BBC Program Broadcasts From Second Life
Via GameSetWatch, the word that BBC program Newsnight recently broadcast live from the virtual world Second Life. The broadcast included a lead-in shot on a backdrop designed to emulate the real-life Newsnight set. From the article: "Because the virtual money inside Second Life is convertible to US dollars, and people who make things can keep the intellectual property, it is possible to run a real life business inside the game. I got in touch with Cory Edo - real name Sara Van Gorden - who runs a business in Second Life designing avatars - the idealised 3D personas that people use as their online identities."
how can a game with so few subscribers get this much coverage? It gets more articles than just about anything other than WOW, and even that is close.
MMOGCHART.COM's most recent chart puts the subscriber base at 30,000. Second Life's own website claims 100,000, which at the time I write this (5:18 pm EST) claiming about 3700 online at this moment, which is about the number of players standing around in WOW's ironforge on a typical night on any given server. I tried second life during a trial period and the thing seemed more like still life than second life. I guess I'm asking a rhetorical question, it seems like someone would like to get more attention for it so it could do well, not necessarily anything sinister in that, but there just doesn't seem much interest here...
"Waste not one watt!" - CZ
It's called "UO", "AC" and "EQ". How is this news?
Can you create your own 3d models and upload them to the server?
This game is quite different from all you mentioned. Its more like the ultimate sandbox.
http://en.wikipedia.org/wiki/Second_Life
"I am the king of the Romans, and am superior to rules of grammar!"
-Sigismund, Holy Roman Emperor (1368-1437)
- What's the exchange rate?
- Does the dev studio exhange this money for you or do you have to sell it ala WOW?
- I guess you don't go around killing monsters that drop GP in this game.. right?
*rimshot*
*chirp*
*chirp*
Get it? Second life? Get it? i.e. I don't have a life?
*chirp*
*chirp*
Oh you can all go to hell!
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
Any updates from the Second Life newsdesk on Dave and The Hub?
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
I'm under the impression that you cannot build a house, create objects, clothing without investing real money into the game. You have to pay Second Life money in order to upload TEXTURES. And a monthly fee if you want to own a house on land. Can someone explain why this is worth paying a monthly fee every month? Don't get me wrong, I think Second Life is an interesting concept.
Second Life is continually toted as a great platform for casual game developers to create interesting creations and, in fact, many games have been made in Second Life and the modelling and scripting available to every player is remarkably flexible. However, what is sorely lacking is the ability to script the UI aspects of a game. I read early last year that "viewer overlays" are currently under development, but to date there has been no progress. Without the ability to script the UI the kinds of games you can make in Second Life will remain limited to poor resolution puzzle games and gambling trivialities. With the ability to script the UI the possibilities suddenly become unlimited.
Another limitation of the current system is the third party tools required to make animations. These tools are expensive and/or hard to use. Building an animation editor into the game would make player interactions so much richer and encourage the creation of games that can utilize such richness (like fighting games).
How we know is more important than what we know.
In the very very long run, Second Life is actually supposed to be the platform that extends, if not replaces, the current "world wide web" as we know it. Think "metaverse" ala Neal Stephenson's "Snow Crash". It's what Activeworlds tried to do but didn't really pick up as much momentum. Of course, I mean "very very" emphatically since it's going to take a lot of work to get that far. However, anyone who has been around since the beta of Second Life (a little over 3 years ago) can attest to the incredible amount of growth, innovation, and evolution that has occured. Top it off with a company that runs itself like Google (only with less "take over the world" attitude) and it becomes obvious why the press coverage is so huge.