Housing is a necessity. Demand for real estate is exceptionally elastic, since most real estate is bought or sold for investment purposes. However, real estate tends to be a good investment, because for the private investor with limited real estate holdings, if the market tanks, you can always live there until the market recovers.

      Demand for real estate, pork bellies, and virtual real estate is elastic to some degree or another. My point is that demand for pork bellies is less elastic than demand for virtual real estate. True, demand for pork bellies could drop precipitously for any number of reasons, tomorrow. However, the worth attributed to pork bellies is not a complete social fabrication since you can always do something with them (don't ask me what though). Whereas virtual real estate is like a currency that your neighbour put out -- sure it may be worth something today among a small group of people who know and respect your neighbour, but if your neighbour declares tomorrow that the currency is worthless (or dilutes the market by printing 1,000,000 NeighbourBucks), the currency will most likely become worthless. Same thing with Second Life virtual property. Pull the plug on the servers hosting Second Life, or start offering complementary enormous tracts of land with every 25 cent purchase of Booboo Bites, and the property instantaneously becomes worthless.

      Hence my list of criteria for virtual property to start being less like NeighbourBucks and more like pork bellies.

      I got an inordinate amount of pleasure out of writing that last sentence.

      --Moiche

    6. Re:Dutch Tulip Bulbs by Qzukk · · Score: 1

      While you're correct in your assessment of the volatility of the LindenBuck and current foolishness in investing in a virtual property, just like any other investment, these are risks people can choose to take.

      An executive in the company hosting is accused of embezzlement -- *pow*. The hosting company enters Chapter 11 -- *pow*. A new fad massive multiplayer starts up -- *pow*.

      You would be taking the same risks by buying stock in the company.

      "Virtual" risks would include things on top of that, like "server rollback" or "item/money duping software bug" or "server destroyed, backups lost", etc. You'd certainly want to see a prospectus of how these risks are controlled or mitigated before seriously investing within that market.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    7. Re:Dutch Tulip Bulbs by Eivind · · Score: 1
      Sure. Some goods are more volatile than others, even a lot so. The price of oil fluctuates a lot more than the price of say gold.

      And sure, products that are in reality non-scarce and where scarcity is only "simulated" by the producing company (trough limited production) are the potentially most unstable of all, depending on the policies of the producer.

  35. Not that altruistic by mcraig · · Score: 3, Interesting

    It does seem a bit odd after all with processing power/storage growing the way it is, the same computer that can generate say 800sq miles of linden land today will be able to generate a much larger sized plot tomorrow, how does that factor into the equation ?

    Also it would be more altruistic if they allowed you to host your own server with your own land that you can control who can visit. That way people who provide their own server get the benefit of not having to pay maintenance fees (they would still pay for the software, developers have to eat I agree, being one myself).

    Think of it this way many games i.e. Quake, Counterstrike have worked for years by providing networking functionality and people create their own servers etc.

    Granted MMO networks need to be much larger and persistent, though why can't they take the BitTorrent approach. Rather than have one central bank of many powerful servers, all computers running the game could connect together to form an adhoc grid with just as much computing power if not more. This would negate the huge maintenance costs required and hence the need for monthly fees. Which is where I see the sinister part, it's like saying rather than lets look for a better solution, lets look for the most expensive solution.

    1. Re:Not that altruistic by doubledoh · · Score: 1
      Granted MMO networks need to be much larger and persistent, though why can't they take the BitTorrent approach. Rather than have one central bank of many powerful servers, all computers running the game could connect together to form an adhoc grid with just as much computing power if not more. This would negate the huge maintenance costs required and hence the need for monthly fees. Which is where I see the sinister part, it's like saying rather than lets look for a better solution, lets look for the most expensive solution.

      If you have the code to implement a massive distributed computer network for hosting a persistant mmo enviornment, hell, I'll invest!

      --
      I think, therefore I doh.
    2. Re:Not that altruistic by cowscows · · Score: 2, Informative

      A couple problems with that, the biggest one being that bandwidth seems to be the biggest bottleneck for Second Life. Everything is streamed to the client as it moves through the world, from the terrain, to the objects, to the textures and scripts. Because everything is user-created, the world is changing so constantly, it has to stream to stay updated.

      If you fly through the world at a decent speed, you'll miss a lot, because it hasn't had time to download and appear. Or you'll go somewhere, but you have to just sit and wait for a bit before all the textures download and the place becomes useful.

