Slashdot Mirror


Virtual Fashion Thrives in Second Life

Carl Bialik from WSJ writes "The game Second Life — a simulated world with more than 700,000 'residents,' or players, who sometimes refer to their offline existence as their 'first life' — is breeding a virtual world of fashion design, with the same complications as the real world of fashion, the Wall Street Journal reports: 'A continuing headache for many designers is the ease with which others can copy their creations, and several have discovered boutiques that sell knockoffs of their clothes. A well-known Second Life designer was recently accused of stealing skin textures and withdrew from Second Life after receiving harassing messages. Linden says it investigates accusations of design theft, and repeat offenders can have their online accounts closed. Some designers, like DE Designs' Mr. Hester, have taken steps to copyright their work.'"

164 comments

  1. First Post to say... by smithbp · · Score: 1, Troll

    If you're worried this much about your online clothes, there is this thing called the OUTSIDE!!!

    1. Re:First Post to say... by kfg · · Score: 5, Funny

      . . . there is this thing called the OUTSIDE!!!

      But I'd have to put on clothes to go there.

      KFG

    2. Re:First Post to say... by smithbp · · Score: 1

      Touche! That has to be the funniest thing I have heard all day. Thank you

    3. Re:First Post to say... by Anonymous Coward · · Score: 0

      If you're worried this much about your online clothes, there is this thing called the OUTSIDE!!!

      Actually, if you're worried this much about fashion, PERIOD, stay home.

      The outside world doesn't more fashion snobs; do the rest of us a favour, and leave us alone.

    4. Re:First Post to say... by Tackhead · · Score: 4, Funny
      > > . . there is this thing called the OUTSIDE!!!
      >
      > But I'd have to put on clothes to go there.

      Aight. I put on my robe and wizard hat.

    5. Re:First Post to say... by RhysTheElf · · Score: 0
      Well, if you decide to forego the clothes, at least pick a

      nice,

      non-copyrighted,

      skin texture!!!!

    6. Re:First Post to say... by cyberbrown · · Score: 1

      Funny reading this from a first-poster.

    7. Re:First Post to say... by kfg · · Score: 1

      > > > . . there is this thing called the OUTSIDE!!!
      >
      > > But I'd have to put on clothes to go there.
      >
      >Aight. I put on my robe and wizard hat.

      Laugh it up, you insensitive clod, but a sweet young thing came upon me on a hiking trail awhile ago and blurted out, "Oh! It's Gandalf."

      KFG

    8. Re:First Post to say... by kingsean · · Score: 1

      "bloodninja" logs (nsfw)

      HARRRRRRRRRRRR!

    9. Re:First Post to say... by lucabrasi999 · · Score: 1
      The outside world doesn't more fashion snobs; do the rest of us a favour, and leave us alone.

      I couldn't agree more. In fact: I HATE FASHION.

  2. btfa by s388 · · Score: 4, Funny

    bypass TFA

    "We found out pretty quickly that people loved owning things," Ms. Smith says.

    there you have it folks.

    1. Re:btfa by brunascle · · Score: 2, Insightful
      "We found out pretty quickly that people loved owning things," Ms. Smith says.
      i can vouche for that. except, i like to have things that exist in the tangible universe.
    2. Re:btfa by Anonymous Coward · · Score: 1, Interesting
      "We found out pretty quickly that people loved owning things," Ms. Smith says.


      i can vouche for that. except, i like to have things that exist in the tangible universe.
      Well then, Mister Anderson, it seems you have a choice before you...
    3. Re:btfa by Jesus_666 · · Score: 1

      If they publish a paper on their findings in a peer-reviewed magazine they'll be sure to win the Nobel Prize!

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    4. Re:btfa by bangenge · · Score: 1

      TAKE THE BLUE PILL!!!

      --
      . o O ( TwO hEaDs ArE mOrE tHaN oNe... )
  3. There are no steps to copyright a work! by nFriedly · · Score: 5, Informative

    some designers, like DE Designs' Mr. Hester, have taken steps to copyright their work.

    Like what? Creating it. Because that's all it takes. Once you create a new work, it's copyrighted. Period. You can register the copyright which helps with enforcing it, but there are basicaly no steps to copyright a work.

    1. Re:There are no steps to copyright a work! by Marillion · · Score: 1

      Because registering the copyright can be an important step in being able to defend a copyright claim in court because registering is a strong governmental acknowledgement of the work.

      --
      This is a boring sig
  4. Copyright? by gr8_phk · · Score: 2, Insightful

    So real world copyright law will apply in the virtual world. Will real-world designers start to steal from the virtual one? Is that a copyright violation? Hmmm.

    1. Re:Copyright? by kfg · · Score: 2, Informative

      So real world copyright law will apply in the virtual world.

      It always has. So has trademark law and a design my be protected as a mark as well as by copyright.

      KFG

    2. Re:Copyright? by Ungrounded+Lightning · · Score: 1

      Will real-world designers start to steal from the virtual one? Is that a copyright violation?

      Yes.

      It's called a "derived work".

      Same thing as one designer doing a sketch for a work in progress and another copying the sketch into cloth.

      --
      Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  5. Fashion... by Peter+Trepan · · Score: 4, Funny

    ...wants to be free!

    --

    Step into a huge movement. Don't Tread In Me.

    1. Re:Fashion... by syousef · · Score: 1

      I want to be free from fashion, but I suspect I'd be arrested if I let it all hang free.

      --
      These posts express my own personal views, not those of my employer
  6. If they really want this game to succeed by Catamaran · · Score: 1

    sharing should be mandatory.

    --
    Test 1 2 3 4
    1. Re:If they really want this game to succeed by MustardMan · · Score: 1

      second life has a huge economy. sharing goes against the very fabric of their business model - you can exchange real life dollars for second life money. people can and do form entire businesses in second life to make real life money. every time one of these echanges is made, the game's publisher takes a share. that's why people are pissed about their designs being copied - it's actually costing them profits.

      second life is about creating an artificial that somewhat models real life - paying for shit with your money is a big part of the real world.

    2. Re:If they really want this game to succeed by Golias · · Score: 1

      Which makes me wonder... If nearly everybody is playing "Second Life" to generate money, who's putting all this money into the system?

      I mean, say I'm an aspiring archetect, and I've decided to design and sell virtual homes on Second Life. The first thing I'd do is figure out how to look like a half-way respectible member of the virtual community while investing a minimum of my own money into it. If everybody in there takes that very sensible approach, nobody can possibly make much money.

      The business model only works if you have a lot of people playing Second Life who only want to be consumers... and what could possibly be the draw of the game for them? If they want to build a social network, they can make a MySpace page. If they want to play dress-up with an online avatar, they can download Zwinky. If they want to socialize in a cute MMO, there's Ragnarok.

      So I'd be a little surprised to find that this sort of career choice is working out very well for more than a small handful of individuals. (And the usual Chinese sweat-shop gold farms, obviously.)

      --

      Information wants to be anthropomorphized.

    3. Re:If they really want this game to succeed by Catamaran · · Score: 1

      What I wonder is how much you can build on the work of others and how much involves reinventing the wheel / building from scratch. I guess I should play the game to get a feel for it.

      --
      Test 1 2 3 4
    4. Re:If they really want this game to succeed by vadim_t · · Score: 1

      Creating in Second Life is hard.

      It's very hard to be proficient at everything in it. I can think of maybe of one person who I know can build, create avatars, textures and script. Most people will specialize in one of those. So when a scripter wants a fancy home, they go to a builder.

      I'd say that making a living in SL is noticeably harder than in real life. If you have decent computer skills you can get SOME kind of job fairly easily. Now, if you wanted to live on a SL business, you'd need to invest quite a lot of time into it, and even then it wouldn't pay very well. Anybody can sell something, but selling enough that the proceeds actually amount to something noticeable is very hard.

      Say, creating an avatar that doesn't look like crap is a skill that can easily take weeks to develop. The monetary cost is low (you need to pay for texture uploads, but you could just use free ones), but the time cost is high, so paying $3 for an avatar turns out to make a lot sense.

    5. Re:If they really want this game to succeed by Golias · · Score: 1

      Say, creating an avatar that doesn't look like crap is a skill that can easily take weeks to develop. The monetary cost is low (you need to pay for texture uploads, but you could just use free ones), but the time cost is high, so paying $3 for an avatar turns out to make a lot sense.

      Except, isn't one of the pleasures of the game supposed to be creating an Avatar for yourself? It was certainly the most-fun element of City of Heroes. The idea of paying somebody $3 to create a hero for me in that game would seem like utter insanity. How is Second Life different?

      --

      Information wants to be anthropomorphized.

    6. Re:If they really want this game to succeed by Anonymous Coward · · Score: 0

      Around 95% or so of the population are consumers.

      There's a lot of people willing to put money into the game for a nice bit of virtual land or a good looking clothing item. It's mostly a social thing - having item X is a cool thing to have with friends around (talking points, etc).

