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Urizenus Sklar
Founder and Contributing Editor
urizenussklar [at] gmail.com

Walker Spaight
Editorial Director
walkering [at] gmail.com

Pixeleen Mistral
Managing Editrix
pixeleen.mistral [at] gmail.com

Disclaimers

Second Life® and Linden Lab® are registered trademarks of Linden Research, Inc. No infringement is intended.

The Alphaville Herald/Second Life Herald is not affilliated or associated in any way, shape or form with the Electronic Arts Corporation or Linden Lab (the company that operates Second Life), nor any other aspect of the Dark Side of the Force. The original and current name of this newspaper -- The Alphaville Herald -- was and is in deference to the Goddard movie about a dystopian city of the future, not the cheesy 80s New Wave band.

March 10, 2009

SLHA Hockey League Renamed - Forms Alliance With Second Life Cable Network

Second Life Hockey Association Is Now Global Online Hockey Association

by Alessandra Narayan

JackBelvedere Do you love hockey? Do you want to cross check other avatars into the boards here in Second Life? If so, you should visit Jack Belvedere’s sim and give it a try. You might end up absolutely in love - like so many others.

Jack Belvedere is the founder of Second Life’s Hockey Association and runs a sim - paid for from his own pocket - in the name of his love and true passion for the game.

Even is you have never laced up a pair of skates, Jack wants you to be able to play hockey. His work is starting to pay off as the sport attracts a rising number of fans and players.

Jack took a few minutes away from the sharpening skates and running the Zamboni machine to tell us of exciting news - including a hockey league name change after to a meeting with Linden Lab and an alliance with the Second Life Cable Network.

Alessandra Narayan (AN) – When did hockey start in SL?
Jack Belvedere (JB) –I started the league in 2006, had come to Second Life in late 2004 and had been exploring. There was a rink here in world, but no active group. Being a big hockey fan, I got an itch one day to go ahead and make an active league here.

Continue reading "SLHA Hockey League Renamed - Forms Alliance With Second Life Cable Network" »

September 22, 2008

Wrestling in SL

Real girl catfights, theatre, and eroticism

by aurel Miles

Wrestling
There's going to be a showdown

Sports is one aspect of SL that has always baffled me. Writing about sex in Flatland, one is always mindful of the old cliché that the largest sex organ is between the ears. In my 18 months here in Flatland I have seen that stereotype proven true over and over again. Every form of sexual discussion and representation imaginable exists here. And honestly, what goes on behind the screen with the avatars on any of the sex sims is of very little concern to me. Fact is, people gather consensually in this virtual community and engage in group fantasy, intellectual exploration or discussion of all things sexual and seem to find it satisfying on one level or another. I find the phenomenon interesting and, as I have said before, I think most of it is probably pretty healthy. Thinking about sex is normal some of the fringe stuff might be freaky or might, in rare cases, indicate a serious problem but for the most part, it all amounts to open discussion of an adult nature and nothing more than that. (What people do in the privacy of their own 3-d bedroom is not something I need to speculate about.)

I think of it as being very similar to reading Dan Savage’s column, Savage Love; chances are you won’t do most of what you read about or see represented but you will probably discover some practice you never heard of before and, if you’re inclined to be repressed, sex here makes most sex in the round world look pretty darned wholesome.

SL sports on the other hand, have always seemed to me to be much more abstract than any other form of Flatland entertainment. Completely rooted in the physical world, athletic competition seems like the one area of life in 3-d that is not transferable to SL.

Continue reading "Wrestling in SL" »

May 04, 2008

Leveling Up In The Game of Second Life

Is Plexus Linden hoping for a new griefing flava while protecting SL residents from those who would do them harm?

by Pixeleen Mistral, National Affairs desk

“SL combat groups fight each other in their bases...who does that? I want to design a combat system that will work in non-combat areas - real armies and groups fight in cities full of people who want no part of it” --Supercool Sautereau


The on-going asset server attacks, self-replicating prims with DDOS payloads, and mega-IM and e-mail spam all started making sense to me Saturday evening while I was talking to Supercool Sautereau. Comrade Sautereau is a fan of traditional SL warfare and - as far as I know - has nothing to do with grid crashing or this sort of thing, but as the Soviet Premier pondered how to take his in-world combat game to the next level by moving the battle beyond damage enabled combat sims, I started understanding what is going on with the griefers and the Linden Lab "governance team" -- everyone is trying to take their game to the next level. Too bad for the civilians caught in the crossfire.

For a griefer ready to level up, going from tweaking the noses of a few metaverse residents to virtual world-wide disruption is a natural move -- and eventually leads to the possibility of taking on the game gods themselves. This seems to be the case with the DiSSENTiON group - who occasionally regale the Herald staff with tales of their exploits -- such as taking advantage of borked SL features to create widespread IM spam.

However, all is not lulz and immersive gameplay in the big-time griefing arena - there is also the issue of respect. Sadly, if the chatlogs provided to the Herald are real, it appears that griefer/governance team relations have deteriorated to the point that the mutual respect that ought to characterize a friendly competition has gone out the window:

Continue reading "Leveling Up In The Game of Second Life" »

April 20, 2008

NASA Wants An MMO - For Free!

RFP asks developers to create a game for fun

by Pixeleen Mistral, National Affairs desk

Friday, NASA released an RFP seeking a partner to help create a massively multiplayer online game to help teach science and engineering. The project has been seen as an exciting opportunity since it was initially announced in 2007 - a promised $3 million budget could have something to do that. The level of interest was such that rumors of over a hundred responses to an RFI issued in January of this year seem credible.

But joy in the metaverse development community was short-lived, after it was clear that NASA's MMO development partner is expected to create and maintain the MMO for free - or to use NASA's language a "non-reimbursable Space Act Agreement (defined as one with no exchange of funds)".

Continue reading "NASA Wants An MMO - For Free!" »

August 12, 2007

New Game - Sentinel 2.0

by Onder Skall

I’ve received an urgent transmission and need your help! Beware the pink pony-tailed menace!

BEGIN TRANSMISSION 1 (07.31.07). S.O.S. - S.O.S. - IBM CODESTATION is breached. Infiltrator appears to be horrible pink beast with devastating pony-tails. Our defender, SENTINEL, is defeated – broken in four and scattered across Second Life. [See attached movie.] You are our last hope. Find the four parts and rebuild SENTINEL. The black boxes will lead the way. Prizes and glory await all those who complete the challenge… END TRANSMISSION 1 (07.31.07).

IBM CODESTATION (SLurl)

The basic idea is that, scattered around Second Life, there are four peices of the Sentinel. Eventually, when you get all four, you can wear them and you’ll BE the Sentinel and get to participate in a kick-ass drag-out fight with the Infiltrator. Each bit gets released on a schedule:

Continue reading "New Game - Sentinel 2.0" »

May 12, 2007

The Idiot Investigates: SLingo Ageplay Scandal in Second Life?

by Jimbo Quality

Master
Master of disguises Jimbo Quality

[As part of his Travels With the Idiot series, we sent Herald investigative reporter Jimbo Quality to look into reports of ageplay-related transgressions in the SLingo community. Judge for yourself whether we got our money's worth.
--Walker Spaight
]

For me, the hardest part of being a big time reporter is staying awake through the staff meetings. I’ve learned that if I fall asleep, someone draws stuff on me, so I do my damnedest to stay awake. Still, even the fear of another indelible marker moustache can’t keep me awake in the Herald newsroom. Walker starts talking about stuff, then Prok, then pretty soon I’m wondering where everyone has gone and why there’s a puddle of drool on my desk. I suspect all of us big-time reporters have this problem, though, so I’m not worried.

Anyhow, after this last meeting, I woke, stretched, and promptly fell down because someone had tied my shoes to my chair. As I lay on the floor I looked up to see all the big important journalism awards my colleagues had won over the years, and in that moment I had an epiphany: I, Jimbo Quality, reporter extraordinary, needed to win some journalistic bling of my own.

Looking for a place to start I sat down and read the paper.

Continue reading "The Idiot Investigates: SLingo Ageplay Scandal in Second Life?" »

March 18, 2007

Goons' Ban Game - SL Relay for Life Fund Raising

Public invited to purchase words that may not be spoken - for charity
0h d4mn 1t 1 h4t3 l33t sp34k

by Pixeleen Mistral, National Affairs desk

Goon_fund_raising
careful what you say

Some of those that frequent Baku sim or hang with the W-Hat goons are known for a willingness to push the limits of community tolerance up to - and then right past - the breaking point. As reported for several years in the Herald, this sort of fun generally leads to public outrage and periodic perma-bans from the Second Life metaverse. How can a community with a taste for griefing join in the Second Life Relay For Life charity campaign - without compromising their "values"? I recently visited Baku to find out.

In the middle of Baku - now themed as faux-Hollywood called "Bakuwood", the goons have invented a game that reflects their worldview. The object of the game seems to be to disrupt conversation inside Baku by purchasing words or letters that may not be spoken. For some reason, I was not surprised that the goons would invent a game based on disrupting the normal social order.