      Second, there's the problem of giving the client too much control. Basically, you can't trust the client at all, because there's lots of people out there with nothing better to do than try and find ways to cheat/break/confuse your game. This is inherent across all online games, and the solution is to do as much server-side as you can.

      --

      One time I threw a brick at a duck.

  36. "Prosthetic extensions of the mind" by rolofft · · Score: 1

    There were plenty of qualms when credit and debit cards first started gaining popularity. Hernando De Soto mentions in Mystery of Capital that Europeans were totally weirded out by Marco Polo's accounts of the Chinese using paper money. Marx was weirded out by another intangible property of assets: capital.

    --

    "Give a man a fish and he will ask for tartar sauce and French fries!"

  37. Hernando De Soto's The Mystery of Capital by rolofft · · Score: 1

    When we were developing the idea we read a lot of books and were inspired by Hernando DeSoto's The Mystery of Capital: Why Capitalism Triumphs in the West and Fails Everywhere Else.

    I would have been interested to hear more about how they included De Soto's ideas in their game.

    From the comments on the review of Mystery of Capital, I got the impression a lot of Slashdotters totally missed De Soto's point. He doesn't advocate for or against capitalism in the book. He argues for making existing capitalist economies more inclusive. De Soto describes a method for cracking the "bell jar" that insolates the rich and excludes the poor.

    --

    "Give a man a fish and he will ask for tartar sauce and French fries!"

  38. What happens when game goes away in a few years? by Optic7 · · Score: 3, Insightful

    Like one of the comments posted on the article, I also wondered what happens 10 years down the line when the company goes out of business, or the game is no longer profitable and is shut down?

    I guess consumerism has reached it's logical conclusion. How long before companies start selling us our own thoughts and emotions? I guess they already have, in indirect forms (entertainment/media). Meanwhile in the real world, millions of people die every year of starvation and disease.

  39. Amused to Death by Doc+Ruby · · Score: 2, Funny

    Virtual property is a way for China to completely destroy America's economy. Labor can be directly converted into property, without regard to physical limits, or even investment capital (except living expenses to grow a person to about 14 years). A hundred million Chinese play-workers playing games for property which they sell to American gamers too lazy to play-work for it themselves will sap the Americans' money quickly. And when the Chinese mafia government prioritizes MMORPG development, with their vassal industrialists running the servers, there will be plenty of inside jobs. Just like the Roman Empire outlawed much trade with the more productive Indus valley to keep their trade imbalance under control, America's economy could be threatened by removing all limits to American dollars flowing to China for virtual property that doesn't increase American productivity.

    --

    --
    make install -not war

  40. "Something intangible" ? by drsmithy · · Score: 1
    In the wake of last week's virtual property slaying, they discuss the realities of owning something intangible.

    You mean like, say, music ? Or software ? Or anything else defined by "intellectual property" laws ?

  41. get a brain skippy by mekkab · · Score: 1

    Hey, MORAN, if you are going to criticize, make sure you're right first. DUMBASS.

    And YES, they are obviously used to hedge, BUT THEY AREN'T ANYTHING. There is no underlying commodity.

    Whatever; everyone on slashdot is a moron. Excuse me, Moran. 'Cept for me, that is.

    --
    In the future, I would want to not be isolated from my friends in the Space Station.
    1. Re:get a brain skippy by Skippy_kangaroo · · Score: 1
      Physicalism: a thesis that the descriptive terms of scientific language are reducible to terms which refer to spatiotemporal things or events or to their properties

      And how does that make things any clearer? It is possible to use real words and still make no sense at all - grammar errors are one example, dropping meaningless jargon is another. I think the Wiki entry falls into that category. I didn't say the word didn't exist - just that it was used in a way that was virtually useless - just dropping a load of jargon doesn't make things right. In fact, it is usually a sign that the person doesn't really know what they are talking about.

      Also, there is an underlying commodity in just the same way that stocks have underlying commodities - it's just one step further removed. If you read the Wiki entry you would know that the Black-Scholes formula shows that derrivatives are equivalent to combinations of traditional stocks. A pork bellies futures contract still refers to the underlying commodity of pork bellies.

      And who's Moran?

    2. Re:get a brain skippy by mekkab · · Score: 1

      Okay, I understand your point is about choice of words; however I still don't agree with it. I think the wiki writer is going out of their way to use specific jargon that holds a particular meaning; and in this case, its well suited.

