Playing God in Second Life
Wagner James Au reports from the New World Notes blog about events in Second Life. Today, he's got a discussion with a woman growing her own garden of Eden in the alternate reality that is 2L. From the article: "The result of a year's work, Laukosargas Svarog's island of Svarga is a fully-functioning ecosystem, adding life or something like it to the verdant-looking but arid pallette Linden Lab offers with its world. It begins with her artificial clouds, which are pushed along by Linden's internal wind system. 'If I was to turn off the clouds the whole system would die in about six hours,' she tells me. 'Turn off the bees and [the plants stop] growing, because nothing gets pollinated ... '"
Her Dwell bonus for the day is going to go through the roof! It's not even her own servers in jeopardy, it's Linden that has to hold up!
Really sweet area! I'm already there!
"These people look deep within my soul and assign me a number based on the order in which I joined" --Homer re:
no one cares about this game.
yeah, it's kind of an odd passtime. I really don't like to call it a game. I signed on to see what all the talk about this was and while I found that it was neat that some were so creative I think the enjoyment of it all as a tourist wears off fast. I might try to go and create a few things of my own but I can't see the point in using it as a social outlet.
Dedicated Cthulhu Cultist since 4523 BC.
From what I understand of it, the type of people who used to play MUSHes back in the day (as opposed to people who played MUDs) would enjoy this sort of "game", since it's all about creating a new environment rather than actually playing a game. Personally, I found MUSHes insufferably dull, and preferred the gameplay of actual MUDs, but to each their own I guess.
Second Life isn't really a game in itself, even if it is superficially like a MMORPG. (I'd call it a Massively Multiparticipant Online Roleplaying Environment more than a "game"). But there are plenty of games -- and other diversions -- created by people within Second Life.
I have no idea what 2L is. It's called SL.
As far as nobody liking the game, (cyber monkeys?!) the "game" is not a game. It's a giant sandbox. We create the world from scratch. Prim by Prim, line of code by line of code. Nothing in that world, save a few bridges and the roads, is supplied by Linden Labs. We created it all outselves, and after 3 years, and millions of millions of dollars in transactions later, the "game" is continuing on quite strongly.
More of this please editors. It's an intresting article and was fun to read. Can we get more of this and less Sony/MS/Nintendo fanboys/rumours please?
I like muppets.
God was a woman.
Get your Unix fortune now!
I just checked this out in SL and it's cool, even if there isn't a lot to check out ATM. Linden Labs should be very intersted in this sort of thing.
;)
Currently most of 2nd life is quite mechanical. By that I mean there are plenty of landscapes and cool plants in SL, but they are all meticulously hand-crafted by people, and mostly static once placed. Imagine if you could opt to have your SL land on "living land" that would actually have it's own ecology. Water flows and wind could cause erosion, birds could carry seeds from area to area... ultimately a system of DNA could be created to handle cross-fertilization of plants and wildlife.
Maybe they could even license the Spore engine to perform some of the work for them
Swarga means "heaven" in Sanskrit/Hindi.
I would like to see a mmorpg that takes place in a real ecology, where trees can be planted or cut down, animals can flourish or die out depending on how much they have to eat, etc... Perhaps the players could be dependent on the land for food, water, and shelter.
The downside, though, is that the world would have to have a stable ecology, and be big enough that players can't kill off whole species or otherwise destabilize the system.
I just fired up SL and went there (about the only time I "play" SL is when I see a post like this). Cool design wandered around a bit and that was enough. Not enough to make me want to explore anything else in the game.
This game gets triple the press of games that are 100 times more popular (yes I made this stat up but it is probably close to true). According to http://www.mmogchart.com/ it had 45,000 players at the last time they counted and it seems like every week there is a news article, TV segment or slashdot post about Second Life. Is somebody tipping these people off or something? Sure it offers a currency exchange for US dollars, but so does Everquest 2 and Entropia universe, along with countless games that have a black market for such thing. You can run businesses? Oh wait, I think I recall setting up a shop and selling customized goods in Star Wars Galaxies 3 years ago. Players can create things? Well how about trying to modding tools that come with almost every game that isn't an MMORPG these days, creat all you want. To me it just seems like people are playing a glorified chatroom, but maybe that appeals to some. It still doesn't explain why this game gets so much attention.
I sure wish I had a bee toggle switch for my yard. It'd make mowing the lawn a lot less stressful.
There's too much gaming news that gamers want to hear being posted. We could certainly use more pieces aimed at the smug twats like the parent.
On the other hand, a virtual ecology that is globally brittle may be an interesting game world as well, but only if the players don't mind the possibility of the permanent death of not just their character, but the whole world.
since as far as I can tell the universe has never been rearranged or redecorated...
Only two things are infinite, the universe and human stupidity, and I'm not entirely sure about the universe - Einstein
A realistically functioning closed economy (as opposed to faucet/drain in which bad guys drop loot that eventually gets used up and/or sold back to NPCs) isn't quite the same thing as a realistically functioning closed ecology, though they ought to share some traits: conservation of matter (iron can be made into a sword, or it can rust back into raw iron, but there is always a fixed amount of iron in the world) and it can be affected by the players (making new items reduces their price; chopping down a tree drives away birds that would nest in it). I suspect that a closed economy is a first step towards building a closed ecology. If the economy is dependent on the ecology, then one could introduce realistic tactics into a game, like conquering a neighboring kingdom by burning its fields and causing a famine. (A somewhat underhanded trick, but plausible.)
Eve online sounds interesting, though I prefer old-technology rural settings for purely aesthetic reasons. How well does the economy work? Can players crash the economy by hoarding vital resources, or is that self-correcting (all the other players attack the hoarder)? Are there problems with inflation or hoarding of currency?