The punishment for speaking a banned word is immediate ejection and banning from Bakuwwod - although the ban only lasts a few minutes. Shorter banwords cost more to buy - but can be quite effective in creating disruption and commotion - exactly the sort of short term griefing that will appeal to the latent goon in even normally well-behaved citizens.

Continue reading "Goons' Ban Game - SL Relay for Life Fund Raising" »

March 01, 2007

Russian Roulette

by Onder Skall, courtesy of Second Life Games

Russianroulette_004

After several hours we realize that there is just no way to kill each other here. My hatred for that bastard Rudy is as strong as his for me, but hatred alone won’t settle this. We quit blasting each other with useless push guns and look for a way to die in the SL world. The next thing I know, we’re staring at each other across a scripted Russian Roulette table.

“So, this is it. It ends here,” Rudy growls.

“Looks like it.”

Rudy and I don’t agree on much, but neither one of us likes alt accounts. Whoever dies here would be out of SL for good. Our feud has spanned the metaverse from way back in LambdaMOO, all the way through Ultima Online, Star Wars Galaxies, World of Warcraft, and a half-dozen other worlds. The original reason forgotten by us both, we’ve given each other hundreds of excuses over the years to wipe the other guy out.

Continue reading "Russian Roulette" »

February 15, 2007

The Last Word In *ingo

Special to the Herald, by Onder Skall of Second Life Games

Zingo

Never underestimate casual games. The video gaming industry is buzzing about them lately, billing them as a fast-growing frontier where indie shops are king. While many oldbie SL residents may look down their noses at Tringo, Slingo and the like, the fact remains that people play these games and have fun doing it. These games have a short learning curve, offer a reward for playing, and they make the owners money.

With that in mind I wasn't about to shrug off the invitation I received for a sneak-preview of Zingo. I may not be a very casual gamer (even new members in the Second Life Games group are called "Hardcore"), but these types of games have already dramatically changed the landscape in SL. It was worth checking out.

Continue reading "The Last Word In *ingo" »

December 20, 2005

Roleplay or Landgrab? As the Elf Council Debates, only the Orcs Know for Sure!!!


Are these guys fugly or what?

In the hall of mirrors that is Second Life, what does it mean when a band of plug ugly Orcs invite the peaceful elven folk to a game of combat roleplay? Is it all in fun, or does something more sinister lurk beneath the surface? Elven Queen Forcythia, seeing the good in all, says it is all in fun. But wise -- some would say jaded -- Elven King Wayfinder is not so sanguine, as documents exposing a deep rift in the Elven council were leaked to the Herald:

Role play? What role play? Don't buy that story. The Orcs are trying to take over Elven Lands, pure and simple. Forcythia is always ready to believe the best in everyone. Don't buy the Orc claim that this is role play. Elven are not so easily fooled. --Wayfinder

When the battle finally took place, of course the servers were overloaded, prims vanished, and the Elvenlands server had to be reset. Gosh, now there's a surprise.



This Orc pretends to be engaged in RPG. Would you trust him? Not me!

;-)

October 11, 2005

The Wages of Play, Part II: Social Devolution


Second Life residents attempt to crash the Off the Wagon sim


Well, Pat the Rat's film finally came back from the lab, and except for a few tequila-stained shots, the Herald is happy to present an even more in-depth look at the weekend's events. From dance contests to game development, conspiracies to goldfish, a good time was had by most, and there may even have been some work that got done (shudder). The Herald staff combed the conferences for leads, and came back with a surprisingly creative roster of stories, many of which will appear here as soon as we finish tweaking the facts to suit our purposes. In the meantime, we present the pictorial proof of whatever it is we eventually have to say:

Pathfinder Linden (right) shells out his last L$ to pick up some AnsheChung.com swag



Herald Editor Urizenus Sklar interrogates Betsy Book over the recent Ludium cheating scandal



Second Life and Tiny Life: Herald Editorial Director Walker Spaight (left) and LambdaMOO sex-crime reporter Dr. Bombay have each other on /ignore



Herald freelancer Seldon Metropolitan, whose report is expected shortly


Game development at the New York Law School
Perhaps not surprisingly, the weekend featured its share of impromptu RL game development, including a Dance Dance Revolution contest that ended tied between two light-on-their-feet teams:



VW pundit James Grimmelmann with the Queen of State of Play, Beth Noveck



Jade Lily (left) with Hamlet Linden. (Judges were at first uncertain whether Jade and Hammie's entry didn't qualify for the mixed doubles tournament due to a disparity between Jade's SL and RL avatars.)



Judge SNOOPYbrown Zamboni holds court at the New York Law School



A meeting of the virtual minds: Cyberspace visionary Howard Rheingold (left) and MUD1 creator Richard Bartle


More moments from the Herald after-party:

Cory basks in the inextinguishable glow of Howard Rheingold



Capitalist running dogs Anshe Chung and Prokofy Neva plotting Grid-wide domination



Philip (left), surprised to find himself unable to ban Prok (right) from the party



EVE Online lead designer Kjartan Emilsson (right) bore up bravely under your correspondent's interrogations


Game development at the Tribeca Grand
You just can't stop those game developers. Despite the scandal that rocked the recent Ludium event, the Herald suite became the site of yet another game development competition. The winning entry was a turn-based multiplayer shooter called Tequila Gear Liquid XVII, in which players competed in deathmatch elimination rounds that left none of them standing.



Philip Linden's TGL entry



SNOOPYbrown Zamboni takes over after Philip is eliminated



Herald Publisher Urizenus Sklar clearly had the winning entry, but was robbed again by collusion among the judges



Official "winner" of the goldfish prize, Cory Linden


Editor's note: Though the goldfish survived having its water replaced with Sambuca, Cory's demonstration of conflagration techniques learned in a former career resulted in an unfortunate loss of marine life. Pat the Rat's camera was unable to capture the brilliance of the explosion itself, but here we present Cory's goldfish in its last moments, just before he pitches the cigarette in that ended it all. May the goldfish rest in peace.

October 03, 2005

Elves Enter Money Trading Biz

In the wake of the closing of Gaming Open Market, the notorious SL group Elf Clan has started its own currency sales operation. A couple of interesting points are worth noting. One is that the entry of the Lindens into direct money trading has oddly led to the loss of GOM but simultaneously with at least one new money trading operation. Two, I wonder what would happen if Elf Clan established its own currency for elven affairs -- currency which could be bought and sold with either dollars or lindens. The group is approaching the size where that might be feasible, and it would have a big impact on group identity. This leads to the question: what is the best way to implement something like that.

September 19, 2005

Ten Minutes Before the Mast: Second Life Sailing Federation lays down the law

by Budka Groshomme

In an effort to bring some measure of control to what was rapidly becoming a chaotic arena of competitive sailboat racing, the Second Life Sailing Federation (SLSF) has adopted parts of sailing’s official Right of Way (ROW) rules.

The ROW rules dictate that, based on the wind and your heading, you can’t deliberately cut someone else off or prevent them from making a needed maneuver. The Federation has supplemented the basic ROW rules with some special ones for SL – no editing, rezzing, or other mischief during a race and absolutely nothing that might crash the sim. A full set of ROW rules (and neat desktop models) can be found at the Starboards clubhouse at the Hollywood marina.

A second initiative is to regularly hold a series of sanctioned races or “regattas” at one of the Olympic racing courses established in Hollywood, Takes, and Destiny. All are equipped with automatic starting lines, turn buoys, and are avidly attended by a rowdy and rambunctious crew of sailors.
“Although the SLSF will strictly adhere to the Rules, we’ll relax them in races for beginners,” said Mark Twain White, one of the founding members during one of many Federation meetings.

During a regatta, sailboats race a set course three times, with the objective of finishing them in the least amount of total time. Each regatta will have three “legs” that require a turn at the end. Since the wind is consistent, the boats must run against, across, and ahead of the wind. What makes this so challenging is that the individual can choose whatever path they wish, so long as they round the next turn properly and follow the Rules.

SLSF races, which are regularly announced in Events, are open to everyone. There is no cost of entry but, then again, there isn’t anything to win either except the feeling of pride of having done something difficult extremely well.

The Federation hopes their initiatives will provide an enjoyable and competitive venue for SL sailing enthusiasts. The SLSF regattas are held using a single class of racing sailboat –-Kanker Greenleaf’s Flying Tako 2*. This is a simulator script that correctly mimics the behavior of a real world sailboat: Not only does the SL wind determine how fast and what direction the boat moves, but also how much the boat heels, and how it turns, which is about as much as a three meter boat would in real life. “I spent a lot of time tweaking parameters to get the feel just right,” explained Greenacre of his months-long efforts on the Tako.

Driving the simulation is a part of Greenleaf’s script that modifies the “really erratic, strange beast” that is SL wind. Kanker’s Olympic Wind script converts that wind’s wild swings of direction and impulses into something more dependable. Generally, this wind propels the boats at speeds up to five knots in winds up to seven knots (and sometimes more!)