      There's also some things which are needed to be creative with - owning land is a nessecity if you plan on building anything, and usually quite a bit of it is needed for any substantial projects.

    7. Re:If they really want this game to succeed by Unoti · · Score: 2, Interesting

      The business model only works if you have a lot of people playing Second Life who only want to be consumers... and what could possibly be the draw of the game for them? If they want to build a social network, they can make a MySpace page.

      There are a lot of people playing SL who are primarily consumers. More than content creators, in fact. Linden's CEO estimates about 75% of the players are primarily consumers. As for the comparison to MySpace: there's something special about having a virtual presence, an avatar, when talking with people. In SL you choose to be at a particlar location, with certain people. That presence makes a difference. As compared to Zwinky and Ragnarok, the possibilities of what you might do or see when socializing are far broader in SL. The user-created content allows for ultra-broad flexibility in self expression.

      For example, you're never going to see someone burn themselves at the stake in Ragnarok, or dressed as undead being followed by a train of zombies in Zwinky.

      - Unoti Quonset, the #1 scripter of animated animals in SL

    8. Re:If they really want this game to succeed by Gwala · · Score: 1

      With City of Heroes - you only have so many combinations, AFAIK, it's not possible to upload a completely custom skin, right?

      Same process - people buy parts, then mash them together. You can create your own parts if you want - but most people dont have the skill to be able to design say, a dress - since it requires a fairly decent amount of skill with Photoshop to get it seamless and looking good.

      So, people buy the dress, then combine it with a shirt they have bought or made, etc etc.

      --
      #!/bin/csh cat $0
    9. Re:If they really want this game to succeed by fitten · · Score: 1

      /sarcasm-on
      Odd how this mimics real life. /sarcasm-off

      Since designs are just intellectual property (both in this game and in the real world), what does it say about things in the real world that are IP, like OSS and music? Can the same 'arguments' be used for both? Example: The designers are just selling IP. If someone copies their work, how is that depriving them of anything?

    10. Re:If they really want this game to succeed by cowscows · · Score: 3, Insightful

      Second Life is two things basically. On one hand it is a sandbox for people who want to build/create/script/model/texture/whatever. But for a lot of other people, it's just a really fancy chat client. One where you are represented to other people by your customizable avatar. I think most people end up somewhere between the two extremes, it's fun to dabble in making your own clothes or whatever, and you'll learn faster and probably have more fun if you're at least a little bit social.

      The neat thing about SL is that you get both of those aspects in one package, so you can sort of float between them at your lesiure. Then add in the fact that a basic, yet very capable SL account is free, and they've ended up with a decently sized userbase, and a solid in-game economy.

      --

      One time I threw a brick at a duck.

    11. Re:If they really want this game to succeed by Anonymous Coward · · Score: 0

      Because not EVERYONE /wants/ too?

      Because, believe it or not, not EVERYONE has the talent to do so? The texture work alone is very difficult to get to look great. Requires a lot of artistic skill.

      Most avatars are customisable so you can buy a completly one as a great starting point then tweak it to fit your individual personality as you want.

      Everyone is different and there are 100 ways to have fun in SL. Building your own avatar is just one and is not necessarily everyones cup of tea.

    12. Re:If they really want this game to succeed by vadim_t · · Score: 1

      $3 is for a ready made one, for example like this, a custom one will probably cost you several times that.

      Well, more complete explanation: You can roll your own (human one) for free by adjusting sliders, but that only goes so far. You can get clothes and stuff for free, and you can buy that too. Now, if you want something truly fancy, you'll need some custom work. Looking like Neo is easy and can be done for free, looking like a dragon is going to take lots of time or paying for it because no slider combination is going to turn you into that. Something like a dragon is done by completely covering yourself with custom attachments.

    13. Re:If they really want this game to succeed by Gospodin · · Score: 1
      The business model only works if you have a lot of people playing Second Life who only want to be consumers...

      Why? In the real world most people aren't only consumers - they also sell their goods and services for money that they use to consume. The government skims a bit off the top of each transaction in taxes. This seems to be a viable business model.

      --
      ...following the principles of Heisenburger's Uncertain Cat...
    14. Re:If they really want this game to succeed by Unoti · · Score: 2, Interesting
      isn't one of the pleasures of the game supposed to be creating an Avatar for yourself? It was certainly the most-fun element of City of Heroes. The idea of paying somebody $3 to create a hero for me in that game would seem like utter insanity. How is Second Life different?

      I felt the same way you describe when I started SL, but feel totally different now. Here's why.

      For weeks when I first started I never bought anything. I built and scriped everything I needed. It was a matter of principle, a matter of pride. I wouldn't dream of buying an avatar, not when I can make my own. I wouldn't dream of buying someone's car, because it's more fun to make my own.

      Then I started selling what I made. I started being very successful selling what I made. Then one day someone wanted me to go to a wedding. I needed to look my best at this wedding. Technically I could spend a few hours working on a tuxedo, but my home-made tuxedo won't look at good as a top-notch one made my a specialist tuxedo maker. (Similarly, if that tuxedo guy wants an animated robot-loaded cannon or animated animal, there's no way he can compete with what I make.) So I could save L$500 and make a tuxedo myself over several hours. Or, I could buy a tuxedo for L$500, and spend those several hours doing work that I specialize in that will earn me far more than L$500.

      So while the fun is in making things, there's just not enough hours in the day to make everything. And a single person isn't going to be able to make the best of everything.

      The fun is making things, for some people. For other people, the fun is in entertaining guests, or cybersex, or gambling, or whatever.

    15. Re:If they really want this game to succeed by Angostura · · Score: 1

      It's worth it. I'm not a great game player, my machine isn't up to playing SL really and I don;t have enough time to get sucked into an immersive game. However I found downloading the free client, reading the scripting guide and trolling about in the world for a few hours to be interesting and worthwhile.

    16. Re:If they really want this game to succeed by jafuser · · Score: 1

      every time one of these echanges is made, the game's publisher takes a share. that's why people are pissed about their designs being copied - it's actually costing them profits.

      You are probably thinking of There.com. LL does not take a cut on each item copy (there is a fee for using their currency exchange when you cash out, but you aren't forced to use theirs and there are alternatives).

      I'd like to point out that the catalyst behind this particular instance of net-drama was with an issue of fair use, not copyright infringement.

      Someone purchased a skin texture from an "artist", ripped it using either an OpenGL interception tool or a cache parser, applied makeup to it, then re-uploaded it for their own personal use. They didn't sell it or give it away, they just modified it for their own avatar. That's fair use. But the "artist" who created and sold the skin texture freaked out at the realization that SL's DRM isn't 100% perfect.

      SL has gradually become a haven of greedy and self-righteous DRM advocates and paranoid fair-use-hating prima donnas. And yet so many of them photosource their clothing textures from images they ganked off the web without permission, upload music clips from copyrighted songs, movies, and television shows, and build avatars based on trademarked characters. Yet the moment they find out someone has "ripped" them off, even a buyer who wants to modify something they paid for, they start a shitstorm on the forums.

      I have never seen such blatant hypocracy.

      SL is the only "community" where I've seen people join up, copy someone else's real-life work without their permission, sell it (making real world money in the process), then get self-righteous about "their work" when someone else copies their copy; and this behavior is accepted, expected, and re-enforced by their peers.

      And it's only been getting steadily worse, ever since the "make real money!!1" economy was introduced in 1.2

      --
      Please consider making an automatic monthly recurring donation to the EFF
    17. Re:If they really want this game to succeed by MustardMan · · Score: 1

      You mis-read my post... I was saying that LL takes a cut every time SL money is exchanged for real cash.

      Yes, SL is full of hypocrites and prima donnas... that's why I played it for a week to see what it was like and the account remains lifeless now. It's an interesting character study though, to see a bunch of copyright infringers clamoring for DRM.

    18. Re:If they really want this game to succeed by Anonymous Coward · · Score: 0

      And they just banned all the people who could do all four for being griefers.

    19. Re:If they really want this game to succeed by bloobloo · · Score: 1

      There's a dragon avatar that you can pick up in the freebie shack when you first start playing - poor choice of animal!

    20. Re:If they really want this game to succeed by DrXym · · Score: 1

      Having tooled around in Second Life I fail to see what the attraction is. The client is dog slow, the world is ugly and it costs real money to do things. What struck me most about Second Life is that I've already seen exactly the same thing before 15 years ago - TinyMUD. While MUD stands for Multi-User-Dungeon, the only way I saw TinyMUD used was by people who wanted to craft their own objects and locations that they hanged out in to chat.

    21. Re:If they really want this game to succeed by Criterion · · Score: 1

      Everybody is not in world to generate money, there are a great many that are happy to be there as consumers. One of the draws of the platform is the user created content. Many people are there for many different reasons, though there are a lot that simply enjoy being there and playing around with the creation tools with no interest in trying to make money. It is what you make of it, and that is attractive to many people.

