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The Wright Stuff – Popular Science

This is an excellent interview with Will Wright, creator of SimCity, The Sims, Spore, and other games.

It touches on a lot of key ideas about game design; the nature of education, play and socializing, the richness of game design, how to engage users of different types, and so forth. I kept wanting to quote parts of it here, but then it turned into quoting half the article. So just go read it.

In a study much like the famous Milgram experiments (where people administered shocks to others behind a partition, in accordance to an authoritative direction), they’re finding that people have high empathic response to avatars (like those in Second Life) even when they know they aren’t real.

Research findings:

Our results show that in spite of the fact that all participants knew for sure that neither the stranger nor the shocks were real, the participants who saw and heard her tended to respond to the situation at the subjective, behavioural and physiological levels as if it were real. This result reopens the door to direct empirical studies of obedience and related extreme social situations, an area of research that is otherwise not open to experimental study for ethical reasons, through the employment of virtual environments.

Second Life hype

I just posted another bit about Second Life a little while ago, and though to myself, “Why are you posting so much about it? You hardly even go there!”

It’s true. I really don’t actually use SL much. I love thinking about it, reading about it, and checking out the occasional amazing build there, but I haven’t found it consistently engaging enough to really spend a lot of time there.

There are several reasons for this, in my case:

1. I don’t especially like socializing there, because I don’t want to go into that sinkhole. I’ve had experiences in my past where a virtual community of one kind or another has drawn me in, and it keeps me disconnected from my present life. Some people are better at balancing this, but not me. And it’s even worse in some ways than an IRC channel or a MOO/MUD situation, because it’s so highly visual. There’s so much to keep track of visually that you can’t take your eyes from the screen, while on IRC or a MOO you can do other things online while ‘hanging’ out with your chat friends. But I don’t even do that anymore. I’ve tried hanging in some friendly spots like the Elbow Room in SL, but after a while it just gets to be so repetitive.

2. I honestly prefer *building* things in virtual places like this. When I messed around more in MUSH and MOO environments, the biggest draw for me was designing stuff, figuring out the kludgy but learnable code, and creating interactive objects, or even just lushly described environments. But even if you didn’t know the code, you could modify others’ objects or make really cool stuff mainly by just describing it in text. It was a collaborative storytelling tool, with real-time “third-place” community as the other killer ingredient. But in Second Life, you can’t just write up something cool and put a bit of code with it and make an enveloping, narrative experience. To do something that effective in SL, you have to understand 3D motion geometry, have a gift for 3D CAD work, and be willing to learn a full fledged programming language (LSL). It’s frustrating to not be able to just create great stuff without having to become a full-time craftsperson. Even the thrill of describing your character (writing your description in a MUSH) is ruined in SL, because you either have to know how to create your own clothes (using very advanced Photoshop techniques, hard to find textures, and 3D modeling skills) or you have to buy the stuff other people make. Which essentially makes it so much like real life, I figure, what’s the point? I learned just enough to make some tattoos and t-shirts, so that I could at least feel like I had a hand in my avatar’s sartorial expression, then I stopped, because it’s not like somebody’s paying me to do this stuff.

3. Which leads me to the last issue. Money. SL has been hyped like mad as all about the money. Which makes it very different from the Web, in many ways… because the Web is about openness, which it has in its DNA, to make a web page, you’ve always been able to just look at someone else’s source. Even now, with AJAX and other technologies making it more complex, the leaders in these techniques (Yahoo, Google) are publishing their source code openly, in the spirit of the Web. Second Life, however, encourages people to keep everything a secret, to lock their source code because they may be able to sell something for a few hundred Lindens. True, on MUDs and such people can lock their objects as well, trying to make some virtual cash in whatever MUD they’re on, and hide the source. But if they really want bragging rights, they know they should make something that works really well and share it with others, because that currency is actually worth more in the long run — social currency. With SL, however, the virtual money is *real* money — because it’s exchangeable with US dollars. Nothing wrong with capitalism, of course, but it’s caused hundreds of people to glom onto SL and turn it into a giant, ugly shopping mall — not a nice one, but one of those nearly-third-world bazaars where you think you’re driving by a giant junk pile but it’s actually stuff for sale. The worst part of this, to me, is that it makes so many people in SL protective and closed, and paranoid, about the stuff they made… and every little bauble someone comes up with is something they think they’re going to get rich by selling.

