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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."

47 of 242 comments (clear)

  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 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

  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 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....

    3. 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.
  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
  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!

  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.
  7. 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 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.

  8. 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 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?

    2. 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.

    3. 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 :)

  9. 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.

  10. 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!
  11. 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.
  12. 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 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.

    2. 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
    3. 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.

    4. 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
  13. 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.
  14. 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 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

  15. 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...
  16. 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.

  17. 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.
  18. 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.
  19. 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
  20. 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

  21. 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 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.

  22. 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.

  23. 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

  24. 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.

  25. 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.

  26. 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.

  27. 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.
  28. 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.