      Judging by your comment about sweat-shop gold farms.. sounds like you have no idea what is there to begin with, since there is no way to "farm" anything from the platform.

      --
      We have enough youth, how about a fountain of SMART?
    22. Re:If they really want this game to succeed by Criterion · · Score: 1

      The freebie metal dragon is actually a halfway decent one, but everybody knows it's a freebie and where to get it. A REAL dragon avatar from Daryth is gonna run you $3500L, and that is if you can score one during a hatching (10 eggs per species 4 times a year), as they are limited edition and very sought after. Her wyrmlings look the same and are about half the size of the limited editions, which actually makes them a pretty good choice for mobility as you can fit in most buildings wearing one. They are always available for $2500L. There are other quadruped dragons that are pretty cool (though none modeled as nicely as Daryth's) though they will still run around $2000L, and plenty of anthro dragon choices that are affordable ($250L-$900L.. with the exceptional more expensive one), but nobody wears the freebie and expects to be looked at as anything other than a noob. Spend the dollar or two for a non-free anthro just to get away from that stigma.

      --
      We have enough youth, how about a fountain of SMART?
    23. Re:If they really want this game to succeed by cowscows · · Score: 1

      You won't find much argument that the client is laggy and a couple of generations behind as far as visuals go. I'm not familiar with TinyMUD, but if it's similar to Second Life, then good for it. If there's still a market for such software 15 years later, then maybe SL isn't such a bad thing?

      You can play second life 24/7 without spending a dime of real cash on the game. You have to pay a subscription fee if you want to own "land" within the game. On land that you own, you have some privledges that you don't normally have, but if you have any social ability, you shouldn't have too much trouble finding a group that will allow you to share their land.

      --

      One time I threw a brick at a duck.

  7. Copyright by Anonymous Coward · · Score: 0

    Doesn't exist in game

    1. Re:Copyright by jacksonj04 · · Score: 1

      Wrong! Game assets are copyright of their creator by default. This includes textures, models, maps, sounds, scripts, you name it. It doesn't matter if it was created in-game, it is still *yours*.

      --
      How many people can read hex if only you and dead people can read hex?
    2. Re:Copyright by Ungrounded+Lightning · · Score: 1

      Copyright ... Doesn't exist in game

      You mean copyright isn't ENFORCED by the GAME OPERATORS.

      Copyright exists in the countries of the real world in which the game is embedded, and can be enforced on the players by the legal system of those countries' governments.

      Exception would be if the players had explicitly contracted away their copyrights as a condition of participating. In which case copyright could STILL be enforced - but enforcement would only be of interest when somebody without the rights to waive entered a derivative of someone else's designs, or cloned it from another player who didn't have the rights to waive.

      Examples would be a work derived from a non-player's copyrighted design, or (depending on the contract wording) a design that a player had created externally and had not inserted into the game.

      (IANAL: This is just my understanding of the law.)

      --
      Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  8. What if...? by RhysTheElf · · Score: 1, Funny

    What if I'm caught walking the streets in my "First Life" wearing, like, a skin texture that, like was created in "Second Life"? Will I be sued in my "First Life", or, like, in my "Second Life"?

    I'm, like, totally confused! You know, like???

    1. Re:What if...? by blueZhift · · Score: 1

      Funny, but I'll bet it won't be too long before we see just that. But God help us if furry fashions catch on in First Life! That's just a joke, no really...

  9. I hope nobody steals my fursuit design! by Anonymous Coward · · Score: 0

    My social paradigm would collapse on itself!

    1. Re:I hope nobody steals my fursuit design! by beckerist · · Score: 1

      ...then some PETA member comes and MSPAINTS YOUR ASS! Do we get to sue!?!

  10. Hold the Phone... by general+scruff · · Score: 0

    Ok, if you want to make money, try putting some effort into something that is actually USEFUL! Virtual fashion design is not useful, its not even SANE!

    Greed seems to have no limits, and no IQ requirments either...

    --
    As a rule, I never trust dark brown ketchup.
    1. Re:Hold the Phone... by KDR_11k · · Score: 1

      Welcome to capitalism where everything has a value if someone is willing to pay for it, no matter how unproductive or insane it is.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Hold the Phone... by virg_mattes · · Score: 1

      Useful Skills List for Second Life clothing design:

      1.) Practice designing clothes. Why wouldn't this translate directly to real-world fashion design?

      2.) Programming skills. You have to "make" the clothes, mostly by writing the algorithms that generate them. I hear some people pay good money to people who can make computers do stuff.

      3.) Marketing and administration. Sure, it's a sandbox, but at least some of the business operations skills you learn in Second Life can carry back to real life.

      So, it's not quite as insane as it seems at first blush, eh?

      Virg

    3. Re:Hold the Phone... by general+scruff · · Score: 0

      You have a point.

      However, last time I checked, you don't get paid to LEARN how to do things (unless you are an intern =) ).
      Do you actually think people should be copywriting these "fashions"? Do you think money should be changing hands for virtual clothes?

      You have pointed out that the skills used to make these clothes might be useful... however, prove to me that culmination of these skills into making FAKE clothing is worth REAL money.

      --
      As a rule, I never trust dark brown ketchup.
    4. Re:Hold the Phone... by amyhughes · · Score: 1
      2.) Programming skills. You have to "make" the clothes, mostly by writing the algorithms that generate them.

      Actually, clothing is all photoshop work. There is scripting in the game, but fashion doesn't use scripting.

    5. Re:Hold the Phone... by CronoCloud · · Score: 1
      There is scripting in the game, but fashion doesn't use scripting.


      Although clothes themselves are not scripted, fashion accessories can be:

      hair ornaments
      shoes
      purses
      jewelry

  11. free focus groups by neatfoote · · Score: 5, Insightful

    Seems like real-world clothing manufacturers could easily take advantage of such a system to provide low-cost marketing data. Is someone trying to pitch a potentially risky line of avant-garde designs? Create a quickie virtual mock-up and see whether the Second-Lifers go for it. Overhead is reduced to essentially nil, and you have the added opportunity to create a built-in customer base if you ever do decide to sell the clothing in real life.

    1. Re:free focus groups by atarione · · Score: 1

      yes that way they could gather valuable data on the fashion taste of big nerds that basically never go outside.

      step 1:: gather data on the small percentage of population that REALLLLLY like MMORPGs step 2:: ???? step 3:: PROFIT

      --
      actually I am happy to see you, however that is in fact a banana in my pocket.
    2. Re:free focus groups by le0p · · Score: 1

      An interesting idea although I'm not sure that nerdy MMO addicts are the peer group generally sought out by trendy fashion designers. Unless, of course, they're designing dirty t-shirts and boxers: The hottest trend in your moms basement!

      --
      "I think that God in creating Man somewhat overestimated his ability."-Oscar Wilde
    3. Re:free focus groups by DerekLyons · · Score: 1
      Seems like real-world clothing manufacturers could easily take advantage of such a system to provide low-cost marketing data. Is someone trying to pitch a potentially risky line of avant-garde designs? Create a quickie virtual mock-up and see whether the Second-Lifers go for it.

      That only proves whether or not the demographic that inhabits SL is open to your design. The question is whether or not that demographic is one that can be isolated and targeted in the real world.
       
      An additional factor is that the clothing creating system in SL is *extremely* limited, and the skill set needed to create attractive and functional clothes in SL does not transfer well to creating attractive clothes in RL.
    4. Re:free focus groups by vadim_t · · Score: 1

      I don't think SL fashion translates very well to the real world. To begin with, SL is entirely free of real world comfort, realism and materials cost constraints.

      Things you see in SL: People carrying katanas and various other weapons, robots, furries, very non-western clothes, people with more jewelry than Mr. T, strange things like a fish that swims circles above your head, hair styles that'd take lots of time and money to do in reality...

    5. Re:free focus groups by brkello · · Score: 2, Funny

      You are assuming that people who play Second Life are normal.

      (I kid, I kid!)

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re: free focus groups by An+anonymous+Frank · · Score: 1

      I honestly thought that American Apparel had done it to create buzz for it's offline clothing lines. Much like one might create hype on the web for an upcoming movie, stores/brands could make products available online first, thus helping feed some anticipation for upcomming items, while helping to avoid potential flops.

  12. Get A Life by Anonymous Coward · · Score: 0

    Sounds like 700,000 users seriously need to get a life.

  13. Dead end job by SilverJets · · Score: 2, Funny

    By April of this year, though, Ms. LaRoche no longer had that day job. Her online design business had become full time, aided by the success of her fashions and other contract work, such as helping American Apparel launch a store inside Second Life.

    So when the game eventually ends or goes under because no one is playing any more not only will Ms. LaRoche not have a job she won't have any marketable skills either.

    Interviewer: So, I see you have been working for yourself for the past 2 years. What business are you in?
    LaRoche: I designed clothes for characters in Second Life.
    Interviewe: Thank you I've heard enough. Don't call us, we'll call you.