      Derivatives are more like saying "Hey, I bet you that company over there fails and can't pay off their loan" rather than "I'll take a delivery of pork bellies in April for $20." With the commodities future; you end up with a thing. (well, hopefully you don't end up with an actual thing. What on earth would you DO with all those pork bellies?! Better sell it to Hormel) A derivative is really just a bet (thus its name); as such, it is very much so virtual (my original point).

      As for Moran, he wears a bandana. ya can't miss him.

      --
      In the future, I would want to not be isolated from my friends in the Space Station.
    3. Re:get a brain skippy by Skippy_kangaroo · · Score: 1
      As for the name, I would say that a derrivative is exactly that - something derrived from something else. People may treat them as bets but they are still based on (derrived from) something physical.

      Bread is derrived from wheat, wheat is derrived from seed, you are derrived from your parents, Space Balls is derrived from Star Wars, derrivatives contracts are derrived from stocks and bonds.

    4. Re:get a brain skippy by kahei · · Score: 1


      Argh, you _really_ don't know anything about derivatives, and here's this Skippy guy actually being very helpful and reasonable, and you just aren't taking advantage of it to learn anything.

      Hints:

      "THEY AREN'T ANYTHING" is not a useful statement. They are financial instruments.

      "There is no underlying commodity" is an odd thing to say, since derivatives must be derived from at least one underlying instrument, usually known as the 'underlier'.

      Now listen to the nice Skippy guy, he knows more than you and he's much much nicer :)

      --
      Whence? Hence. Whither? Thither.
    5. Re:get a brain skippy by Anonymous Coward · · Score: 0

      1 -- there is ONE 'R' in 'derived'.
      2 -- you're right, and the other dude's an idiot, and there's no point trying to teach him
      3 -- there is ONE, count them ONE, 'r' in that word. Not two, not even 1 1/2!

    6. Re:get a brain skippy by mekkab · · Score: 1

      [sigh], while I don't care much for being 'nice' (you sould see my freaks!) the "THEY AREN'T ANYTHING" was a sentence to reduce what is implied by the word physicalistic. Yes; they are a financial instrument, they are a contract. Yes there is some underlier but that underlier doesn't have to be a physical THING. As in, a piece of MATTER. So when I say "There is no under lying commodity" I mean what the wiki says "a derivative has no physicalistic purpose." This is what happens when you deviate from specific jargon.

      See, this whole thread stems from the idea of VIRTUAL commodities. Now go back up and read the grandparent posts to understand the context.

      And just for you, I refrained from any cheap, ad hominem attacks. ;) (If I can't be nice, sometimes I can be civil)

      --
      In the future, I would want to not be isolated from my friends in the Space Station.
  42. What's next? Virtual Hurricanes! by ImaLamer · · Score: 1

    I say what is next is a server crash, although Linden will bill it as a natural disaster.

    Next time, pony up for the insurance!

    1. Re:What's next? Virtual Hurricanes! by winkydink · · Score: 1

      Don't leave $HOME without it. :)

      --

      "I'd rather be a lightning rod than a seismometer." -Ken Kesey

    2. Re:What's next? Virtual Hurricanes! by budgenator · · Score: 1

      Server Crash Augh, I knew I should have signed that futures contract for my annual production!

      --
      Apocalypse Cancelled, Sorry, No Ticket Refunds
  43. I remember years ago, when TOC and Starcraft by WillAffleckUW · · Score: 1

    had lots of players in their play-by-mail turn-based games, some players would sell - for cash US dollars - tribe assets that they "harvested" for you.

    In fact, in Tribes of Crane (TOC), maybe it was TOC II, a group of indie players formed the Celtani Federation and went up against people who used USD to max out their tribes and crush us.

    --
    -- Tigger warning: This post may contain tiggers! --
  44. Case closed??? by serutan · · Score: 1

    Should virtual property be treated as real? It's moot; what's happened in common law is that it's been determined to be real. Case closed.

    I hate when people sum up complex and unresolved issues with flat statements like this. Saying something is worth money and calling "real" are two different things. There's a long legal history of acknowledging that intangibles can have monetary value. It's nothing new, and it's a far cry from a sweeping declaration that virtual property is real. Virtual property is a form of scorekeeping, no more or less real than points in a football game. The main difference is presentation. You could build a football scoreboard that showed each team's score in terms of a furnished house with more or less furniture in it, but that wouldn't make the furniture real. You could even make it legal for players to accept payments outside of the game to score points, like they do in online games. That would make the furniture worth money, but it still wouldn't make it real.