Most of the Federation’s current members are real life sailors and all attest to the realism of Kanker’s simulation. Members not only spend time practicing, but also sail the waters of second life, going where the wind will take them, and savoring the peaceful sense of being one with the world, wind, water, and their boat.
Future builds in the Federation may be the creation of a second class of racer that is sleeker and faster. The Tako’s designer, Kanker Greenleaf, is currently working on two new simulations – a two-sail sloop.

*The Flying Tako, together with instructions and helpful hints, is available at Kanker’s dock in Gray for $1L and comes in both practice and racing versions.

August 14, 2005

Post Mortem: A Brief History of the Simcast Project


One year ago, tired of the usual diet of naked bingo, scripting classes and fetishware malls, I was flying aimlessly in SL when I happened upon a castle on a large island in Quat, with what looked like a gigantic spoon out front -- no it was half spoon and half spatula and was resting on a fulcrum. Above the spatula end were gigantic blocks of wood. I flew in closer. Sitting in the spoon end was a twisted little d00d holding a scythe and a severed bleeding garden gnome head. He shouted “fire”, the blocks dropped and he went sailing into the stratosphere. Turns out this was just a coffee break for the employees of Simcast who were busy building a Dungeons and Dragons style, PvP Quest Game. For the next year I followed he project, as a fan, reporter, and eventually as an investor. The project officially folded last month. Following is a brief description of my personal history with the project, along with some reflections on what went wrong and what it means for other such projects in SL.

simcastGrim2.jpg





SimCast Dev Team member Grim get's lauched by the spoon catapult

Aug. 6, 2004: I meet the SimCast Crue.

Since I had a thing for severed garden gnome heads and catapults made of giant spoons, I stopped and talked to the characters out front of the strange castle in Quat: there was Grim Hathor, PlaugeBearer Xevious, and the CEO of Simcast, Prong Thetan. (Prong I learned, was a refugee from There, who made a name for himself by harvesting countless souls.) The guys explained what they were up to: inside the castle was a quest game that they were developing where one must collect clues and objects and solve riddles to navigate one’s way through the castle. They offered a tour and let me take some snaps, and let me see the many twisted delights inside (rivers of blood, more severed heads, etc).

Prong invited me into his Ventrilo chat server, and explained that before long they would have a full on combat -- one that included familiar D&D fare like magic books and healing powers and a system for scoring damage and recovery.

Hamlet Linden had recently reported on two other PvP games in development in SL, although these were somewhat different in both the aesthetic and technology on offer (the Simcast game seemed more medieval in character). My thought was that the development of these three games and the possibility that would come online at about the same time would be great news for SL. Potentially, I thought they could inject a lot of excitement into the game. Not that I had have anything against naked bingo.

Prong took me on a tour of their puzzle castle, which included the blood room…

the usual nasty blood-spurting decapitated corpses…




…and blood puking skeletal creatures..




…down narrow paths…

…and showed me a number of puzzle clues that were written in Runes.




When we left the castle, we found PlaugeBearer and Grim building monsters with another dev team member named Luciifer Luchador. They informed me that the monsters which were to receive AI scripts which had already beed developed -- more or less.




Over the following weeks I talked to Prong about the project and followed the move of the project to Prong’s private sim, which he cleverly named SimCast.

The whole project seemed like so much fun that I bought my own sim and had it installed next to Prong’s. At the time the chief scriptor on the project was Azelda Garcia, who had a reputation for being a good scriptor, but also pushing hard for scriptors to receive real world payment for their work in SL. As we would all learn, this probably wasn’t feasible, but we arranged for me to obtain a license to Azelda’s PvP game software kit for second life, which was basically bought me an extension of his/her Open Source Metaverse project software (modified for Simcast) plus help when needed.

Early Sept.2004: Bedford comes online

When my server was lit up the land was as flat as a billiard table. For me this was the funnest part of the project. I built a little fjord and stocked it with some Viking ships.

Our initial plan was to have the individual simulators in the Simcast project be campaign specific.

My simulator -- Bedford -- was roughly based on the plot and time period of the Old English epic Beowulf (yes, complete with Grendel and his mom and the Mead Hall where numerous thanes bite the dust).

I terraformed a mountain range, with the idea that passage into other simcast territory could have strategic fortifications. Meanwhile, back in Simcast, they had erected a giant volcano which would be a point into which players could teleport, buy weapons and game tags, equip themselves, etc.

Knowing that Prokofy Neva would be snooping around, I added a pagan altar on a mountain top in my territory. For sacrificing “goats”, I told him.


And of course apart from all the game building stuff, I used the mead hall to entertain my ever so numerous female friends.

Mid September, 2004: virtual barn raising

One of the really great things about the early SimCast experience was all the people pitching in to help – it was a kind of MMORPG barn raising.

Grim Hathor installed a farm with crop growing which was to to be integrated into the craft system. Flax plants, for example would be utilized for making cloth that in turn will be used in crucial game materials.

We took the old puzzle castle out of mothballs and put it in the sky over Bedford.



Meanwhile Prong Thetan was busting his butt knitting the security grids of the two sims together, among other hard core CEO-type things, like explaining stuff to me. Likewise our scriptor, Azelda Garcia was around to help out a lot.
Dev Team member Luciifer was working on an elven tree lodge in the sky (which ultimately let to some controversy).

Plauge-Bearer was working up in the Bedford Mountains constructing a series of walkways and caves.

Since the Quat days we had also added Dreamer Curie as a team member, and she was very much into my idea of making Bedford faithful to Anglo Saxon England, and helped track down designs of Anglo Saxon shields and mugs and whatnot.


For all the progress we were making we would soon learn that every two steps forward would be followed by one step back – at least whenever there was a software update from Linden Lab

Sept. 22, 2004. Broken Scripts

On September 22, while I was busy reporting two club grand openings (One Song's new Club Erotic, and the new Club Elite on Elite Island) I was summoned back to the SimCast dev tower. It seemed the latest SL update induced yet another round of fubarness. So, exhausted from a night of rapping about theology with gangsters, dancers, and cyber-escorts, I stuck around on the tower to provide moral support to DevTeam members Grim Hathor and Azelda Garcia.

By 3 AM I was beat. While Grim and Azelda kept working I slipped into godmode and chilled.


The real problem with these fixes was that Azelda was charging the project for his/her time, which is reasonable enough. But Prong was unemployed in RL at this point and the financial strain began to tell, and the tension was beginning to mount.

Still, the scripting continued, and Grim continued developing his crafting system which was becoming quite robust.

Mid October, 2004: the crafting system

While I never got into the combat side of SimCast, the crafting system was strangely addictive. It included the mining and smelting of ore for weapons, growing flax and cotton for special materials, and raising sheep, silkworms, and spiders for additional materials. Grim Hathor, who developed the craft system was currently running a Beta test/contest of the crafting system in the two sims.




















It was at this point that I met Mystic Templar, who spent a lot of time in SimCast mining and smelting. He would soon play an important role in the Simcast project, coming on board and advising on scripting.

Meanwhile, Simcast began to get publicity outside of the game. Not only did I report on the project in my talk at the State of Play, but the NY Times reported on the project in the Circuits section.

At the time, Grim and Prong had put together some impressive builds. Grim built me a scale model of the Acropolis which floated in the sky, and which I had envisioned as a location for dispute resolution.

Prong and Grim also fashioned an impressive entry point into simcast. At the feet of a giant skeleton inside of an active volcano.

Prong and Grim had also put together an impressive array of armor and weapons, and there were also third party suppliers. The idea was to have the usual array of D&D armor, spells and weapons. The business model would involve charging little for entry level weapons, but much more for the higher level weapons and spells.

Unfortunately the project would soon implode.

Nov. 23: Azelda Departs

With Prong out of work and the bills from Azelda coming in, things had to come to a head sooner rather than later, and by Nov. 23 Azelda agreed to leave the project, although the departure was not handled entirely smoothly by Prong, who vented on the forums, which were then locked when Azelda's friend Eggy showed up and he and Prong got into a pissing match

My own take was that Azelda was doing a great job, but anything short of open source code for these games is absolutely untenable. Every update by the Linden's broke something, and the Simcast team members ended up being crack addicts to their scriptor -- who was the only one who could fix the scripts, and who, no surprise, wanted to be paid.

Simcast recovered quickly, however, as Mystic Templar stepped in as a co-investor and new head scriptor (along with Grim Hathor, who was rapidly learning scripting himself).

That Fall the Simcast Dev team underwent radical changes. Luciifer and PlagueBearer were out (having had a personality clash with Grim Hathor), and an artistic clash with the other team members. Prong was also distressed that they were frequently inaccessible and fired them from the project. This led to some adolescent retaliation against Grim and Prong in the form of neg ratings and abusive profiles. I found the whole thing avoidable an annoying, but it did point to a deeper and more general problem with the project: lack of clearly specified responsibilities. This would be less of a problem when the new team coalesced, but never entirely resolved.