    1. Re:Dead end job by Dargoth_Rejuv · · Score: 1

      Sounds alot like when I used to raid in World of Warcraft to get all this sweet gear that, now that I've quit, is just some bytes taking up space on some server somewhere for a few more years before they shut it down and call it quits.

    2. Re:Dead end job by Chairboy · · Score: 2, Interesting

      Maybe.... but to play devil's advocate, people who quit their jobs to start website based businesses 10 years ago were also encouraged to "get serious about life" and go do something real. Some of those guys ended up making millions because they got in on the ground floor. There's no guarentee of success in any business, but there ARE opportunities and they aren't always obvious.

      As silly as it seems right now, the succesful Second Life clothier might be the metaverse-based tycoon of the future.... or homeless. We just don't know yet, so it's probably prudent to avoid all encompassing "you won't have marketable skills" statements.

      Just a thought.

    3. Re:Dead end job by ZombieWomble · · Score: 1
      Lets see... if she actually presents this properly, this job would demonstrate some business skills, a willingness to take risks and do something different and 'outside the box', not to mention the types of design and programming skills required by her Second Life job, which have a proven marketability (and, if she's primarily interested in design, they're also probably fairly portable to other sorts of "real life" design jobs).

      Admittedly it's quite likely that an interviewer for most positions will simply adopt your opinion and think she spent 2 years playing a game, but if the employer is even a little open minded, I'd say there are much much worse things you could spend a year or two doing, from an employabilty point of view.

    4. Re:Dead end job by Chris+Burke · · Score: 1

      So when the game eventually ends or goes under because no one is playing any more not only will Ms. LaRoche not have a job she won't have any marketable skills either.

      Um, whatever. At the very least she will have skills doing 3D design. Creating models and skins for someone else's game for free (in this case, a Quake mod) was how one of my friends launched a career in the gaming industry doing 3D modelling and such. It's definitely a marketable skill. Not saying she's got a golden ticket or anything, but it certainly isn't useless experience.

      --

      The enemies of Democracy are
    5. Re:Dead end job by SilverJets · · Score: 1

      Have you played Second Life? Are you aware of their system for creating objects in the game?

      You "interact" with 3-D objects in the game and modify them using the system Second Life developers made. You are not coding, you are not doing sophisticated 3-D modelling with industry accepted applications. Its a game, it is not work. Any more than people buying and selling in-game items on E-bay is work. I guess everyone here would argue that the person using E-bay is developing their retail and marketing skills.

    6. Re:Dead end job by vadim_t · · Score: 1

      Have you?

      Setting up a business in SL is very, very hard work. You've got to figure it out, make a design within the limits of SL (if your project requires scripting then the constraints are quite similar to what these days would be pretty much a microcontroller. Slow execution and 16K memory). Then you've got to market it, and sell it at prices far below what most goods sell in the real world.

      Consider this: You need to make either huge amounts of something, or make it truly amazing. Getting rich at $0.5 per copy requires having *many* customers, many of who will require assistance. Have fun answering IMs all day.

      It seems that Luskwood, who have been in SL for 3 years, and are very well known for their high quality avatars ($3 each) aren't getting anywhere near the profit required to make SL pay their RL bills.

      If you can manage to earn good money in those conditions, then it would be a sign of genius, dedication or most likely both.

    7. Re:Dead end job by Criterion · · Score: 1

      Yes, you interact with 3d objects in the same way you would interact with 3d objects in a standalone modeling package. The subset of tools available is just much smaller, which forces you to be even more creative with your work. You learn to do more with less. As far as your quip about coding.. I'll just guess you've not done any scripting with the platform. So no, it's not "industry accepted applications" (well, unless you do clothing/skin/texture design where most use photoshop), that does not make it any less work.

      Figuring out what people will buy, and then how to make and market it, is very MUCH work. By any definition of the term.

      --
      We have enough youth, how about a fountain of SMART?
    8. Re:Dead end job by Grishnakh · · Score: 1

      Maybe.... but to play devil's advocate, people who quit their jobs to start website based businesses 10 years ago were also encouraged to "get serious about life" and go do something real. Some of those guys ended up making millions because they got in on the ground floor. There's no guarentee of success in any business, but there ARE opportunities and they aren't always obvious.

      As silly as it seems right now, the succesful Second Life clothier might be the metaverse-based tycoon of the future.... or homeless. We just don't know yet, so it's probably prudent to avoid all encompassing "you won't have marketable skills" statements.


      Yeah, whatever.

      There's a big difference between setting up an internet retail shop like Amazon.com, where you use the internet to present data to customers and take orders for real, physical things which then is sent by Fedex to their homes, and designing "clothes" for animated characters in an online game which may or may not last another year.

      This whole thing is based on people having time to waste on a "virtual world" instead of doing something useful. People will always need to or want to buy physical stuff, or even data for use in places other than a computer: books, videos (DVDs), power tools, etc. The internet was a big success because it made it easy for customers to find businesses selling things they wanted, compare prices with a few mouse clicks, place an order, and then just sit back and wait for it to be delivered. We had mail-order companies before (going back to the 1800s), but you needed catalogs to see what they were selling, and orders had to be placed on the phone with people who frequently screwed up your order. The internet made this much more efficient and convenient. This virtual world stuff is totally different, and is merely a place to waste time, like a video game.

  14. FEMALE fashion in Second Life by Anonymous Coward · · Score: 0

    What the article doesn't say is that female fashion is what prevails in Second Life. I played for 2 weeks as a male avatar, and I had a difficult time finding clothes for my character. However, I had no problem finding places selling/giving away dresses, skirts, tanktops, lingerie, etc.

    It would be curious to see the true male to female ratio of players in Second Life. I wouldn't be surprised to learn that it's males driving the fashion, even if they're dressed as women.

    That place creeped me out, so I closed my account.

    1. Re:FEMALE fashion in Second Life by Erbo · · Score: 2, Interesting
      I've done my share of lamenting the state of masculine fashion in SL. Most of the clothes out there are for women, and most of the stuff that is available for men, I wouldn't be caught dead in.

      Still, there are decent clothes to be found. The best suits in SL (complete with flexiprim ties!) come from Blaze, and they also sell good casual menswear. I found more decent menswear at Swell Second Life, including khaki pants and a polo shirt. Blaze is also good for formal wear, and Simone sells a high-class tux that is top-notch. SIMWEAR Menswear is a good location for relatively inexpensive stuff, including suits and tuxes, and also has a good line of shoes, hats, and accessories. Another good shoe retailer is D2TK, where I've bought a couple pairs of brown nubuck leather shoes that look good and wear well. And I have a couple of outfits from Vitamin Ci that also look nice, as well as a pair of Victorian suits from Silver Rose Designs in Caledon that are quite well done. As for hair, I've found decent men's hair designs at both Pazazz and GuRL 6.

      Suffice it to say, there are options for the male avatar out there, if you know where to look. "'Cos every girl crazy 'bout a sharp-dressed man..."

      --
      Be who you are...and be it in style!
    2. Re:FEMALE fashion in Second Life by edmicman · · Score: 1
      leather shoes that look good and wear well
      Sorry, I haven't played it before, but this caught my attention. Do bought goods in SL actually degrade and wear out, forcing you to buy more?
    3. Re:FEMALE fashion in Second Life by CronoCloud · · Score: 1

      Last I read LL esitmates the number of female SL players at between 40 and 50%. It's much higher thany any other online game I've played.

      And while female fashion does predominate, there's plenty of places to find good men's clothes. Just read the SL fashoin blogs. Yes, I know, fashion blogs about virtual fashion. But that's practically the only way to keep track of stuff.

    4. Re:FEMALE fashion in Second Life by CronoCloud · · Score: 1

      You forgot Barnes Boutique. There's also an new place called 1-900-Bettie that has some retro "snappy men's suits"

      And there's that new SL men's fashion blog under the Second Style banner, can't remember the name of it right now. Second man or something.

    5. Re:FEMALE fashion in Second Life by CronoCloud · · Score: 1

      No they don't wear out.

      "Wearing well" probably means something akin to "no weird graphical/color glitches, and that it works well with your own shape. (some items don't work very well depending on shape)

    6. Re:FEMALE fashion in Second Life by Criterion · · Score: 1

      I hear a lot of that.. that there is a lack of mens clothing. I would like to know what guys would like to see available? I mean, throw me a bone and I'll see about getting some stuff done :).

      BTW.. for the best eyes in SL check out DarkSkye Designs in Neverwhere.

      --
      We have enough youth, how about a fountain of SMART?
    7. Re:FEMALE fashion in Second Life by Grishnakh · · Score: 1

      Men's fashion is boring anyway. If you want to look at nice clothes, obviously it's only going to be women's clothes. It's just like looking at attractive people; if you want to look at attractive people, they're only going to be female. Men just aren't appealing to look at in any way. Looking for an attractive man is like looking for an attractive warthog.