  45. This "economy" won't last by Nurgled · · Score: 1

    Of course, once one of your bridges is erected and in service it will never need to be replaced nor maintained. The market for bridges will dry up. This, I think, is one of the flaws in this model of selling items in these game worlds.

    When I buy a t-shirt, 10-15 years later it's quite likely to have deteriorated to the point where it is no longer able to perform its job well. Likewise a car, or indeed a bridge, though each with a different average lifespan. Real items get broken, lost or even just worn out. When I buy a "car" in Second Life, I own and can use that car. That car will work forever and the game (presumably) makes it quite hard for me to lose it. Assuming no artificial barriers are erected to prevent it, there's no technical or physical reason why I can't duplicate and resell copies of that car.

    The economy in these worlds is driven by novelty. The only reason I'd buy a new car is because the creator has done something wacky that can't be done by my existing car purchases. Eventually a point will be reached where no more innovations are possible, because all of these virtual worlds have their limits. I understand that Second Life's are less limiting than most, but given that it's been going for a few years now I'd expect that players have done just about everything that can be done with cars. Once there is no more room for novelty, there will be no point in buying anything. Everyone will own everything they could possibly want, and have no reason to replace any of it. The "exchange rate" beween their in-game currency and real-world currencies will suffer. Items will be so widespread that there is no scarsity to warrant non-trivial prices.

    I hope no-one that is currently drawing a wage out of their activities in Second Life is relying on that lasting.

    1. Re:This "economy" won't last by eggstasy · · Score: 1

      Second Life is constantly adding new features and scripting commands, and the tools are way more powerful than regular MMORPG crafting. You can literally create anything. Dude, you can implement your own freaking TCP/IP stack, LISP interpreter or e-commerce solution... or whatever else trips your trigger. You can hook up SL to outside servers with XML-RPC and email for even more complex work... tie SL scripts into a MySQL database with a 5-minute PHP script... literally anything.
      The economy is in no more danger of dying than the "real" software industry.

  46. Re:take your 'magick healing powder' and walk by Anonymous Coward · · Score: 1, Insightful

    Does the web exist?
    Is "web developer" not an acceptable job?
    Why should a $30,000 government contract that uses Second Life as its development platform be any less real? :)
    SL is not an MMORPG... there are no experience points, mages, fighters or clerics... the skills you need and the skills you gain are very real. Like Photoshop, Poser, and programming.
    If you have ever used a game engine like Torque, it's more or less the same, except you have an instant audience who's more than willing to throw money at you for the content you produce.

  47. An important point by Ponzicar · · Score: 2, Interesting

    People are forgetting one thing: in this game, the game creators are basically gods. Even if they promise to not change anything on the perfectly located beachfront property with gold mines and AI bikini girls, there's nothing that can stop them from making a hundred more islands with identical property when they feel the need to squeeze a bit more cash out of the game. Or what if they release an expansion with new content that makes assets in the old game worth almost nothing in comparison? People who have played Everquest for a moderate amount of time will know what I'm talking about. When the game was first released, a rare sword from the bottom of a high level dungeon was something everyone wanted to get. A few expansions later, it became completely worthless, not because anything about that item or the difficultly in getting it changed, but because equivalent and better weapons were easily gotten in the new areas from the expansions. Having not played Second Life, I can't say that example directly applies to the game, but it does illustrate the omnipotent amount of power that the game designers have over your property and its worth.

    1. Re:An important point by Dunbal · · Score: 1

      Not to mention the fact that one day they will shut the game down, or the current developers will sell the company to someone else, who will shut it down. That's when you realize that your virtual property was just that: virtual.

      I suppose anyone is entitled to spend their cash anyway they see fit. I believe that a lot of people, however, consider these things as an "investment" which they expect to later recover and even make a profit from. The guys who lose out are the ones who are holding the bag when the plug gets pulled, or the modifications you mention are made - and their "property" suddenly loses value. This is the kind of situation where virtual real estate starts to look like a pyramid scam.

      --
      Seven puppies were harmed during the making of this post.
    2. Re:An important point by cowscows · · Score: 1

      Yeah, I see that, but to a degree, even physical property can be that way. The value of my home is, to a large degree, outside of my control. If the city decides to build a bus depot a block over, that's going to hurt my property value. There are political routes I can take to try and fight that, but there's no guarantees.