Dec. 16: Midgard comes online.

In Mid-December Mystic purchased his own sim and positioned it between the Bedford and Simcast Sims. With the addition of the new sim, the team scrapped much of the content thus far developed and rebuilt everthing with a medieval town vs. town theme, with Midgard being a kind of no man's land combat zone. At the time we projected that we were two months away from beta testing.

By mid-January there was now a robust Dev Team at work on three Sims, and a presence of regular beta-players, including the Kao’an guild which almost seemed to be there 24/7.


Kao'ans

Jan. 23: the Wedding

In late January, Simcast Island Lord Mystic Templar married dev team member Simone Templar (no relation) in a ceremony Midgard. It was probably the high water point for the project, as the pictures show:











Feb. 1: Philip visits

Philip Linden showed up on February 1st with a number of other Lindens and spent at least an hour touring the place and talking to people. He’s good at projecting enthusiasm, so one never knows, but he certain appeared to be highly enthusiastic about the project.

Feb.5: The Phoenix Rises?

On Feb. 5, 2005, the Herald ran an article about the resurrection of the Simcast project and how it had recovered from the disintegration of the earlier dev team and the loss of its head scripter, the article by Matthias Zander introduced the new dev team:

“Under the direction of Prong Thetan, the programming skills of Grim Hathor and Mystic Templar, the weapon and armor creation skills of Gurgon Grumby and Evad Yaffle, the animating of Ferran Brodsky, the designing of Osprey Therian, the building of YadNi Monde, the communication abilities of Simone Templar, the sound manipulations of Claire Engel, the enforcing muscle of Mystique Suavage, and the backing of the Herald's own Urizenus Sklar, the project has been reborn and is back with a vengence. This crack team of 12 people continues to work to improve the systems of combat, grouping, and typical game play. Beta testing is expected to begin on Saturday with an event at approximately 7 p.m. SL time, with a full release expected on or around March 1st.”




From left to right: YadNi Monde, Gurgon Grumby, Evad Yaffle, Simone Templar, Claire Engel (in the fire), Prong Thetan
Not pictured: Grim Hathor, Mystic Templar, Ferran Brodsky, Osprey Therian, Mystique Suavage, Urizenus Sklar


The article also reported on the arrival of the the Kao'an Exiles. Their leader, Sorshia Wishbringer, explained how their group originated in the ActiveWorlds chat universe and included both people who moved to SecondLife from ActiveWorlds and friends they had gained since moving there. The Kao'ans, had been actively involved in DarkLife and then in the alpha testing of SimCast.

Sorshia Wishbringer in front of the SimCast Castle

Bedford's floating castle

Matthias noted that while in the alpha testing stage, SimCast got enough traffic to be awarded a "Dwelloper Award" for the month of January. It would receive another one in February.

Meanwhile Grim and Prong were busy developing an impressive array of armor which would be sold through vendors on the SimCast Islands.

Mid-February a "photographer" for the Lindens came by and took a picture of the dev team. Somehow, Yadni didn't get the message when we were being rousted and wasn't there for the shoot -- not that a picture of the group ever appeared that I know. Still, Yadni flew off the handle, feeling expoited and underappreciated (certainly not paid). For sure he had the temperament of a French chef, and it made criticism of his builds difficult, leading to more and more tension over time.

The Dev team turned over all terraforming and building to Yadni, however, and while this may have been a good idea, it certainly made me feel less engaged in the project. Not only was I not involved in developing my own property, but there appeared to be constraints on how the property could be used. The Anglo-Saxon Beowulfian motif was long gone in favor of Yadni's visually more impressive, but thematically unconnected landscaping and builds.

The Bedford Simulator in the Yadni Era

March 7: It falls apart again


No sooner did the SimCast project rise from the ashes but the drama returned with the *very* dramatic departure by investor/scriptor/island lord Mystic Templar and his virtual bride/dev team member Simone Templar.

Numerous factors contributed to his departure, but probably the main one was that Mystic wanted to pursue game development with some friends, and he had seen enough to be convinced that he didn't want to do it in Second Life. On top of this, however, there was some drama that probably expedited his decision. Other factors included an apology by Prong Thetan to the leader of Elf Clan, hus unhappiness with a build by Yadni Monde, and the griefers and nere-do-wells that seem to follow me everywhere. According to Prong Thetan, tensions had arisen because Mystic was unhappy with demands being made by leadership of the Elf Clan - a groups of some 100 or so SL elves that were considering habitating in the Bedford Sim. When relations between Mr. Templar and the Elf Clan leader Wayfinder Wishbringer became testy, Prong Thetan apologized on behalf of the SimCast group. Templar took offense to this apology, which baffled me. The Elf Clan represented potential customers, and the customer is always right. Mystic had a great background in systems engineering but he clearly has little experience in customer service and marketing. In my view at the time, Prong was just doing his job.

Not only did Templar withdraw from the project, but he used his centrally located sim as an obstacle to block traffic between the other two sims in the project. The three sims (SimCast, Midgard, and Bedford) were set in a row, from South to North, with Midgard in the middle. When Templar left the group he set his sim to ban all traffic between the other two sims in the project. Urizenus Sklar contacted Templar and asked him to remove his sim, which he refused to do. Direct appeal to the Lindens was necessary to remove Mr. Templar's Island.

Other reasons for Mystic’s dissatisfaction were reported by Dev Team members, including his dissatisfaction with part of the build by Yadni Monde - in this case a giant rendition of the Colossus on the Midgard sim, and concerns about textures that were used on tents. It is unclear why Mr. Templar did not take up these considerations with Mr. Monde, or for that matter ask him to change matters.

In addition, Mystic was reportedly upset with me because I permitted "griefers" on my island, althoug this concern was never raised with me by Mystic.

People have a tendency to think that relationships in Second Life are discardable, whether personal or professional - they just put you on ignore and never have to face the consequence of looking someone in the eye and explaining their behavior. Perhaps that is what is missing, or perhaps it is simply that people just don't take online relations of any kind seriously.

Whether part of a general pattern or just a one time event involving SimCast and Mystic, some Dev Team members were taken aback by the suddenness and lack of any discussion beforehand. Again, I worry that this is just a feature of online relationships, whether social or professional – people think they can walk away without consequences.

The project limped on for some months after Mystic’s departure, but the group was never able to coalesce properly, and the scripting problems ended up being insurmountable. The project gradually withered away

July 14: SimCast dies



When the project officially folded in July, Prong initially attempted to sell the remants of the project, but met a blizzard of criticism from Yadni and some of the other developers who seemed to think that Pron was going to profit from the sale. On the forums I pointed out that they were squabbling over crums, because there was not much of value to the project. Still, Yadni insisted that if the land was going to be sold it should be sold flat. Prong accordingly wiped his land and began a new project. I was ready to sell my sim and focus more on the Herald, and, wishing to avoid ridiculous entanglements with Yadni and others, I wiped the sim before I sold it. I also flushed all the simcast related objects from my inventory.

It's too bad it came to that, but this was due in part to very poorly articulated ownership relations, something that bothered me throughout the project, but which I figured would not be a factor unless the project somehow made money (not something that I saw in the cards). This is not to say there weren't efforts to get people to sign off on contracts that would clearly state the business relationships and ownership of SimCast materials, but Dev Team members balked at signing off using their real life names. They would only agree to something qua avatars. I don't know if I was right or wrong, but I was disgusted by this and effectively withdrew from any serious participation in the project at that point -- I had no desire to be in business with people who would not identify themselves or enter into serious contractual relations. Again, maybe that's just me.

It’s difficult to extrapolate strong conclusions from the case of one project in SimCast, but it is noteworthy that no other PvP project has broken out, and only Dark Life has managed to survive in and be somewhat functional for any period of time. The problems are certainly imposing. Lag is a horrific problem in general, but in a sim with weapons that must communicate with a central server via chat and IM and objects that must listen the problem is daunting. Maintaining serious business relationships in SL is also nearly impossible, given the propensity of everyone to hide behind their avatars and not take RL responsibility for actions undertaken and choices made in the game. The problem of constant script-breaking updates also put extreme pressures on any development team. Can a PvP game survive in Second Life? Perhaps, but the environment is not conducive to such efforts, even if there is a team of people willing to give hundreds and thousands and hours of their time to make it happen.

More recent efforts are attempting to deal with the PvP problem by doing most of the processing out of game -- establishing a third party server that will record the hit points, tabulate damage etc. I'm not sure how well this will work, given that all the scripted objects in the game must still listen, and, I assume commmunicate with each other somehow.

In sum, I think there were a lot of mistakes made on the SimCast project and lots of things that would be done differently the next time. For all that, however, I cannot forsee a series of actions or strategies that could make such projects successful, given the SL environment at this time. Maybe conditions will change as Linden Lab upgrades their servers or when they move from Linden Scripting Language to Mono. But this is pure speculation. It seems much more likely that the kinds of projects that will be successful are the ones that are "smaller" and fit well within the computational constraints of the SL universe -- projects like Tringo, for example.