    8. Re:FEMALE fashion in Second Life by Erbo · · Score: 1
      "Wearing well" probably means something akin to "no weird graphical/color glitches, and that it works well with your own shape. (some items don't work very well depending on shape)

      Precisely. The nubuck shoes come with "shoe fit" inserts that ensure a good fit, and you don't have to set your foot size to 0 to make them look right, unlike other shoes I've seen (and own). They also have customizable sole and lace colors, and built-in "walk" animations which are useful if you don't already have a good animation overrider.

      --
      Be who you are...and be it in style!
    9. Re:FEMALE fashion in Second Life by Erbo · · Score: 1

      Excellent! I'll make sure and check those out...I'm particularly interested in the "retro" suits, as I am one of the owners of a new club (The Gin Rummy) that's designed to resemble a speakeasy of the 1920's, and I could do with more period-correct outfits for use while working there.

      --
      Be who you are...and be it in style!
    10. Re:FEMALE fashion in Second Life by tehcyder · · Score: 1
      It's just like looking at attractive people; if you want to look at attractive people, they're only going to be female. Men just aren't appealing to look at in any way. Looking for an attractive man is like looking for an attractive warthog.
      OK, OK you've convinced me, you're absolutely positively 100% not gay.
      --
      To have a right to do a thing is not at all the same as to be right in doing it
  15. fashion, or fashionistas? by User+956 · · Score: 1

    The game Second Life -- a simulated world with more than 700,000 'residents,' or players, who sometimes refer to their offline existence as their 'first life' -- is breeding a virtual world of fashion design

    And right along with that is the herds of fashionistas, strutting and posing. It's ironic that despite being a "virtual" world, Second life is one of the most shallow, materialistic communities I've ever experienced.

    --
    The theory of relativity doesn't work right in Arkansas.
    1. Re:fashion, or fashionistas? by Unoti · · Score: 1
      Second life is one of the most shallow, materialistic communities I've ever experienced.

      There are lots of sub-communities. They're not all materialistic (is virtual materialism really materialism?) Certainly there's a big contengent of preening avatar appearance whores running around. But there's tons of other people doing tons of other things, too. Look at boat racing, miniature golf, or investigate becomming a dragon for glimpses of less self-absorbed community.

    2. Re:fashion, or fashionistas? by Pink+Tinkletini · · Score: 1

      Sure, if "shallow" means "interested in different things than me."

    3. Re:fashion, or fashionistas? by CronoCloud · · Score: 1

      Those shallow and materialistic fashionistas raised a lot of money for the Second Life Relay for Life.

  16. Representative focus groups? by lawpoop · · Score: 1

    Are the people who play online virtual-life games the same who would buy real-life avant-garde fashions, even if they find such things suitable enough for their avatars?

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  17. much like real life knockoffs by PrescriptionWarning · · Score: 1

    I don't see why people should get so upset, its just like the corner street knockoffs. Make your brand famous and people will come to you, especially if you continue to innovate. You're only wasting your money and time trying to knockout the knockoffs... hmm this sounds a lot like the DMCA debate...

    1. Re:much like real life knockoffs by Overloadplanetunreal · · Score: 2, Insightful

      I believe there is a big difference in the Second Life setting.

      In the real world, they're cheap knockoffs. They're made from substandard materials and I'm sure the craftsmanship is not as good. But in a game like Second Life, stealing a texture to use on your own outfit has the SAME quality as the original, so there's no reason for a potential buyer to get the knockoff as opposed to the original.

  18. preschool taught me not to share by Phantom+of+the+Opera · · Score: 1

    My preschool was arrainged in open activity stations. We were taught explicitly to enjoy one station as long as one would like and not share. There were plenty of stations, so if you waited your turn, you were free to use it as long as you wanted. If you got bored waiting, there were other things to do. The real reason to share is when you like someone and want them to be happy, not because you feel some social pressure.

    The result was that the children did not bug each other or whine about not getting as much as they wanted. No one was hurried. Anyone who is hurried out of a restaurant after a long wait knows how frustrating being hurried out is.

    (Yes, this is Off Topic, but I could not resist a reply)

    1. Re:preschool taught me not to share by Grishnakh · · Score: 1

      I don't even remember preschool.

      However, I do remember a few scattered bits and pieces about the later grades (1-4), and one thing I learned in school was to never bring anything to school that you didn't want to share with the entire class (food, etc.), because the teacher would force you to. It was also a good lesson on the problems with communism, resource-sharing, etc. One candy bar or whatever would be great if you kept it to yourself, or maybe shared it with one friend. But when you had to share it with 20+ kids, it wasn't even worth it.

  19. Second life demographics... by Yvanhoe · · Score: 1

    Last time I saw a Second Life article on /. (a few months ago) I decided to try it, met a few persons, all in there recently for 2 or three weeks. I wonder how many people spend more than 3 months in Second Life (yes, I only logged in two times, I didn't like their creation methods)

    --
    The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    1. Re:Second life demographics... by BabaYama · · Score: 1

      You always start off around mostly new people because all the new people are funneled through the same areas.. You might have found more if you had continued, but if you don't like it.. meh whateva

      --
      Sucks
  20. Second Life Clothing Market by RembrandtX · · Score: 3, Insightful

    Well, I have to say it. Not only does second life irritate the CRAP out of me, but its whole 'system' is a mess.

    I honestly played second life for like 2 days, to see what all the fuss was about. Not only was the game slow, and unresponsive, but it was dull as shit too.

    It was basically a giant SHOPPING MALL. you could go to remote islands, and shop. You could go to the desert, and shop. All the while spending 'real' money for virtual clothes, so other people could watch you 'shop' in style. [As an added bonus, you could sell your virtual life $$ for 'real' money, allowing chinese etc. money laundering and farming.]

    You are given an allowance of Lydon(sp) dollars every week. and my first (and only) $250 went to buy a t-shirt that said 'you all suck' on it, of course, I didn't get that .. I instead got a big 'box' hat that covered my little character and said 'sucker' on all sides.

    So not only can you SHOP online, but you can get ripped off online too.

    The company is just biding its time trying to get series-A funding. Something to drive the price up so the CEO can retire, or sell to warner brothers or something.

    Now, its also well known that Second Life has a HUGE gay following, its like .. the video game for folks who are/were/might be coming out soon. So maybe that has something to do with the endless fashion parade. Really, in the end of the day though, not only is this story moot, but second life is moot. Its a failed experiment, pumped up by marketing PR, hoping to last long enough so that the folks who own it don't need to get real jobs. The Sims online, has a larger marketshare, and sony called that game a failure.

    --

    --Ne auderis delere orbem rigidum meum, non erravi pernicose!
    1. Re:Second Life Clothing Market by Maian · · Score: 1

      "Dull as shit" is just your opinion, and I suspect my opinion would be the same. But that doesn't mean the game is shit. It may be shit for you and me, but not to the people the game is targeted for, which is definitely not us. It's like saying, all chick flicks suck, when clearly some people just love em. Or something more game-related: some think PvP is da shit, and others think PvP is shit.

    2. Re:Second Life Clothing Market by AdamTrace · · Score: 4, Interesting

      "I instead got a big 'box' hat that covered my little character and said 'sucker' on all sides."

      For what it's worth, the T-shirt was probably inside the box... Putting stuff in boxes is a pretty typical way to sell things. Not that you care, but just FYI.

      I signed up for Second Life months ago. I was never interested in actually "playing" it (meaning, I suppose, meeting people, making friends, wearing furry costumes, having virtual sex, etc), but instead, I had a great time making and scripting objects, and subsequently selling them.

      Seriously, tell me one other place where you can make your very own casino game, rent floor space, and make (or lose) real US dollars by having people play your game? Not everyone can make and sell clothing for real money, but you can in SL. There's something to be said for that.

      Myself, I've made a few casino/dance club type games, as well as some treasure hunt type stuff, and have made a couple hundred bucks over the summer. Nothing to retire on, but, on some level, more rewarding than the time I spent playing WoW...

      Adman

    3. Re:Second Life Clothing Market by cubicledrone · · Score: 1

      The Sims online, has a larger marketshare, and sony called that game a failure.

      If a golden blimp the size of metropolitan Minneapolis emerged from Mount Vesuvius by the light of a silver sunrise and floated gently to Sony Headquarters, then hovered momentarily over the front parking lot before a gigantic sphincter parted from within the blimp and disgorged a pile of cash that blotted out the sun so completely that it caused an ice age for 100 years, Sony would probably call it a failure.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    4. Re:Second Life Clothing Market by dlim · · Score: 1
      So not only can you SHOP online, but you can get ripped off online too.
      You don't need a Second Life to get ripped off online. I never did see the $10 million I was promised from Dr (Mrs.) Mariam Abacha, wife of the late Nigerian head of state, General Sani Abacha.
    5. Re:Second Life Clothing Market by eyeball · · Score: 1

      I highly suggest you take a look at this presentation from Philip Rosedale to get a better idea of what their vision is. The founders aren't going anywhere.

