CRAZY VIRTUAL WORLD SLOWLY REPLACING REAL ONE
Today I bring you an article from the Washington Post about a company called Second Life. It involves an online community that works very much like the popular video game The Sims except that it is not a game. Observe this excerpt:
What's different about Second Life is that most everything inside its virtual environs is created, managed and owned by users. Players retain property rights for their creations and can sell them to others for “Linden dollars,” a virtual currency. Those fake bucks can be swapped for real ones at exchanges rates of about $1 to 250 Linden dollars. Second Life makes money by selling “land” and charging virtual rent ranging from $5 to $195 per month.
Lots of participants are creating goods inside this world, which already occupies virtual acreage equivalent to the size of Boston and is growing nearly 20 percent a month. Their handiwork includes scenery, roads, glittery sex-malls, yachts, clothing boutiques, fanciful magic wands and unicycles. Users are busy creating the equivalent of what it would take a team of 3,000 software developers to build in the traditional game-world model.
For those who lack time to create adornments for the cartoonish bodies called “avatars,” the SLboutique.com Web store and other virtual-tool makers offer all kinds of clothes and extras, including 202 styles of virtual wings for about 40 cents, big ponytails for 60 cents or a pack of “Smoker's Delight” cigarettes for mere pennies. Like other virtual objects, the cigs are scripted to act like their real-world counterparts, animated so they light up, emit smoke and stop doing anything after seven minutes.
All you have to do is take one fly-through and see Ferraris whizzing by below, vintage aircraft gliding through clouds above, bling-bling hanging from shapely women in skimpy clothes who hop, skip and fly everywhere, and you get the picture. It's about the same things as the real world -- identity, status, seeing and being seen.
I always knew this kind of thing was bound to happen, and I imagine that it will only get bigger from here. For years there have been games such as World Of Warcraft, vast online roleplaying games which feature community elements like these as sort of a sideline. What appears to make Second Life different is that it dispenses with traditional game play in general and instead attempts to create an entire virtual world. I think once the type of video processing hardware necessary to smoothly run a program like this becomes closer to standard in off the rack desktop computers, you will see this kind of plotless virtual wonderland become a real phenomenon.
The website for this thing can be found here: http://secondlife.com/
The Washington Post article about it can be found here.