Still, the value of projects like this have to be measured in terms of what one learns and how much fun one has, and on this score the SimCast was well worth it for me. I learned a lot about the mechanics of SL (and its limitations), got to meet some great creative people and scripters, and made some fantastic friends. It's hard to put a price on that.

July 29, 2005

The Surrealistic Playground of Brainiac HQ

by Leon Mechanique


Where the brains are

There's just something about visiting Deevyde Maelstrom's Brainiac HQ that really gets the mind working in odd rhythm's. When the Herald asked me to check out the new games Deevyde released in July, I thought to myself, "That sounds like fun" (and "I could make a few quick bucks"). So, like any good reporter, I Googled my subject and found not a few interesting links including this brief entry in the SL History Wiki. It's not much, but it's more than I've got. But when I visited Deevyde in Second Life, I found myself in the midst of a surrealistic playground of SL science that no wiki entry could even begin to describe.

It's an understatement to say that Second Life is populated with creative souls. It seems as though everywhere you roam in the world you will find someone building something cool and unique. But my previous in-world sightseeing tours had not quite prepared me for Brainiac HQ. It was difficult to concentrate on the questions I was asking Deevyde simply because I kept wanting to look around. He does marvelous things with simple primitives and bright colors where others go in for complex scripts and textures. But like a good reporter I soldiered through and actually managed to retain some information about Deevyde's dual release of Warbots v2 and Portal Wars v7.


The Brainiac himself: Deevyde Maelstrom

Leon Mechanique: I'm interested in what you have going right now. Are you entered in the game dev. competition?
Deevyde Maelstrom: Nope. I thought long and hard about it and decided against it.

Leon Mechanique: Ah, but you know you've got some pretty nice writeups on the Web about your work?
Deevyde Maelstrom: I do? I know about the Game Slave one which I contributed to myself, and I think I have a few mentions on various blogs and forums. That's about it though.

Leon Mechanique: Yeah, but you got written up on Torley's blog. That's pretty good cred.
Deevyde Maelstrom: Oh, and the Brainiacs have the briefest of mentions on wikipedia, which I'm quite proud of :) Torley's cool, he helped out in the v4 tests.

Leon Mechanique: So what's the latest and greatest coming out of Brainiacs?
Deevyde Maelstrom: Well, atm I'm focusing on 2 big games. In Warbots, players build a bot, equip it with weapons and fight in an arena to try and kill the other bot. Kind of like Robot Wars or Battle Bots on TV. Warbots is in a much earlier stage of development than my other game. With v2 I'm basically saying, "I'm back, ready to do something with this, heres proof, enjoy!" :)

Leon Mechanique: Has it been code, or just overall design?
Deevyde Maelstrom: Code. v1 is functional, just doesn't have many features

Leon Mechanique: So there are more things you'd like to add then, like what?
Deevyde Maelstrom: Well, the health system was the big one. Warbots have a great community (these days) and I talked to lots of them about what they wanted, health and improved controls were the big ones.


"Violent competition is massive fun!"

Leon Mechanique: So, the player controls the bots?
Deevyde Maelstrom: I'm hoping to add a system of 'special abilities' via a similar submissions system to my other game, and when Havok 2 comes out I'm planning to have some fun with that :)

Leon Mechanique: What about autonomous bots?
Deevyde Maelstrom: Hmmmmm... I haven't really thought about that. I guess that would fall under 'special abilities', would be easy enough to implement then. Also, for players looking for more 'autonomous' fighting, I'm developing another game but thats far, far from ready atm.

Leon Mechanique: What's the other game that debuted alongside Warbots?
Deevyde Maelstrom: Portal Wars. It's basically an FPS where anyone can create their own weapons and equipment, from scratch, and get them officially added into the game. It's been eating up most of my SL for a while now, v7 is most of the stuff I wanted in, but I plan to take it at least to v8 to add things like player bases.

Leon Mechanique: Wow! cool concept. Can I or anyone else bring weapons from other parts of SL into the game?
Deevyde Maelstrom: Can you be more precise? You can't, say, shoot someone with a mega pushgun from outside the game but you can take an (appropriate) weapon you've developed elsewhere and have a PW version made.

Leon Mechanique: Ah I see, so my "Jedi LightSaber" wouldn't work in the game environment?
Deevyde Maelstrom: No. It doesn't have the right code, basically it's a seperate damage system to the innate SL one.

Leon Mechanique: So how does a player get into building a weapon and participating?
Deevyde Maelstrom: Right... erm, well people join the game by picking one of the 2 basic teams from the dispenser downstairs, and they get their basic gear from that too. Along with that there's a detailed guide on how to get ideas for submissions, how to submit stuff ideally, etc. It's quite interesting though- we have several people who submit equipment because they like the creative aspect, but who don't fight.

Leon Mechanique: I like that. Encouraging creativity, and allow a positive channel for aggression at the same time.
Deevyde Maelstrom: Exactly! :) In both games I'm trying to teach the players something. I'm a big supporter of the 'learning through fun' approach. That, and violent competition is massive fun :) But yeah, at least one person even used the warbots to teach a building class (they come with very detailed instructions).


The Warbots arena

Leon Mechanique: what's the L$ cost of entry into Warbots?
Deevyde Maelstrom: Both games are totally free, I'm not doing this for the money :)

Leon Mechanique: What about the idea of a Warbots league?
Deevyde Maelstrom: It's something I explored back in v1. I wanted some sort of regular championship heats system, going through to a final heat where the winner is declared supreme and wins a trophy or something. I'm hoping to start running heats again after the launch.

Leon Mechanique: Any problem with someone else building bots for play in the league and reselling them?
Deevyde Maelstrom: I know one of the Warbot 'cells' (theres a few groups in world atm, I'm trying to merge them all) have a collection of player-made bots that they sell, but I don't mind too much as it's only L$1. If someone started trying to sell bots for signifcant commercial profit, I'd step in. I might include a license or something with v2 actually, we'll see.

Leon Mechanique: Ok, same rules for the weps in Portal Wars?
Deevyde Maelstrom: PW is slightly different, because I'm hoping to get submissions of existing weapons to PW-ize. When you send me something for PW, that's effectively a 'copy' you give me to add to my game. You'll still have all the rights to the original object that you made all by yourself. With the Warbots, as they run solely on my code, its different.

Leon Mechanique: Well, thanks for your time.
Deevyde Maelstrom: I appreciate you stopping by. I hate advertising in almost all its forms, which puts me at a disadvantage in getting news of these out to the general populace.

Leon Mechanique: You don't need to advertise, you need to publicize.
Deevyde Maelstrom: I'd love to, but documentation doesn't write itself!

Putting the Wind in SL's Sails

by Eloise Pasteur


Racing the winds of Second Life

Last week, the Second Life Sailing Federation (SLSF) held its first large race, not around an island within a sim, but around islands over a route through several sims.

"So what?" you may be thinking. "Boats have been around in SL since the very early days, what's so special about this?" Well, for the first time there is a sailing boat in SL that reacts to the winds, taking into account weather information from the Grid and matching it to the angle of the sails to simulate a more realistic sailing experience.

Two dozen people and especially the five helmspeople clustered nervously at the start line were about to discover just how well they could cope with sailing through eight sims or so in friendly rivalry with each other.


They're off!

Sailing the Flying Tako, official race boat of the SLSF and brainchild of Kanker Greenacre, is not a simple case of pressing forwards, backwards, left and right, although you do use those movement keys. Left and right move the tiller, forwards and backwards adjust the sheets so you trim the sail to maximize your speed as you juggle the wind, the heading and, in this race, the need to navigate around the course.


The course

Beginning sailors enjoy themselves and their sailing, whether or not they've sailed in real life. People who have sailed in real life take a little while to adjust to lag and so forth, but take to the tactics of the races with a familiarity that suggests we've finally got a sailing vessel in Second Life that is as close to the real ones as we can get.

Unlike real life, however, sailing this boat is not the preserve of the rich. Not even the rich in SL. The Flying Tako is on sale in several places for the princely sum of $1 (check Gualala 105, 245, among other locations). That gets you a boat that brings the richness and fun of sailing and racing to your virtual world.


Approaching the first island

In fact, the Flying Tako is not just about racing. The helmsperson might not be in a position to be a great conversationalist, but the ride for the passengers is generally smooth, gentle and lets them see our world in a great new way. Even those at the helm see the world afresh as the wind tickles their cheeks.

Dinghy sailing in real life is a solitary exercise followed by a social one. Sailing in Second Life follows that trend too. After yesterday's race, people mingled and chatted until gradually other commitments pulled them away.

So climb aboard. After all it's your wind, your imagination.


