In the very very long run, Second Life is actually supposed to be the platform that extends, if not replaces, the current "world wide web" as we know it. Think "metaverse" ala Neal Stephenson's "Snow Crash". It's what Activeworlds tried to do but didn't really pick up as much momentum.
Of course, I mean "very very" emphatically since it's going to take a lot of work to get that far. However, anyone who has been around since the beta of Second Life (a little over 3 years ago) can attest to the incredible amount of growth, innovation, and evolution that has occured. Top it off with a company that runs itself like Google (only with less "take over the world" attitude) and it becomes obvious why the press coverage is so huge.
Funny thing is... 12 year olds aren't even allowed in Second Life. Heck, there's a whole separated world for 13-17 year olds with the primary world being 18+ ONLY. This is why even the free client still asks you for a credit card; age verification.
Tringo
You make a game, you get recognition from real life companies. You don't even have to win the contest for this; anybody participating will get seen by other game developers. This is something you can put on your resume and be proud of. I think that's enough of a reason for any prospective game developer to give this a try.
Some of that you can already do easily, some of that you can't. Some of it is asking too much but absolutely none of it is impossible. Of course there has to be give and take in an environment as open as this one, that's a rule of the game right there. But there are always new developments with every point release and I'm pretty sure more game controls (the ones you want and more) are comming in time for the contest (or so I've heard).
But it's simple enough to force your game's car on a player and have the finish line only detect that type of car.
I've made games in Second Life. It's easier than anything I've ever coded with before... next to Macromedia Director's "Lingo". But you can get really complex depending on your knowledge of the language, it's incredibly versatile.
Yes, there is a Linux client in progress. I've asked the developers and they have replied that they are working on it. However, the company is still small (I think... what do you consider big?) and it's cool enough that they're able to get PC and Mac working.
Not quite. The makers of 2nd Life, Linden Lab, would pretty much use the game and avatar (probably not your real life mug) in fliers or advertisements, that's about it. You can call that a financial benefit but I'd call that some cool publicity for the guy who made the game.
Besides, you should check out this little story:
http://games.slashdot.org/article.pl?sid=05/03/03/ 1853234&tid=209&tid=193
This dude made a game and got it sold to a real life company. Now he gets royalties for it. Allowing Linden Lab to use my avatar and game for promotions is something I'd actually want.
The original story of Tringo getting purchased is with the Wall Street Journal. This link doesn't require membership either (but you do have to scroll down). It also covers another thing missed by the Clickable Culture story: The publishing rights go to Donnerwood in the real world but the developer, Keir, keeps his rights to the game within Second Life.
Actually, I don't think the developers of Second Life (as in Linden Lab workers) do much in-world development of their own. The coolest thing about this story is the fact that it was just a resident who made the game and he did it for fun. Getting an offer for it was simply a bonus.
I've been a resident for a while and have made a few games of my own. I have to admit that this is awesome news in my book because I've always wondered if there was any legitimacy in the games I made inside Second Life. This is now proof that my game ideas might actually be sellable.
Break out the Poser software, it's time to finally do something I've wanted for a long long time. Actually have an MMO with avatars that do what you want them to do!
In the very very long run, Second Life is actually supposed to be the platform that extends, if not replaces, the current "world wide web" as we know it. Think "metaverse" ala Neal Stephenson's "Snow Crash". It's what Activeworlds tried to do but didn't really pick up as much momentum. Of course, I mean "very very" emphatically since it's going to take a lot of work to get that far. However, anyone who has been around since the beta of Second Life (a little over 3 years ago) can attest to the incredible amount of growth, innovation, and evolution that has occured. Top it off with a company that runs itself like Google (only with less "take over the world" attitude) and it becomes obvious why the press coverage is so huge.
Funny thing is... 12 year olds aren't even allowed in Second Life. Heck, there's a whole separated world for 13-17 year olds with the primary world being 18+ ONLY. This is why even the free client still asks you for a credit card; age verification.
Tringo You make a game, you get recognition from real life companies. You don't even have to win the contest for this; anybody participating will get seen by other game developers. This is something you can put on your resume and be proud of. I think that's enough of a reason for any prospective game developer to give this a try.
Some of that you can already do easily, some of that you can't. Some of it is asking too much but absolutely none of it is impossible. Of course there has to be give and take in an environment as open as this one, that's a rule of the game right there. But there are always new developments with every point release and I'm pretty sure more game controls (the ones you want and more) are comming in time for the contest (or so I've heard).
But it's simple enough to force your game's car on a player and have the finish line only detect that type of car. I've made games in Second Life. It's easier than anything I've ever coded with before... next to Macromedia Director's "Lingo". But you can get really complex depending on your knowledge of the language, it's incredibly versatile.
Yes, there is a Linux client in progress. I've asked the developers and they have replied that they are working on it. However, the company is still small (I think... what do you consider big?) and it's cool enough that they're able to get PC and Mac working.
Not quite. The makers of 2nd Life, Linden Lab, would pretty much use the game and avatar (probably not your real life mug) in fliers or advertisements, that's about it. You can call that a financial benefit but I'd call that some cool publicity for the guy who made the game. Besides, you should check out this little story: http://games.slashdot.org/article.pl?sid=05/03/03/ 1853234&tid=209&tid=193
This dude made a game and got it sold to a real life company. Now he gets royalties for it. Allowing Linden Lab to use my avatar and game for promotions is something I'd actually want.
The original story of Tringo getting purchased is with the Wall Street Journal. This link doesn't require membership either (but you do have to scroll down). It also covers another thing missed by the Clickable Culture story: The publishing rights go to Donnerwood in the real world but the developer, Keir, keeps his rights to the game within Second Life.
Actually, I don't think the developers of Second Life (as in Linden Lab workers) do much in-world development of their own. The coolest thing about this story is the fact that it was just a resident who made the game and he did it for fun. Getting an offer for it was simply a bonus. I've been a resident for a while and have made a few games of my own. I have to admit that this is awesome news in my book because I've always wondered if there was any legitimacy in the games I made inside Second Life. This is now proof that my game ideas might actually be sellable.
But more people should know about it. 2 points I can make to get interest going:
1: $10 lifetime membership, no monthly fee. (There is an optional monthly fee plan, not required)
2: Nicest MMO world community I've ever been a part of.
Seriously, just try it. Infact, get the extended trial here.
Mind letting the little people like me know what exactly you mean by "Top 500"?
Break out the Poser software, it's time to finally do something I've wanted for a long long time. Actually have an MMO with avatars that do what you want them to do!