So… there you go. Does that mean I hate Second Life, like (otherwise very pleasant friend of the IA community) Matt “Blackbelt” Jones and cohorts at http://www.ihatesecondlife.blogspot.com/ ? Well, no. I actually still think it’s fascinating. But only as a sort of initial foray or experiment. I don’t see that SL is the ‘future of the web’ — I believe the real future of the web is in simple, basic interfaces that connect us more easily and cheaply and ubiquitously wherever we happen to be. This is quite the opposite of having to be glued to my desk chair in front of a computer powerful enough to push the software and content streaming from Linden’s servers.

That said, I think SL is a fascinating *archetype* for what that future of ubiquitous, simple, cheap computing is going to be. (As I’ve said in “We Live Here” and other places.) I don’t think it’s taking over the web, but it could very well infect our imaginations. That’s really its key power… that it’s opening thoughts, conversations and possibilities about what else we could do with technology, how richly it can connect us, and what it might feel like to walk around in a world where every object has a unique id and talks to every other object, including us.

It’s also useful in more concentrated, planned ways, as a place where distantly connected people can meet “in the flesh” — there’s an interesting psychological effect that’s different in SL that you don’t get in text chat. The corporeal presence of the other person, even though they may be dressed like a fairy or a robot — it’s just a more exaggerated version of wearing a particular cologne or cool sunglasses, things we do all the time to express ourselves. I’ve been in meetings with people from organizations I’m part of, people whom I rarely or never meet in person, and there’s an intimacy to the conversation when looking around at their avatars and talking that you just don’t get in a text-only experience. Also there’s a sense of “place” that feels more substantial than a mere website — having a presence in Second Life, a company or organization can provide something that expresses “if we had a building you could come and visit to get to know us, this is what it’d be like” and that’s pretty powerful.

That’s why I think Clay Shirkey’s post is kind of missing the point. Shirkey will have plenty of people jumping in to agree or disagree with him, so I won’t go to great lengths.

I’ll just say I think he’s dead right about the hype: Linden is overplaying it. Philip Rosedale has gone on record saying SL is like the new Web, and that it’s like Burning Man… a utopia of which he is the visionary and lord. That’s fun for him, but not so much squared with reality. Linden Labs is a business, and SL is proprietary and limited to a giant warehouse of servers in California. Not quite the open Web of Tim Berners-Lee. And corporate America is having its field day for now, but it’ll wind down soon enough. At this point everyone feels obligated to have at least a kiosk there, just so they don’t look like squares.

But SL or something like it will continue to be there, and will grow, and will likely morph into something much less literal and (as Shirkey puts it) “conceptually simple” and much more a hybrid of walking around in real space + walking around in virtual space + using more efficient interfaces when appropriate for all the things that the virtual/real merged layers present us.

IBM’s Second Life

IBM has been super busy in Second Life lately. They have over 1000 employees doing collaboration and work in the environment already. Their CEO jumped in for an event while in Beijing not long ago, evidently.

Irving Wladawsky-Berger, IBM’s innovation guy, is quoted in this CNet article. He and others are really starting to legitimize the idea of this “entertainment” medium as a serious, valuable way to understand information and experience and collaborate with other people.

IBM to give birth to ‘Second Life’ business group | CNET News.com

Second Life is one of the main areas in the new IBM group, but not the only one, Wladawsky-Berger said. “I really believe that highly visual and collaborative interfaces will become very important in the way we interact with all IT applications in the future,” he said.

Virtual reality connects directly with the human mind, he added. “There is something very human about visual interfaces. I almost think of text-based interfaces, including browsers, as ‘narrowband’ into our brains, whereas visual interfaces are ‘broadband’ into our brains.”

lostroom

I don’t know if anyone else is watching SCIFI.COM | The Lost Room, but it’s occurring to me how much like a game experience this show is. I’ve played Silent Hill a good bit (with the help of online walkthroughs, since I have no patience for wandering these games endlessly) and there are similarities there. But in general, it has a sort of game logic — there’s someone to rescue, and in order to do so, you have to go through difficult tasks to accumulate special objects. There’s an internal logic to it all, rules to the game, that are discovered as you go. And there’s a narrative arc keeping it all tied together.