Post-race festivities

July 27, 2005

Photo Essay: A Day at the Races

I suddenly had an urge to see auto racing in SL, and checked my events list on the off chance there might be such, and what do ya know, there was! I dropped in on the Tahiti International Raceway which is floating up above Tahiti Isle. As you might expect, sitting above a Mall is lag hell, but the race track is cool, and the racing scripts (I believe written by Gremlin Glitterbuck) are very nice -- keep track of average speed, order of finish, etc. This has some potential. More pics follow.


Screw the Indy cars. Screw formula one. I want that!


Uri checks out the pit.


And if your vehicle is crap like mine and breaks down, there is this rig to pull it off the track.

July 14, 2005

Simcast Project is Dead

The Simcast project is now officially defunct, yet another failed attempt at developing a player vs. player combat game within second life. The Herald is working on a full post mortem on the project (Herald Publisher Urizenus Sklar was involved in the project), but in brief it failed for a combination of reasons, including security issues, difficulties with scripting combat systems withing SL, constant SL updates that undermined what scripting had been accomplished, debilitating lag, and difficulties keeping a design team together under such circumstances. It is difficult to extrapolate conclusions from this one case, but from what I've seen there isn't much hope for a PvP game within SL.

April 25, 2005

'R.I.P Ryan Dayton' - Teenage 'Air' Profits (Part 2/2)

By Neal Stewart

[Continued from Part I]

Here is Part 2 of our interview with Ryan Dayton - the tech-savvy 14-year-old who claims to have made about $1000 US dollars in the 12 months he has been a Second Life resident. Ryan was banned 11 days ago when his mother revealed his real life age to Linden Labs during a phone call to customer support (the Terms of Service state that you must be 18 or above to enter the Adult grid). It is now Ryan's hope to retrieve his script-work and the roughly $600 USD worth of Linden currency still locked away in his banned account, and to make a new home for himself in the newly-opened Teen Grid. In Part 2 of our interview, Ryan talks about what it was like having to pretend to adults that he was 19. He also shares his thoughts on the Teen Grid, Linden Labs, and what his parents think about his success here in Second Life.

Neal Stewart: How many people do you know of that are under-age residents of SL?

Ryan Dayton: Oh jezzz. Can't say I know any others =)

Neal Stewart: Out of maybe 25 or 30 thousand residents, how many would you guess are under-age?

Ryan Dayton: I have no idea. Sorry, I really don't think there are that many... there's just a few here and there like myself.

Neal Stewart: How many people here, knew you were 14?

Ryan Dayton: About 6. All close friends.

Neal Stewart: It's funny to think that you're the chief officer of a technology business in SL, that you're 14 in real life, and that you have employees in SL that are maybe mid-thirties, late-forties etc :)

Ryan Dayton:Ya I know... LOL. I was in scripting elite. I don't think any of them were underaged.

Neal Stewart: I guess that's something you can't even do in the Real World :) Be a 13-year-old CEO :)

Ryan Dayton: MAYBE.... Doubt it LOL ... But I technically am in a RL business. I make real world money.

Neal Stewart: How do you think the Dayton tech members would feel, knowing that you're 14? Do they all know now?

Ryan Dayton: There are a choice few who know I am. We have told a few others, no one was REALLY phazed by it. I'm sure they were surprised though.

Neal Stewart: Do you think there are tell-tale signs exhibited by underage people in SL?

Ryan Dayton: It depends on the person. Maturity level. No one guessed I was underaged. So it depends on the person.

Neal Stewart: What are your thoughts on the age limit?

Ryan Dayton: Well I don't like them. But how can you trust a kid to stay out of an adult area? They are needed. So the teen grid was the answer.

Neal Stewart: Teens are needed?

Ryan Dayton: Teens are not needed. Teen Grid IS needed. It solves the problem. Teens shouldn't be here. But they are. So the teen grid was a good solution ... That's where I'm going just as soon as I can cash out and pack my bags =D

Neal Stewart: Heh heh. Do you agree with Linden Labs that there should be one grid for adults and one for teens, instead of just one for both?

Ryan Dayton: Yes. They have already started as an 18++ game. So you really can't go back. They would lose all their customers. Plus teens want to be with other teens.

Neal Stewart: Do you basically agree that adults and teens should have separate grids?

Ryan Dayton: Yes, basically.

Neal Stewart: What do you think the new Teen Grid will be like?

Ryan Dayton: I imagine lots of shooting and chaos. LOL.

Neal Stewart: Hahah. What else?

Ryan Dayton: I think its good testing grounds for my arm computer ... I think there will be yelling... fighting... shooting... and lots of suspensions... I also expect to make a lot of money.

Neal Stewart: Hahah

Ryan Dayton: I'm sure not EVERYONE will be nuts, but the majority will be teens shooting each other yes... It will be hectic, but I will be able to start over... If I can compete with 35 year-old programmers then I think I will be el presedente of Teen SL =D

Neal Stewart: Are you familiar with the latest announcements about what the Teen grid will be like?

Ryan Dayton: No.

Neal Stewart: OK. As I understand it, at first:
* Invitation-only. Manned by 2 or 3 Lindens Liasons. Open from noon to 10PM Pacific Time.
* No communication or object-exchange possible with the main Adult grid.
* PG textures only are allowed. LL will be monitoring uploads.
* Teens are able to purchase land on the teen grid, subject to credit-card-holder's permission.
* No adults allowed, except for special occasions where the adults will be pre-screened by LL.
What do you think about those?

Ryan Dayton: Well I know it will be strict. But that's expected. I can't say I like it. I'll have to deal. The invite is only TEMP, it will be open registration within the week I heard. Not that it matters. I haven't settled things here.

Neal Stewart: Do you think LL will be able to effectively monitor uploads etc? To prevent porn?

Ryan Dayton: Nope. But they will try. I can't be sure though. I don't know how many people they have manning the uploads ... Not that it matters - I'm not there for porn =) I'm there for the mula. $_$

Neal Stewart: :)

Ryan Dayton: Hehe. I'm basically here because I like to be able to create anything I want when I want to... It's freedom. It's FUN.

Neal Stewart: Do you think that most of the underage teens currently in the adult grid will go to the teen grid when it becomes available? And leave the adult grid for good?

Ryan Dayton: Maybe. I think they will go back and forth. At least this time they have someplace to go once they are banned.

Neal Stewart: What effect do you think it would have if Linden Labs offered an amnesty to Teens in the Adult grid, ie. they agreed to consider them for the teen grid if they admitted to being in the Adult grid?

Ryan Dayton: I think it would be great..... but from knowing Linden Labs they would never do that ... They are "stuck up".

Neal Stewart: Why do you think that?

Ryan Dayton: Many reasons... I can't blame them.... but they are rude at times. I highly doubt that would happen.

Neal Stewart: Can you give me some examples of rudeness?

Ryan Dayton: Phone calls. The general ''go away...''. I think the customer service is bad. I know they don't have to be nice... I'm here against their Terms of Service... But I can still be mad about it.

Neal Stewart: What sorts of things could they do to improve customer service?

Ryan Dayton: Hmm. I just wish they would take the time to understand things more.... I hate trying to tell a Linden about a problem and then having them say "report a bug". I wish they could be more interactive... I guess ... I want to be able to explain something to a real person.

Neal Stewart: Some SL residents seem to think that the Teen Grid will, for a number of reasons, have a very bad impact on Second Life [1, 2]. That it may even indirectly cause 'the fall of SL' . Can you see that happening?

Ryan Dayton: I don't see how... How would a teen's grid cause the main grids down fall? I can't see it. Unless the main grid doesn't want to lose their traffic. I'm not to sure. My answer is No, I dont see how it could.

Neal Stewart: I think one of the most common suggestions I have heard is that something bad will eventually happen to a teen in the teen grid and the negative publicity, and/or law-suits, will have a huge impact. Something bad involving pedophiles etc

Ryan Dayton: Uhgggg... They should all be lined up and shot [pedophiles] ... Well, I'm sure Linden Labs will be smart enough to protect themselves in the TOS.... And to enforce as much as they can. What happens happens... What you just said sounds totally possible. I can't say it wont happen. But I think LL will do their best ... Another thing is, THERE is full of teens and full of adults. All in harmony. When you have something like SL... And you can upload any picture or stream any video you want. It's possible. All I can say is.. BE SMART. Don't hang with pedophiles. I understand what you mean though.

Neal Stewart: What message do you have for all the underage teens currently in the adult grid?

Ryan Dayton: Keep quite, stay out of trouble, and maybe I'll see you soon.
I really think they should move... It's no fun lying about your age and being around adults who think they can talk about adult things with you ... Me being here, let everyone else out there believe I was an adult, and I'm not... so when they say something to me that would be for adults... maybe a break-up or about their divorce... its like mehhhhhh I don't think they want to be sharing this with a teen ... I actually feel bad... I'm sure they don't want to be talking to be about things they would have with their friend... I may be a friend but I'm not a confirmed adult... And they are sharing private things I don't think they want to be sharing with a 14 year old kid posing as 20.

Neal Stewart: One more question: What do your parents think of your involvement in SL? Do they know you make hundreds of dollars here? Are they amazed?