      Also, it's painfully obvious that a large part of the SL grid is devoted to shopping, but look around -- it's a reflection of the real world. I would guess that the spending ratios between things like clothing, toys, gadgets, education, real estate, and investment may be very similar between the two worlds.

      And the spending reflects the amount of activities as well. It's easy to walk around NYC for the first time and think all people do is eat and shop, but after a little time, knowing where to look, you can find serious things to do that don't involve shopping. Same with Second Life - coffee shop listening to live streaming music with others, discussion groups, classes (both SL-related and not), art shows, poetry..

      Oh and that "You Suck" shirt costed roughly $1 real-life money. 250L is a pretty high price for what sounds like a cheap T-shirt, so you were kind of ripped off.

      --

      _______
      2B1ASK1
    6. Re:Second Life Clothing Market by Bieeanda · · Score: 1
      Actually, non-subscribing players don't get a weekly stipend any more. If you shell out a tenner a month, you do get a certain amount of L$ per week, but not enough that you could cash it out to recoup your ten dollars at the end of the month.

      Inventory management and transferring objects is still a huge fucking mess. As someone else said, the shirt you bought was probably in the box that you ended up wearing on your chest. Unfortunately, there's no way to move objects from a box in your inventory to another part of your inventory... you've got to put the box out in the world somewhere (I've taken to attaching it to my HUD, so nobody sees it) and interact with it from there. It's counterintuitive, to say the least.

      The Sims Online was a massive failure for EA, not Sony. It had none of the attractions of the standalone game (like playing "house" with multiple households), and worse the only way to do anything revolved around stupid mini-games. The average Sims enthusiast wanted to play with their dolls, not pretend to be one of those dolls.

      Linden Labs, on the other hand, is appealing to their users' greed by allowing them the opportunity to cash out in-game earnings-- with a tiny bit taken off the top for the service, of course. They also allow people to buy in-game currency with real-world money (there's even a hard-coded button that fires up the currency conversion web-page in the client). There are groups that shell out hundreds of dollars a month to the Lindens in virtual land fees, which indubitably keeps the company flush with money. You might be angry and frustrated with Linden Labs (and there's no shortage of reasons to be angry with them), but they do have a tidy little racket going on right now.

    7. Re:Second Life Clothing Market by CronoCloud · · Score: 1

      I guess you didn't pay attention during/at orientation island, and thus did not know how to get items out of the boxes sellers sometimes put them in. You also weren't paying enough attention to find all the stuff that's out there that's free/cheap for new folk.

    8. Re:Second Life Clothing Market by CronoCloud · · Score: 1
      Inventory management and transferring objects is still a huge fucking mess.


      What I wouldn't give for a better inventory system or even a command line shell for inventory manipulation
      As someone else said, the shirt you bought was probably in the box that you ended up wearing on your chest.


      At least the default attachment point was changed to the hand from the head. Had too many boxes remove my prim hair. Even seasoned players had that happen when they'd think a newly bought item was ready-to-wear.

      Unfortunately, there's no way to move objects from a box in your inventory to another part of your inventory... you've got to put the box out in the world somewhere (I've taken to attaching it to my HUD, so nobody sees it) and interact with it from there. It's counterintuitive, to say the least.


      You can attach boxes to your HUD? I didn't know that, I thought that was just for scripted objects like SLURLblogger, or a mood HUD or Second Style magazine. :-)

    9. Re:Second Life Clothing Market by Bieeanda · · Score: 1
      You can attach boxes to your HUD? I didn't know that, I thought that was just for scripted objects like SLURLblogger, or a mood HUD or Second Style magazine. :-)

      I attached a mop of flexprim hair that I got at Yadni's junkyard to the center of my HUD, once. I swear, I thought it was a bright red facehugger for a second after it rezzed.

    10. Re:Second Life Clothing Market by Anonymous Coward · · Score: 0

      Hope you declared that income and have a licence for your online gambling venue :)

    11. Re:Second Life Clothing Market by Criterion · · Score: 1

      "my first (and only) $250 went to buy a t-shirt that said 'you all suck' on it, of course, I didn't get that .. I instead got a big 'box' hat that covered my little character and said 'sucker' on all sides.

      So not only can you SHOP online, but you can get ripped off online too."

      So not only were you just a passer-by, but you didn't even take the time to learn how to remove stuff from boxes, and wore the box instead of its contents. Yeah, you really know your stuff.

      --
      We have enough youth, how about a fountain of SMART?
  21. This just in... by plexium_nerd · · Score: 1

    It's official, Second Life now sucks just as much as real life.

    --
    ____ plex
  22. The one thing nobody talks about... by xx01dk · · Score: 1

    ...is the bloody horrible LAG in this game. It has nothing to do with your hardware; I can only stumble around at about 5-10 FPS in moderately populated areas with my dual-core, 7900GT machine with 2gb ram. I want to like this game so much but when you're used to playing other huge MMO's like WoW at smooth-as-glass framerates, walking around as if you are trapped in a slideshow is unbearable.

    I hope they upgrade their hardware soon, because I'm willing to give it another go.

    --
    There is simply too much glass..
    1. Re:The one thing nobody talks about... by Gwala · · Score: 0, Offtopic

      Let me guess - dual core machine?

      Set processor affinity to a single core - that will fix it. SL likes jumping between cores at every opportunity which absolutely kills the performance on high end machines. (That being said, performance still isnt brilliant - user created content tends to lead to unoptimised areas)

      Another tip is to lower your draw distance if performance still sucks - preferences -> graphics -> draw distance - set to 64 (Default is 128), worst case that will give you a good framerate.

      --
      #!/bin/csh cat $0
    2. Re:The one thing nobody talks about... by CronoCloud · · Score: 1

      What the? Somebody rated you offtopic. Perhaps, but you did give out useful information.

      Apparently SL sucks on everybody's machine. There's folk for whom creating a new folder in inventory crashes the client, other folks who crash when taking a screenshot. For my sake, I average between 2 and 10 fps, even with draw distance set to minimum, dropping resolution will raise that a little.

    3. Re:The one thing nobody talks about... by Anonymous Coward · · Score: 0

      I run SL on a Venice 3500 with 2gb and a 7800gt. My graphical settings are up as high as the client will support them. On entering an area with a lot of different textures, my framerate might drop to 30 or so fps, but it goes back up to around 60 once everything is downloaded.

      It's not so much about processing power as it is bandwidth.

      Assuming you're on a good broadband connection, did you make sure to check your network settings and tweak the maximum bandwidth allowed to the client?

    4. Re:The one thing nobody talks about... by CronoCloud · · Score: 1

      Yes, my bandwidth setting is maxed out. ('m on a 5000/256 connection. The frickin client still doesn't use it like it should, though the newer clients are much better in that regard.

      I'm running SL on a Gateway 400sp Plus, thats a 2.2Ghz Mobile Celeron, i852/855GME integrated graphics, 512MB of RAM.

    5. Re:The one thing nobody talks about... by Criterion · · Score: 1

      Note that the network setting is for upstream, not downstream, so if you maxed it out at 1k you're going to experience severe packet loss. Cut it back to 256 or less. It will give you much better performance when it's actually able to talk smoothly.

      --
      We have enough youth, how about a fountain of SMART?
  23. much like real life [physical] knockoffs by Anonymous Coward · · Score: 0

    *sigh* And as usual slashdot forgets the digital realm isn't like the real one. That's why analogies break down.

  24. Bad choice of words? by Wilson_6500 · · Score: 1

    You can register the copyright which helps with enforcing it...

    This is almost certainly a bad choice of words on the part of the author. The only real reason I can come up with for anyone to "take steps" to copyright their work (really, as you've said, to register the copyright) is to enforce it. Why would anyone bother to register their copyright unless they suspected they may need to prove that it was theirs? The author certainly intended to say that the designers have taken steps to prepare to enforce their copyright--which, to most people, is the same as actually copyrighting it.

    I very much doubt the average person--maybe even the average journalist--knows much at all about copyright. I certainly don't.

    1. Re:Bad choice of words? by KarmaMB84 · · Score: 1

      Some else might duplicate it and sue YOU ?

    2. Re:Bad choice of words? by RobertLTux · · Score: 1

      the cheapest way of being able to prove a copyright is copy the files to a sd card (or mini cd) and put it and a piece of paper with the md5 sum or sha hash in an envelope and then mail it to yourself (the trick is that tampering with the envelope is a FELONY and has a verifiable date stamp).

      of course for the bigger stuff being able to use (r) is very handy

      --
      Any person using FTFY or editing my postings agrees to a US$50.00 charge
    3. Re:Bad choice of words? by Planesdragon · · Score: 1

      the cheapest way of being able to prove a copyright is copy the files to a sd card (or mini cd) and put it and a piece of paper with the md5 sum or sha hash in an envelope and then mail it to yourself (the trick is that tampering with the envelope is a FELONY and has a verifiable date stamp).