      It's the same way that we let the Fed control interest rates and such. There are a few people with the power to shift billions of dollars of wealth that belong to other people. We hope that those few have our best interests in mind, but they can't make everyone happy.

      Granted, the virtualness of Second Life makes things even more arbitrary, but it's not a risk that people should be unaware of, it's just taken a little further.

      --

      One time I threw a brick at a duck.

    3. Re:An important point by inline_four · · Score: 1

      The thing about this game that supposedly sets it apart from others is that the underlying object model doesn't change. From what I understand, the scripting language and authoring tools haven't changed in the game. And everything you come across in the game is expressed through the same old object model. Most importantly, everything you see in the game was either created by players, or could have been created by plaers. That means that without changing the underpinnings of the game itself, the stuff traded in it is entirely within players' control. By extension, the value of all that stuff is determined by the players and what (else) they create. That's totally reasonable, if you think about it. Consider having a sword worth a certain amount of money. Then one day another player creates a pistol, which is much more effective. All of a sudden your sword is obsolete and isn't worth anything. That works just as it should. I guess the interesting question is how does replication of virtual physical objects work? In other words, is creation the same as invention in Second Life -- after you create one, you can replicate as many as you want at no additional labor costs?

      --
      Alexey
  48. Re:take your 'magick healing powder' and walk by Unoti · · Score: 2

    It's scary to rip into someone because they've committed a crime no more serious than enthusiasm.

  49. Error by ic3p1ck · · Score: 1

    "We launched Second Life without out of world trade and after a few months we looked at it and thought, 'We're not doing this right, we're doing this wrong.'"


    Error: sentence cannot be parsed. abort, retry ignore?
  50. Ok, I got it! by ImaLamer · · Score: 1

    I for one welcome our fake life millionare overlords...

  51. Theory of Labor by yintercept · · Score: 2, Insightful

    Hi, how's everything way up there above the rest of humanity!

    There actually is a tangible aspect to virtual property...the time and effort used to produce the property. The theory of labor pretty much sees the amount of labor needed to produce a good as the major component of the price. The price of gold is largely determined by the amount of effort it takes to get find and get more gold.

    The reason virtual property is a bad investment is that the people who define the virtual world can change the rules and change the time needed to create goods. People in power changing the rules happens all the time in the real world too.

    BTW, I doubt you will find any investment tool that does not have legions of people telling stories of how they were burned by their investment.

  52. How much for zee women? by Anonymous Coward · · Score: 0

    If I'd known about all this, I'd have signed up months ago.

  53. You people have just no imagination. by Anonymous Coward · · Score: 0
    While you post in jest, it just may happen. There is a far, far bigger use for this stuff; and yes, if it's valuable, the virtual government would step in.

    While these things are small potatoes now, I can just see this being extremely useful for REAL (not virtual) money laundering. What a perfect setup.

    When that goes big time, it will be interesting to see the real government try and stop it.

  54. Re:Do you want to buy a virtual clock? On eBay now by Anonymous Coward · · Score: 0
  55. My guess on the conditions by jerometremblay · · Score: 1

    What I think will happen is that they will eventually release the software in open source and only keep control of the money (while allowing others tp provide their own currency of course). This would answer (1).

    I don't think (2) is an essential aspect, the first functionnal system will automatically become the de-facto standard anyway.

    (4) is a problem, but in the absence of a totally secure solution, the $ value of virtual property will simply be lower to reflect the risk. ie. just like it is now.

    I don't know what you mean exactly by (5), the game is already fairly popular with over 30k users and still growing. Progress is obviously to expect in that area, but I don't think it is the limiting factor for now.

  56. it's a rental not a purchase by Anonymous Coward · · Score: 0

    Some people seem to be misunderstanding the dynamics here. Users rent land from Linden Lab, the maker of Second Life, and in return get to control that plot of land and get a certain number of "prims" -- objects -- with which to build something. Note that you don't have to have land to build.

    No one is buying virtual land outright. You pay monthly charges to Linden Lab based on the amount of land you want to control. No one of any sophistication is buying land and then expecting it to appreciate... certainly not when supply is a factor of how many servers Linden Lab decides to host.