Ryan Dayton: Yes. they are both amazed and my mom is really really sorry she made that call =)

Neal Stewart: Heh heh. What did she say to you?

Ryan Dayton: Well, the first thing she said when she got home was "How is your world?" I responded, "It isn't there anymore..."
I can tell she felt bad. I never told her about the age limit so she didn't know.

Neal Stewart: Is that what she calls it, "Your world"?

Ryan Dayton: Yes lol. She also calls it 'air'... and she calls it THERE...

Neal Stewart: Air? :) Hahah

Ryan Dayton: Yes, she says I'm making money on air... It's air it's nothing.

Neal Stewart: That is awesome :)

Ryan Dayton: They make fun of me sometimes because I'm on here non-stop. But whatever. lol. They are still amazed... Especially when I got that first check from PayPal.

Neal Stewart: When this interview gets posted at the Herald, technically you're not allowed to visit the website for another four years and will be unable to read it :) So I'll email you a copy in the mean-time :)

Ryan Dayton: Hehe. Ya, I saw that. 18+

April 24, 2005

'R.I.P Ryan Dayton' - Teenage 'Air' Profits (Part 1/2)

By Neal Stewart

I'm sitting at a vacant, shiny blue conference table in a meeting room at the top floor of Dayton Technologies HQ. Through the heavily-tinted windows I can see birds flying above the swaying palm trees outside. On the floor beneath me is the freshly-built coffin of Ryan Dayton himself. It is a polished, blue coffin mounted on a mahogany plint. Well-wishers have placed roses and about seven hand-sized personal-security devices around the coffin's base. As a resident, Ryan had built and sold these devices. Now they have been edited to display descriptions like, "In memory of Ryan Dayton" and "I will miss you best friend =( " It is estimated that in the 12 months he was a Second Life resident, these devices and similar earned Ryan about $1000 USD.

But the real Ryan Dayton is very much alive. 10 days ago it was Ryan's SL avatar that was perma-banned - or 'executed' as some residents call it. This is because it was discovered that, when he joined Second Life 12 months ago, in real life Dayton was a 13 year old boy.

Last month, in a landmark decision, the United States Supreme Court abolished capital punishment for juvenile offenders, ruling that it is unconstitutional to sentence anyone to death for a crime they committed while younger than 18.

In Second Life however, being younger than 18 IS the crime.

Being an under-18 Second Life resident is a bannable offense according to the Terms of Service. This is a policy that seems to be supported by the vast majority of residents, who cherish the mature space that SL provides. Recently however, Linden Labs made a landmark announcement of their own; the controversial [1, 2] Teen Grid will now be opened. The Teen Grid is planned as an adult-free zone, separate to the Adult Grid, and restricted to teenagers between 13 and 17 years of age. There, Teens like Ryan Dayton will no longer be banned or 'executed' because of what's printed on their RL birth certificates. Instead they will have to do something serious first, like toilet-paper Old Man Lawson's front yard.

Yesterday Ryan and I spoke for several hours. While I sat at his empty conference table in Second Life, he spelt out other-worldly messages to me through a digital Ouija board called 'Yahoo Messenger'. Ryan did not approach the Herald for this interview. His story was discovered when I leveled up on Thursday night to virtual-journalist level 6 (10+5(int bonus * 2 exp)) and was able to track him down.

Beforehand we talked about the RL detention he received that morning for being late to class (he's in Grade Eight) and the Second Life funeral his friends have planned for him next week. The entry for his group 'Dayton Technologies' now lists 19 members and no officer. In this interview Ryan tells us how his secret was exposed, his thoughts on Linden Labs, Second Life and his business here. He also talks about his hope to retrieve the $600 US dollars still locked up in his banned account and his dreams of being reincarnated in the new Teen Grid.

Neal Stewart: Please tell me everything that happened on the day you got banned. Start at the beginning.

Ryan Dayton: Alright. I started my normal day. Got up, took a shower, and got ready for school. It was a normal day until I got home. I was going to log in, but it said my account was disabled, and to visit www.secondlife.com. I did so and all it said was "on hold". I didn't receive an e-mail saying why. It turns out my mom made a call to Linden Lab and told them that I was 14.

Neal Stewart: What did you think when you discovered your account was 'on hold'?

Ryan Dayton: I thought, maybe the bill wasn't paid correctly or something. I am careful online and I do not tell just anyone my real age. My mom said nothing to me about it when she picked me up from school and by the time I found out she was already out for a work appointment.

Neal Stewart: Tell me about your mother's call to Linden Labs.

Ryan Dayton: I had moved the credit card information to her card. My card didn't have the cash on it at the time [Ryan primarily uses a special cash card that is linked to his mother's credit card]. She said it was fine. What she saw was a bill from "Linden Labs" not "Second Life", so she didn't know where the charge was coming from. She called in to find out. From what I heard, she said "my son" a few times - letting them know it was OK with her that I play the game. But but they asked her how old I was and she answered truthfully, not knowing the age limit.

Neal Stewart: Did your Second Life status eventually go from 'on hold' to perma-banned? Or something like that?

Ryan Dayton: Well... It's on hold still. It will remain that way. I'm working on getting some time to log in so I can cash out and back up my valuable scripts.

Neal Stewart: I was wondering about that. Linden Labs don't always let people log in to cash out and back things up do they?

Ryan Dayton: I've already paid for this month and my land fees, so I believe they owe me the time. I have a good deal of money on there from my creations and I think they should seriously think before stealing my hard-earned money.

Neal Stewart: Will you have to try and convince Linden Labs to let you back in for a bit?

Ryan Dayton: Yes. I've already written them an e-mail and I plan to call them on Monday. They re-open then and should get my e-mails. Hopefully I'll get a response from them then.

Neal Stewart: If you had to bet, would you bet that Linden Labs would let you get back into your account for a bit just to cash out etc?

Ryan Dayton: I actually think they wouldn't do it. I really hope they at least give me an hour. I paid for all of April and I think they owe that to me. It isn't easy to start off fresh when you were leading a small business and then having yourself cut off from it.
I was pretty upset the other day. I heard that the Lindens caught a 15 year old, but gave him the privilege of staying online in the main grid till the teen grid comes out. They even said they would transfer his account for him. Yet when I come up as a teen - a scripter and mature person - they say that I will lose everything. I don't think that's fair. But I cant be sure if that's correct or not. But my source says its true.

Neal Stewart: Are you certain that your assets and belongings haven't been erased?

Ryan Dayton: I can't be certain, but I believe they keep things for a long time before they perm-delete everything. My shop and HQ are all still up, and the land is still owned by me [It appears that there is a distinction between being 'on hold' and being genuinely perma-banned].

Neal Stewart: How did you feel when you found out that you had been banned?

Ryan Dayton: Very angry.... very sad. I put a lot of work into my business and I was about to release a new version of my Dayton 9000 Arm computer. But it was gone. [This is the security device mentioned earlier].

Neal Stewart: How much money has your Second Life business made in the 12 months and 5 days you were here?

Ryan Dayton: Let's see... I think I've made a little over 1k USD.

Neal Stewart: 1000 US dollars?

Ryan Dayton: Yes.

Neal Stewart: Wow.

Ryan Dayton And there's about $600 worth of USD on the account right now. That's why I seriously hope I can get that hour, to cash out.

Neal Stewart: Where did most of the money come from?

Ryan Dayton: Most of the money comes from the Dayton 9000. It's a scripted arm-computer I made. It's very popular. It sells itself.

Neal Stewart: Can you buy it on SLExchange?

Ryan Dayton: No. You can only get it at my shop, located in Kaili 70,110.

Neal Stewart: How much does the unit go for?

Ryan Dayton: $700 L a copy (currently about $2.97 USD).

Neal Stewart: How much are you paying in tier at the moment? Or were you before?

Ryan Dayton: $25 USD a month.

Neal Stewart: So what are Dayton Tech's main products/services?

Ryan Dayton: Dayton Tech is a group of builders and scripters developing vehicles, gadgets, guns, and anything thats sparks interest. They are also my beta test group for the Dayton 9000.

[...]

Neal Stewart: Did your friend tell you he was going to make a coffin for you?

Ryan Dayton: LOL. No, I heard about it and it surprised me.

Neal Stewart: What was your reaction?

Ryan Dayton: "WOW"

Neal Stewart: How did it make you feel?

Ryan Dayton: I didn't expect this much attention. I was sad, but it made me happy to see that they cared.

Neal Stewart: People compare perma-bans in SL to a kind of dying. And you have a coffin here and the members of your group are wearing "R.I.P Ryan Dayton" group titles etc. Is it really similar to dying in a way?

Ryan Dayton: Yes I'd say it is. I can't come back. I'm over with. Finished ... That is unless LL will work with me to bend the rules a little. If my mom is able to take over the account, I would still make the move to the teen grid. Because her being the expected user of the account isn't the same person as me. So I've still died.

Neal Stewart: Tell me more about some of the things you have made in SL.