      The post office is not a notary, and once you have an envelope the USPS doesn't care what you do with it -- throw on extra postage, mail a blank envelope, and then slide your SD card into it, and you've commited no crime. (trying to use said postmark as a false copyright, OTOH, is--but it's not mail fraud). By and large, you cannot count on self-mailed envelopes to add anything more than simple recordkeeping does to your claim.

      The cheapest way to gain support for your own records of copyright is to find a real person and show them your work. Anybody legally competent should do; heck, even children might qualify. If you really, really want to use the USPS to establish a date, mail the letter to someone you've hired to pick up your envelope, record the date of mailing, and hold onto it until they need to produce it. But even then, it's the aid of someone else and not the USPS that will support your claim.

  25. but...do you REALLY want their input? by argStyopa · · Score: 1

    Fashion designers, having taken a clue from the digital world, have recently decided to use survey results from trial marketing data floated in a number of MMOGs, for example "Second Life".

    2007 fashions, as a result, are predicted to consist entirely of micro bikinis, Robotech suits, and "Furry" costumes with gender-appropriate orifices/prostheses.

    --
    -Styopa
    1. Re:but...do you REALLY want their input? by Jesus_666 · · Score: 1

      I'm still waiting for Nike to release their new collection of epic shoes. They give you a +5 to trendiness.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  26. So much for that experiment... by argStyopa · · Score: 1, Interesting

    (somehow /. stuck this in the PS3 article....)

    What I find so amusing/ironic/sad is that Linden Labs had built 2nd Life on a kind of cool idea - a pseudo-utopian experiment where they were going to build the world and, as I understood it, essentially keep their hands off, letting the social systems and communities grow organically.

    Until something doesn't fit their PC-vision of what utopia should be, apparently.

    Like utopian socialists whose Pollyanna ideals of "from each...to each..." don't quite survive their impact with the real world, they then turn to despotism to FORCE people to conform to (what they think) is best. The Lindens don't seem to hesitate to employ a mechanistic "hand of god" when it suits them.

    Hint: Tyranny for a good reason is still tyranny. It's their world, their money (mostly), and they can ultimately do what they like, of course.

    But what value is a 'virtual' version of Biosphere II, if the irresistable, implacable Hand of God can come in and magically set things right?

    I was peripherally involved in the "Jesse War" so many ages ago, and I was saddened then as I'm saddened now. They have chosen once AGAIN to insinuate themselves directly in world-affairs and thus taint the entire experiment.

    Wouldn't it have been MORE interesting to see how the community might have handled this WITHIN the bounds of the tools available to the avatars in-game? It might have provided a creative insight to our real-world issues of IP, patent, and copyright infringement.

    Experiments are worthless if it's impossible for them to go wrong. If they can only travel down the pre-planned course, that's not an experiment, that's NARRATIVE. How do you study how the human animal behaves in the wild, if every misbehaving member of the study group is removed? What sort of valid result will that leave you?

    But no, unless we have the magic Hand of God who can fix things in real life for us, too?

    --
    -Styopa
    1. Re:So much for that experiment... by reed · · Score: 1

      The problem is that the tools are really limited. Can you hack Second Life to digitally sign clothes that you're selling? Can I get the server source code, add a feature, and send a patch to Linden Labs? :)

  27. Talk is cheap by KDR_11k · · Score: 1

    Now where's the torrent?

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Talk is cheap by Criterion · · Score: 1

      Torrent of what? You can join SL for free.

      --
      We have enough youth, how about a fountain of SMART?
    2. Re:Talk is cheap by KDR_11k · · Score: 1

      Yes but obviously the fashion isn't free.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  28. This would be of limited value by MythoBeast · · Score: 1

    If you've spent any time in second life, you'd know that the clothing strongly ignores practicality and sensibility. Part of it is that virtual clothes weigh nothing and are indestructable, so you can make any shape or size of outfit you want (even including costumes like Ed-209, and people can wear them with about as much effort as a bikini without having to worry about getting into a car, or even about ever having to wash it. A second lost consideration is fabric. In real life, the difference between satin and cheap cotton is horribly obvious to anyone. In second life, you have to go through a lot of effort to even make that kind of thing noticable, and even then there's no way to make a difference in stiffness. A look at walks down some of the fashion show runways gives people a clue what designers would produce if practicality were meaningless, and second life is an order of magnitude worse than that.

    --
    Wake up - the future is arriving faster than you think.
    1. Re:This would be of limited value by archen · · Score: 1

      Exactly. If you want proof of how hard non real fashion is to duplicate in real life, then just look at any costumes made up for anime cons. Not only that but when you stick real people in those costumes the results can be less than flattering. Not that I'm against cosplay or anything, it's just that... well most of us aren't as aestheticly pleasing as anime characters...

    2. Re:This would be of limited value by elrous0 · · Score: 1
      I'm reminded of those poor bastards who had to deliver those Halo scripts dressed as Master Chief. Master Chief may look cool in animated form, but in real life his costume looks like something a gay motocross racer would wear.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  29. 2nd Life fashion better protected than 1st life? by KiahZero · · Score: 2, Informative

    Interestingly, because fashion designs in Second Life fall within the bounds of copyright, they are more protected than fashion designs in real life. Because real life designs are considered a "useful article," they fall under patent law rather than copyright law. Since patent law moves so slowly, designs wouldn't be protected under patents until after they're no longer worth protecting. Because computer code is not held to be a "useful article" (I have no idea why clothes are and software isn't... *shrug*) fashion designers who design virtual clothes can copyright their designs and sue infringers. I'd be kind of curious to find out what would happen if a real life designer started creating copies of their own work in Second Life and then attacking other real life copiers for making derivative works from their virtual copyright. The outcome would likely be the court deciding that the Second Life designs were similar to paper designs, making no difference to the current regulatory scheme. It's an interesting question nonetheless. (If you're interested in the topic, there's a paper on the topic here: http://www.law.virginia.edu/pdf/faculty/sprigman_p iracy.pdf)

    --
    I'm a lawyer, but not yours. I wouldn't represent someone who thinks taking legal advice from Slashdot is a good idea.
  30. This just in by cubicledrone · · Score: 1

    Person who uses computer for work wants to buy food. Controversy erupts. Film at 11.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  31. Re: Who wants a job anyway? by cubicledrone · · Score: 1

    she won't have any marketable skills either

    Fashion design isn't a marketable skill? Huh?

    Thank you I've heard enough. Don't call us, we'll call you

    And there you have it folks. The fuckitude of the workplace in 11 words. Now let's all sing the company song while our "interviewers" wait for a Nobel-Prize-winning astronaut with four PhDs and an Olympic Gold Medal to respond to our ad for a "self-starter with a winning personality" to work 12/7 for $15 an hour while some phone-flipping crouton-stuffing fuck tells them how their education doesn't have anything to do with the real world.

    --
    Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
  32. Real designer clothes are just as virtual by nidarus · · Score: 1
    The cost of the fabric and the salary of the third-worlders that actually make the clothes are just a fraction of the price people pay for designer clothes. What do people pay for then? Well, design - i.e. intellectual property.

    I mean, these "virtual" clothes even perform the same function as their real-world counterparts: to be aesthetically pleasing.

  33. DRM angle by SiliconEntity · · Score: 1

    There's an interesting DRM angle to the "fashion designer who quit" story. She was a popular designer but had bought a "skin" from someone else. A skin is like clothing but an inner layer - it has facial makeup, tatoos, body shading, coloring, etc. Anyway she liked the skin but didn't like the face makeup, so she wanted to change it. But she couldn't.

    Here's where the DRM comes in. The item was sold "no modify" (as many or most clothing items are) meaning you can't edit it, you can't change it. However, we all know that DRM is often easy to work around. In this case there are plugins which will capture the data going to the graphics card drivers and save it as an image file. So she was able to save her "skin" as a file on her disk. Then she loads it into Photoshop or whatever and edits the face makeup to be more to her liking. She uploads it to the game and wears it.

    Now, she wasn't selling the modification, she was just wearing it. This was for her personal use. But still, she had made a "derivative work" in copyright law terminology, without the permission of the original designer. And had violated the game's Terms of Service as well.

    So, she got caught and people really came down hard on her, so she quit the game. She had been a popular designer herself but didn't want to put up with the criticism.

    So, a couple of lessons:

    1. This kind of DRM doesn't work

    but

    2. If you make a derivative work anyway and wear it out in public, you'll probably get caught.

  34. So.... by kn0tw0rk · · Score: 1

    before you put on clothes, you have your be'fore skin'? :)

    --
    See my art -> http://herbevore.deviantart.com
  35. Referencing a past article by Anonymous Coward · · Score: 0

    I remember reading about an article I believe on slashdot on how people wanted a third life. One at work, one at home, and one on second Life. Well, I believe people who want on second life have no first life to begin with. My brilliant two cents.