    That said, there are indeed people who play the real estate market or the currency exchange in this game, and there are those who sell "skins" and clothing and gadgets and vehicles. But spending money on any of those things is no different from any other indulgence purchase -- people spend the money because they are having fun. It's no different from spending money on a screensaver or an online poker game.

  57. You already bought it, buddy. by Anonymous Coward · · Score: 0

    Your IP is logged. You will receive a Bill attached to your monthly inernet service charge and an e-mail message acknowledging your purchase into your web-browser cache.

    Have a nice day and thanks for purchasing a virtual clock from our unlimited self-renewing stock!

  58. Parent is wrong, why is it modded 'Informative'? by kahei · · Score: 2, Informative


    Simply put, a derivative is as security whose value is derived from that of another, underlying security.

    For instance, a stock option is a derivative whose underlier is an option.

    In practise, complex derivatives have values that are functions (often very, very difficult or indeed unknowable functions) of various aspects of a range of underliers.

    For instance, a credit default swap is a derivative whose underlier is a debt obligation, but its value usually varies only with the creditworthiness of the underlier, not with the other aspects.

    Another way of looking at derivatives (depending on what you do with them) is to call them a contract which deals with your rights pertaining to another contract.

    For instance, a commodities rollover is a contract that gives you the right to buy and sell two underlying commodity futures contracts. These underliers are themselves derivatives of an actual commodity such as gold. Rollovers are also used in finance (as opposed to commodities trading); in that case, the underliers may well be index-tracking products.

    None of this has ANYTHING to do with virtual commodities trading, except that people engaged in virtual commodities trading usually trade futures, which are simple derivatives. They trade futures because it's damn hard to actually take delivery of 1,000,000 tons of orange juice.

    Now, how the hell did the parent post get +5 informative?

    The parent poster goes on to say a lot of very inaccurate things about derivatives -- for actual information anyone interested should check out a financial website (not Wikipedia!) such as http://www.investorwords.com/

    This has been a PSA. Don't do drugs! Stay in school! And FFS don't day trade if you are at the level of the parent poster!

    --
    Whence? Hence. Whither? Thither.
  59. pitiful attempt at humor by Anonymous Coward · · Score: 0

    In Soviet Russia, the virtual property owned you.

  60. You may want to "invest" in a dictionary by mekkab · · Score: 1

    Lets look up the word Virtual:
    taking the third def:of, relating to, or being a hypothetical particle whose existence is inferred from indirect evidence

    And if we look up the word inferred we get :to derive as a conclusion from facts or premises

    So if we derive a Derivative from the "conclusion" of the underlier; one could say a derivative is indeed virtual (however that "One" probably doesn't work in the financial services industry. Jargon has a specific time and a place)

    So by your own admission, The grand parent post is INDEED correct; Derivatives are a virtual financial instrument.

    And as for day trading; JUST SAY NO! Well, unless you are tired of gambling in Las Vegas... there are a myriad of ways to lose your money for fun. I prefer to light cigars with burning Benajmins...

    --
    In the future, I would want to not be isolated from my friends in the Space Station.
  61. Re:What happens when game goes away in a few years by Alioth · · Score: 2, Insightful

    It's no different to the question "what happens 10 years down the line when this hard disk I paid $150 for dies?" or "what happens 10 years down the line when this car I paid $12,000 for dies?" or pertinently right now, "What happens to my Rover car that I paid $15,000 when it breaks down and I can't get spares because Rover just went bankrupt?"

    Virtual property is like anything else that can be traded; its value can increase or decrease relative to something else. It has a set of 'what ifs' attached to it like any piece of real property. Its value can be affected by the segment of the economy it's in (for example, the game developer can't just decide to make infinite land as a way of printing money, because if it's infinite it'll be worthless thanks to the laws of supply and demand).

    Personally, I'm not interested - but that doesn't mean that I can't see that other people might find value in property within an online game. They can make up their own minds.

  62. With punctuation, it's much easier by Anonymous Coward · · Score: 0

    > retry

    "We launched Second Life without out-of-world trade, and after a few months we looked at and thought, 'This is wrong.'"

    (This is exactly why we should teach people what hyphens are for.)

  63. All the big words,bravado and vitriol in the world by Anonymous Coward · · Score: 0

    Can't disguise the fact that you are far less knowledgeable about this subject than the people you are responding to. Please shut up now.