I know it’s not the first movie or tv experience to do those things to some degree, but this is the purest example I can recall that seems to have been almost completely inspired by adventure-game mechanics. It makes me wonder how much digital games are going to continue to inspire and shape traditional media and storytelling.

I was looking at the wiki Lawrence Lessig used until recently to work on the new version of his book “Code” (Code 2.0) and ran across this description of MUDs/MOOs from 1996. With just a little tweak or two, it could easily describe the current participatory Web 2.0 world.

LambdaMOO is a virtual reality. It is a text-based virtual reality. People from across the world (today close to six thousand of them) link to this space and interact in ways that the space permits. The reality is the product of this interaction. Individuals can participate in the construction of this reality—sometimes for upwards of eighty hours a week. For some this interaction is the most sustained human contact of their entire lives. For most it is a kind of interaction unmatched by anything else they know.

In the main, people just talk here. But it is not the talk of an AOL chat room. The talk in a MUD is in the service of construction—of constructing a character and a community. You interact in part by talking, and this talking is tied to a name. This name, and the memories of what it has done, live in the space, and over time people in the space come to know the person by what these memories recall.

(emphasis added by me)

Imagine your Yahoo (or MySpace) profile as your “name” and everything it links to — blogs, Amazon account, Flickr, YouTube, etc — is the world you’re participating in and collectively constructing through that participation.

Confessions of an Aca/Fan: The Official Weblog of Henry Jenkins: Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (Part One)
Participatory Culture

For the moment, let’s define participatory culture as one:
1. With relatively low barriers to artistic expression and civic engagement
2. With strong support for creating and sharing one’s creations with others
3. With some type of informal mentorship whereby what is known by the most experienced is passed along to novices
4. Where members believe that their contributions matter
5. Where members feel some degree of social connection with one another (at the least they care what other people think about what they have created).

(via Terra Nova)

Irving Wladawsky-Berger: Irving in (a Virtual World) Wonderland

We see this people-centric evolution of the Web in social networks and Web 2.0 – capabilities that enable people to find each other, form communities, share information, and collaborate on a variety of endeavors. Now we are bringing to this new people-centric spirit the highly visual, interactive applications in Virtual Worlds. This new breed of applications is being rethought around the people who design them, maintain them and use them, instead of asking those people to come down to the level of the computers.

Irving has an avatar, and he’s digging what he sees.

He also reminds us that a lot of these quickly-becoming-mainstream activities have been around longer than we might think, in places like corporate and government supercomputer research labs, like the “CAVE.

So, I couldn’t help myself and googled my recent ASIS&T Bulletin Article, and I’m awfully gratified to see people reading it, in spite of its hideous length, and really thinking and talking about it. Makes me want to have a dinner party, give them some wine and gyoza, and sit back and listen to them discuss this stuff, because they obviously have a lot of great knowledge to add to the conversation.

My favorite line out of all of them comes from the blog pie and aphasia: “I always avoided online gaming communities for the same reasons I avoid tiramisu and heroin. I am afraid I would like them, and then where would I be?”

Another post at “Any World” blog, called ““A new metaphor?”, brings up some fascinating connections like this:

This interactive mingling of stuff and information is important, reminiscent of early man’s use of words to order the universe, giving things meaning beyond their simple existence and providing humans with an abstract perspective on the world.

Note: I need to look up the stuff mentioned in that post like Johan Huizinga and Chris Crawford.

And perhaps most flattering of all, this post lumps my writing in with the excellent games studies work by James Paul Gee. I think it’s just because my article was assigned at the same time to a class or something, but I’ll take the compliment anyway :-)

I must seem Second-Life obsessed… there really are other things going on in my life. (Getting over a horrible horrible cold, for one.)

But this seems to be the week of Second Life. They just hit a million registered users … and their media coverage has hit the tipping point. It’ll be amazing if they really have the hardware to keep up.

I had the pleasure of going to a big-time media event last night. The W Hotels company was promoting their Virtual Aloft hotel prototype thing, and it was in partership with Sony promoting Ben Folds’ new album. I lucked into a ticket in their ‘lottery’ and got to go chill on the new Aloft island (and the new Sony Media island). Apparently only about 60 people were able to go (mainly because of limits on how many avatars a given ‘sim’ or region in SL can handle at a time).