  36. Furries by Anonymous Coward · · Score: 0

    Come on most people did it for the furry community anyway,no cloths needed there. Boing

  37. Rename the game by DeathElk · · Score: 0, Troll

    Second life? More like "Get a life".

  38. 40 to 50% by Cybert4 · · Score: 1

    OK, let's play this little game again. The actual human being behind the computer (unless there's a bot controlling it) is 87.5% male. Just like WoW. Just like every computer program since computers were invented. It's just the way it is. There may very well be more female avatars, but that means very little.

    1. Re:40 to 50% by CronoCloud · · Score: 2, Interesting
      OK, let's play this little game again. The actual human being behind the computer (unless there's a bot controlling it) is 87.5% male. Just like WoW. Just like every computer program since computers were invented. It's just the way it is. There may very well be more female avatars, but that means very little.


      You know, lots of women actually use computers too. It's not like the Imsai or Apple I or Commodore PET days when there was a grain of truth to what you're thinking.

      "Every computer program" is hyperbole and chauvinism pure and simple. It's almost like you're offended that there might be an online game that women might find appealing.

      Second Life is not WoW, it's not Everquest, it's not even like the Sims, which have a lot of female players. Trust me, the number of female players of Second Life is much higher than the traditionally male grind and raid MMORPG's

      In most MMORPGS even if the user base is 80% male the ratio of male to female avatars is about even right? That's not the case in Second Life, where female avatars easily outnumber the men. That's because not only do you have some men playing female avatars you also have lots of women playing female avatars.

      There's Second Life podcasts, listen to them. Yep, women. Look at all the fashion blogs do you think the average "only plays a female av because she's got big hooters to ogle MMORPG guy" writes them?
    2. Re:40 to 50% by Criterion · · Score: 1

      How 'bout we do.. since the poster above you said "players" and not "avatars" he is talking about the person behind the computer. If you want to talk about avatars, if you have EVER been in SL you would know that most of them are female.. certainly much MUCH more than 50%... but if you were to actually get to know anybody in game, I know that it seems that there are actually more females than males behind the keyboard. SL attracts female users. This much we know as fact. It's the Sims taken to a different level lol.

      --
      We have enough youth, how about a fountain of SMART?
  39. Don't tell me... by Anonymous Coward · · Score: 0
    I was peripherally involved in the "Jesse War" so many ages ago
    ...you fought alongside my father and he wanted me to have his lightsaber?

    What the hell is a "Jesse war" anyway? I envision some kind of Zoolander-style fashion walk-off between avatars, with the designers at the side exclaiming "Oooh, get her, the steaming great Jesse!"
    1. Re:Don't tell me... by BabaYama · · Score: 1

      more like a bunch of kids waving their little things at each other..

      --
      Sucks
    2. Re:Don't tell me... by CronoCloud · · Score: 1

      Jessie was a region in Second Life, not a person:

      http://nwn.blogs.com/nwn/2003/07/war_of_the_jess.h tml

  40. A step closer to the matrix. by master_p · · Score: 1

    As computers get more powerful, where is the limit to virtual world participation? suppose that in 20 years quantum computers allow the perfect rendering and raytracing of virtual online worlds, with instant communication between server and client. What happens then? obviously, there should be a limit, because people would get hooked so bad in it that the society's structure will be severely destroyed.

    1. Re:A step closer to the matrix. by Cee · · Score: 1

      One reason behind the huge success of the MMO(RP)G genre is that you can have an adventurous life for just about $13/month. It's far cheaper to buy Test Drive Unlimited than to get a Ferrari. Or travel to Tanaris (a desert area in WoW) rather than going to the Saharas.

      But will these games take over the world? I doubt it. A game is limited to its game designers, sooner or later most (but not all, of course) will get bored with the game's content. The real world on the other hand, is far huger and offers way more opportunities. So a scenario where most of the world's population would get stuck online à la Matrix is not something I think will happen.

      However, my guess is that the poorer you are (provided you can afford an internet connection) the greater the risk is that you get hooked with MMORPGs. The reason is that poorer people often have less freedom of choice in their own life. I can't just move to Tahiti tomorrow, but that would be no problem for your average Hollywood star. But it would be no problem to battle monsters in Tahiti online if there ever was such a game :)

  41. Property by human_err · · Score: 1

    Like what? Numbers in a bank account? Real estate? How does one own land or air? Virtual property is just an extension of the provisional reality of "real" property. Not to say property is all bad, but this Second Life stuff does make me reflect on how far capitalism can shift our perspectives.

  42. Second Life could have been amazing... by AlexMax2742 · · Score: 1

    ...too bad it was ruined by complete psychopaths like Prokofy Neva and the completely opaque and even arbitrary Linden banhammer. If you're seriously considering trying out Second Life, keep these forums close, they're the one becon of sanity in this whole sad minagere http://forums.secondcitizen.com/ (I myself have only made one post there, so I've got nobodies adgenda but my own here)

    --
    I'm the guy with the unpopular opinion
  43. Holy crap by Jerry520 · · Score: 1

    Freakin losers with no lives.....Hahahahaha....Go outside, you jackass!

  44. Kinds of SL Encounters by Plugh · · Score: 1
    There seem to be 3 kinds of people in SL:
    1. (pre-) Teen-agers. Surprisingly, these are NOT the overwhelming majority.
    2. Corporations hoping SL is "The Next Big Thing". In some places, you can hardly find an actual person, for all the corporate entities. They open "virtual" stores to enhance their brand. They also have casinos and porno complexes where you can watch "real" pornos. All of which are aimed at trying to make SL virtual-money ("Linden dollars"). Kinda wierd.
    3. Geeks. People like me. They usually are either just killing time, or have a "message" they want to get out, and hope SL is a good medium.
    To the latter end, there is the Gimme Liberty Bar (here is the SL teleport URL). There's also a listening party there every night except Sundays, 7-10PM Eastern time. Pretty whacked-out. You can also pick up some free (as in beer) clothes and virtual pets there, and watch freedom-oriented videos.
    1. Re:Kinds of SL Encounters by tehcyder · · Score: 1
      watch freedom-oriented videos
      Is that some sort of euphemism for pr0n?
      --
      To have a right to do a thing is not at all the same as to be right in doing it
  45. ip irony by drDugan · · Score: 1

    I find it terribly ironic that even with the draw of an idealistic computer-generated world, the people (both at LL and the payers) have mostly structured it with all the ills of the real world.

    IP??? in a virtual world? it don't even make no sense in the real world. Except in the interest of keeping people with busi-ness -- we don't need IP and the world would be better without ownership of ideas.

    I took about 30 minutes in 2nd life to realize it was the RL equivalent of a massive strip mall.

  46. Proof in the Pudding by virg_mattes · · Score: 1

    > prove to me that culmination of these skills into making FAKE clothing is worth REAL money.

    People are paying Linden dollars (which are convertible to real money) for them. That's all the proof I need to say it's worth real money. Still, the greater point is that people pay for non-corporeal stuff all the time. They pay to play MMO games. They pay for rides on a rollercoaster. They pay to visit a zoo. They pay to watch a boxing match. The simple fact is, if getting cool clothes on an avatar in a game entertains you, and you're willing to pay the equivalent of real money for that entertainment, why shouldn't someone make those virtual duds for you? If you consider the person making virtual clothes in Second Life to be an entertainment provider, it's rather obvious why they can make money. If their designs are so pleasing that lots of Second Life folks want those cool clothes, then it becomes viable. Sure, it relies on Second Life continuing, but then one of those professional hula dancers at some resort in Hawaii relies on the continuing function of the hotel to keep working. If Second Life dries up, she'll have to find another venue where her skills are marketable, or get into another line of work. Sounds like how First Life works for everyone.

    Virg

  47. I'd just like to say... by rAiNsT0rm · · Score: 1

    WTF?!? Seriously.

    --
    http://teasphere.wordpress.com - A little spot of tea
  48. My adventure on SL by Cybert4 · · Score: 1

    Led me to conclude that it is mainly male _players_ (not avatars!!!) playing with only one hand dedicated to the _computer_. Did I miss something?

    1. Re:My adventure on SL by Criterion · · Score: 1

      Maybe your adventure in SL was tainted due to the places you evidently went to if you were surrounded by people having sex. I have found more than enough to keep me busy for a long time without resorting to things I can do in RL.

      --
      We have enough youth, how about a fountain of SMART?
  49. a teacher once did that to me by Phantom+of+the+Opera · · Score: 1

    So the next time I came in with a snack, I made sure it was crackers with limburger cheese, and there was enough for the whole class.

  50. Also, women playing men!!! by Cybert4 · · Score: 1

    Actually, that only happened once. And it didn't last long. Women usually play women. Men usually play women. Sometimes a man plays a man. And that one time, a woman played a man. But that's still a rumor.

  51. +1 informative by Anonymous Coward · · Score: 0

    I may be an offtopic coward with no mod points, but the link is appreciated. Merci beaucoup!