  64. buying art by Anonymous Coward · · Score: 0
    Are the people who buy paintings for way too much money losers too?
    The answer is yes.
  65. Re:What happens when game goes away in a few years by Optic7 · · Score: 1

    Good points. And in the back of my mind I had wondered if real and virtual property were actually quite similar in terms of devaluation and life span. Like you said, in some ways they are, but in others they are still quite different. Sure, a car or electronics equipment or clothes might become worthless in the marketplace after just a few years, but you can keep them all the way until you die if you want. And some real property increases in value.

    Agreed, I'm not interested either. Although I might be interested in making stuff to sell in these virtual worlds and make some money. I have to learn more about what's involved.

  66. Re:Do you want to buy a virtual clock? On eBay now by Anonymous Coward · · Score: 0

    $50 in 21 hours???

    You could do better than that bagging groceries.

    $50 is eight hours of flipping burgers in a suburban McDonalds, kid.

    Get a paper route, and you will have just as much money in less time, allowing you to spend your game time actually playing games instead of farming virtual property for sale.

  67. Metaphors, analogies, and paradigm shift by Gwyneth_Llewelyn · · Score: 1
    Back in 1993, people nicknamed a server running HTTP, serving out pages formatted in HTML, a "web site".

    Although it was not a "site" at all (in the pre-WWW days, a "site" was mostly used in the context of construction or archeology) - it was just a bunch of bytes in a server, lying somewhere in the world, on a place you usually didn't have any physical access.

    Since then, "Web sites" became a common designation. You pay money for using a "service" which allows you to set up a "virtual server". The New Economy came and went using this paradigm; people still think that things like Yahoo, Google or even Slashdot have "real value" these days - and eventually buy and sell related concepts, like "domain names", on eBay - another virtual thingy.

    This is not "strange" to us, as proud 2005 dwellers. Some of you will remember the days of skepticism when people claimed "paying for virtual Web sites? Why should I commit money/time to a thing that doesn't really exist?" We now laugh at those days since we've learned the value of "virtual web hosting". We know its possibilities, good and bad.

    Enter "virtual land". Like "web sites", "virtual land" is just a metaphor, an analogy. You cannot "claim" that because the name "land" was picked to describe "remote 3D content storage", it has an analogue to "real estate", and use it at a base for an argument. It's just a name, nothing more. It doesn't have intrinsic value - just like a "Web site" is not more or less valuable than a construction site or an archaelogical site.

    It's just a metaphor.

    Now, we can agree or disagree if "remote 3D content storage" is or not a business, or if Linden Lab - the company behind the Second Life platform - is or not promoting this business successfully. If you like, compare it to Akamai. Like Akamai (whose Web site runs on Linux/Apache 1.3.33), Linden Lab has a large grid of servers (running Linux and mostly open source software) which host Gigabytes of content, and stream it over the net. Akamai does mostly video and sound, Linden Lab does 3D content. Akamai demands a special setup for you to include your videos and music into your pages, which is proprietary software, but which they give away for their customers (although the streaming uses standard protocols). Linden Lab demands you to use a special 3D browser, free to download for their customers, to be able to visualize the 3D content. Akamai has probably a set of tools to help you out to set up your video/audio streaming (I haven't used them recently); Linden Lab, inside the free 3D browser, has included a fully-featured 3D modelling tool, relying upon collaborative work (ie. many people can model the same object at the same time, and all see the results in real time), targeted towards amateurs and not professional 3D designers. Akamai does not provide its own content; people store their own intellectual property on their network of servers, Akamai is just the remote repository for that intellectual property. Similarly, Linden Lab does not provide content, just storage, technical support, and a staff to help you out to manage your content. Akamai has a world-wide network that tries to stream your content efficiently; Linden Lab has only now started to do the same (ie. several separate co-location facilities where 3D content is stored and streamed appropriately). Akamai probably does off-site backups of your data, in case of disruption, they can put it on another server; Linden Lab most definitely has precisely the same service (and yes, they have used those off-site backups at least once in he past year).

    Akamai is a multi-billion, successfull company engaged in providing quality streaming video/audio around the world. Linden Lab is a tiny Californian company focusing on streaming 3D content.

    I'm not claiming that Linden Lab is Akamai, just that they have similar business setups, up to a point. The major difference, of course, is on the type of content hosted remotely. 3D content is handled very differently t

    --
    "I'm not building a game. I'm building a new country." -- Philip "Linden" Rosedale, interview to Wired, 2004-05-08