At first there was dancing to your basic dance stuff, and then Ben Folds showed up and they played music from his new album. He didn’t perform it or anything, he just introduced songs and danced with us. They had some sound issues here and there, but he was a blast — he really got into the zaniness of having an avatar that allows you to do whatever you want. (Like run around shirtless with a can of Duff beer, falling all over the floor, then attacking people with a lightsaber.)

We all got to give questions to a guy beforehand that he’d ask him (they were doing the interview live at Sony BMG in NY and streaming it). Since I kept telling myself I wished my kid could see this, I put one in that I thought my daughter might ask — who is Ben’s favorite character in Over the Hedge, the movie he did the soundtrack to. Turns out it’s Hammy :-)

ben folds secondlife 1 Ben Folds on stage Ben folds with lightsabre
Pictures (click for the big version): First one shows Ben Folds on stage greeting everyone, and me in the bottom left evidently pretending I’m a bouncer or something. Second one is a closer look at BF. Third is BF after some partying, having ‘slain’ a fan with a lightsaber somebody handed him.

What’s very strange to me about all this is that it doesn’t take long to feel like you’re really there. The avatar eventually blends into your sense of self in a powerful way, and it’s like you really did ‘go’ to an event like this.

More SL related stuff:

The Infinite Mind public radio program has had a series going on:

The Infinite Mind programs
We here at The Infinite Mind relished the opportunity to enter the 3D arena of virtual technology and within eight weeks had constructed our own 16 acre virtual broadcast center in Second Life. From our virtual studios we went on to produce live broadcasts with guests including author Kurt Vonnegut; singer/songwriter Suzanne Vega; internet visionary Howard Rheingold; and world-renowned designer John Maeda, of the MIT Media Lab, along with others who plan, build, live, work and play in on-line “virtual worlds.” The series was taped for broadcast, in front of a live audience, from inside The Infinite Mind’s virtual studios and broadcast center on Second Life.

I haven’t heard it, but I’ll listen to the podcasts (hm, I’m not sure if they have them though).

To support Suzanne Vega’s visit, they got an SL resident to construct a beautiful guitar model for her that will supposedly help her look as if she’s really playing it along with her performance. Here’s a pretty amazing video of the guy building it in-world … I suspect this is tricked out animation wise, because I can’t see that he could possibly build that fast, no matter how good he is. Still… it’s very pretty to watch: http://secondlife.com/showcase/ (that may not work later, when another showcase item is up, and they didn’t have a permalink… but you should be able to see the Quicktime version here.)

First of all, there’s the 3D meta world about Shakespeare that it’s giving a quarter million to Ed Castronova to develop:

Shakespeare coming to a virtual world | CNET News.com
On Thursday, the MacArthur Foundation is [announced] a $240,000 grant to Castronova and his team to build “Arden: The World of Shakespeare,” a massively multiplayer online game, or MMO, built entirely around the plays of the Bard.

But that’s the tip of the icebert. The MacArthur Foundation has gone whole hog on digital learning (and it’s a $50 million hog), with a significant focus on virtual environments and games as an ‘ecology.

Just a quick mention here, as if I need to add another blog link to the hype, that Popular Science has an in-depth article about Second Life — add that to the other articles recently in Wired and elsewhere).

Also, Reuters now has a news feed dedicated to Second Life. Here’s the LINK. Interestingly, their first big story is about Congress launching a “probe into virtual economies” — get ready for your pose-balls and chain mail to show up on your IRS long form.

I’m not a huge fan of hype, really, though I get caught up in it like anybody. I have qualms about Second Life, though.

I’m not going to go into depth right now, but my qualms include the way Linden Labs’ head Philip Rosedale seems to have very idealistic ideas about what SL is and can be (another Web! just like Burning Man!).

Rosedale doesn’t seem to get that the Web and Burning Man weren’t and aren’t owned by a single company, and that they grew in cultures of (mainly) free sharing of ideas, experiences and knowledge. But, since it has had a ‘real’ economy that exchanges with real dollars, in Second Life you can hardly get anyone to share a decent teleport script or clothing texture without being charged money for it.

My hat’s off to their efforts, but I hope nobody’s planning to do anything mission-critical in SL just yet, if for no other reason than it’s highly unstable. Maybe that’s a necessity — but the hype isn’t acknowledging the downsides.

Still … I’ll probably be in there again at some point this week, figuring out how to make things float, talk and look cool. *sigh*

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