Ryan Dayton: One of the more recent things I made is a server-based vendor. It communicates with a main server to make prices changes etc. That way I don't have to jump all over the grid to make changes. I just change the server. Then the server e-mails all the vendors with the updates. Very proud of that one =)

Neal Stewart: Does it use XML-RPC or something?

Ryan Dayton: No, nothing goes out of the game, unless you count the e-mail leaving the game and coming back in. It's all done with e-mail.... whole lotta e-mail =)

Neal Stewart: Heh heh. How long did it take you to code?

Ryan Dayton: Hmm... maybe 12 hours.


Neal Stewart: How many hours have you spent on SL on average, per day, in the 12 months you have been here?

Ryan Dayton: A lot. I would spend most of my day after school online... which is bad. But it was all spent learning. I don't play that much at all anymore ... I basically spent a few months working really hard at learning the language [LSL] because I saw how much it could bring in... It's amazing... for a game.

Neal Stewart: So maybe four or five hours every day?

Ryan Dayton: Around that. Yes.

Neal Stewart: Tell me about some of the things you have learnt.

Ryan Dayton: Well. Rotations took me a while.... they are a pain. Hehe. I've learnt the basics of a programing language. 3d modeling. Functions, Events, states, constants, variables, flow control...

Neal Stewart: And you learnt all of these purely through SL?

Ryan Dayton: Yes and the LSL wiki.

Neal Stewart: Wow.

Ryan Dayton: I sound really geek. LOL. But I'm not at all. I just have fun coding =)

Neal Stewart: Do you consider yourself a normal American teenager? Or different in some ways?

Ryan Dayton: I think I am normal. I just took a lot of time to learn something and get good at it ... I have friends, I go to parties, the movies. I'm not cooped up on here all day =) It's a "hobby".

Neal Stewart: How did you first find out about SL?

Ryan Dayton: Well. I started off in TSO [The Sims Online]. I heard about THERE.com I played THERE for months, and had lots of fun. I was kinda into the HTML coding at the time because we were learning how to make websites in Tech class. Someone started talking about SL. And how you could do ANYTHING and make anything... be anything. That just sounded awesome. So I checked it out.

Neal Stewart: Were they right? :)

Ryan Dayton: yup =) I was hooked from day 1.

Neal Stewart: How did you feel about the whole under-age thing when you first joined?

Ryan Dayton: Well. I hated lying to everyone who asked. But I had to ... It didn't feel right being in the game. But I couldn't really be a good boy and go off to play THERE again. Hehe.

Neal Stewart: Heh heh. How old did you say you were, to people here?

Ryan Dayton: Well, I started as 13 [in RL]... so I said I was 19... and when my RL birthday came, I turned 14. So I became 20 in the game.

Neal Stewart: How does THERE compare to SL?

Ryan Dayton: Ummm. THERE was fun. But SL has more to offer. SL is better for me. But not for somone who isn't into a game like this.

Neal Stewart: What does SL offer that THERE can't?

Ryan Dayton: In-world 3D modeling and coding of what you make.

Neal Stewart: Would you say that's the best thing about SL?

Ryan Dayton: Making things for fun. And selling them for real life big coin ;-)

Neal Stewart: Heh heh. What would you say is the worst thing about SL?

Ryan Dayton: Age limit, bugs and LINDEN LAB! That's 3... hmm go with age limit.

Neal Stewart: Do you make money in RL in any other ways, other than SL?

Ryan Dayton: No, not really.

Neal Stewart: What sorts of things have you spent the money on, that you have made here?

Ryan Dayton: My Zen Micro MP3 player. $US 249.99.

Neal Stewart: Heh heh. What else?

Ryan Dayton: All the rest is in PayPal. And my bank.

Neal Stewart: Ah, OK. Are you saving for something?

Ryan Dayton: Pretty much. I'm sure I'll see something I want that will be a lot of $$.

Neal Stewart: So, the person who first told you about SL, they were themselves underage too?

Ryan Dayton: Yup. They were banned and moved to THERE.

Neal Stewart: What were they banned for?

Ryan Dayton: Being underage.

Neal Stewart: How were they discovered?

Ryan Dayton: Not sure.

Neal Stewart: Have you been temporarily banned or suspended from SL before, or ever given any official warnings? About anything at all?

Ryan Dayton: Never on this account. The only time I was on hold was because my card needed refilling =)

Neal Stewart: Heh heh. So, in the 12 months you've been here you have had a completely clean record? :)

Ryan Dayton: Yup.

Neal Stewart: How many people do you know of that are under-age residents of SL?

[Continued in Part II...]

April 15, 2005

"Curse of the Burning Seas" Game To Go Beta

During a recent trip to the local tavern, Omega Groshomme spotted the Evil Spaniard Smigmee Pinkerton, lead-developer of "Curse of the Burning Seas", sneaking out a back entrance. He draws his sword!

The exchange is quick and Smigmee's work with the cutlass is no match for Omega's rapier. Smigee is reduced from 'Strong' to 'Panic-stricken'.

"You are a skilled swordsman. I will tell you what I know. Your sister is held captive on a remote plantation. This map may help you on your quest. Also, I am making a new game in SL."

Omega Groshomme: So, Smigmee, tell us about this "game" we have heard so much about.

Smigmee Pinkerton: Well, the game is based in the 1800s. As a player you will choose between British, French, and Pirate navy. You will take control of ships and command them over the Burning Sea. Each player will have an important role on a grand scale. Players will be able to capture other ships, embark in blazing cannon, pistol, rifle, and even sword battles. Players will gain higher ranks, giving them health bonuses, officer uniforms, and permission to command fleets of men.

Omega Groshomme: Wow! Thats amazing. So how will this be done? I mean, like rules and all?

Smigmee Pinkerton: Well, thanks to the beauty of Second Life scripting and building possibilities, and our amazing design team, we have a server created along with "health packs" (built into their factions' appropriate belt) that will control players heaths and stats. Each ship is also fitted with a controlling script to determine hit/attack info along with who and which rank has permission to pilot it. We plan to have a leaderboard to display the current faction in power. [We're] Trying to ensure a constant war-like situation where players meet in the ports and build teams to conquer other factions, as well as in game goals. As far as rules, we have a strict experience system along with all the other core elements of controlling a game such as this one.

Omega Groshomme: This is truly amazing. I mean, I've seen some of the objects and I'm blown away that something like this is in SL. When can we expect the release?

Smigmee Pinkerton: Well, we are so close to opening the BETA test we can all almost taste it.
And let me tell you it tastes good :-P
We have started an OPEN FREE BETA signup un-officially inside of SL. Basically, if people are interested I would recommend going to our website and requesting to join the BETA group via the web forums found on our website. I can not give an exact date as to when the opening will be but I can say the group is filling up fast and testers should sign up now! The reassuring news is we have been playing the game ourselves for testing and it will be amazing. A game concept unlike any I have seen inside or outside of Second Life. I just want to make sure that credit for this project goes to our whole design team, who have been working endlessly towards our goal. Keep it up guys! Our site is http://www.power-surfing.com/cotbs.

Omega Groshomme: I fully agree and I think this will be the biggest thing to ever hit SL and may open doors of the possibilities we have.

Note: 'Curse of the Burning Seas' is not based on Sid Meiers' Pirates. That was just a hook :)

April 13, 2005

I’m telling ya, that sucker was this big *holds his arms out*

By Koden Farber

Ah fishing, one of the many pastimes that have managed to find their way to Second Life. Neo-Realms Fishing Camp is probably the best (possibly only?) fishing spot on SL. From what I can tell, the camp is fairly active and is normally on the popular places list. What makes Neo-Realms Fishing so fun? Let’s take a look and find out.

Wanta see my heavy rod?

Fishing is all about the proper equipment, this is true for Neo-Realms as well. Neo-Realms has a very simplified method for fishing; buy a rod, buy some bait, start fishing. For some people this may be too simplistic, but I haven’t seen anyone complaining yet, and there are enough people doing this every day so that change doesn't seem to be warranted. Getting started is very easy and shouldn’t be hard to figure out; buy the rod, buy the bait, drop the rod on the floor and put the bait script in the rod, then wear the rod and start fishing. Neo-Realms also gives you the option to have a gesture for fishing, making it so you only have to press F2 to fish instead of typing the /1cast command. To fish, all you need to do is press F2 on the lot and cross your fingers.

Be quiet, you're scaring the fish

One of the most appealing things to fishing is what you catch. There’s nothing like showing off the prim fish you caught and making up a story of the struggle to land the beast. Neo-Realms has a large variety of fish to catch, including different species and different size classifications: Some fish even have surprises inside them. When catching the fish, you earn experience and redeemable points to your rod. The redeemable points are used to buy little prizes, ranging from fishing equipment to little figurines to clothing items.

Review

Learning curve: 5-10 minutes.

Gameplay: 6/10

It’s easy to play, almost too easy. All you need to do is load the rod with bait, turn on the gesture, and press F2 to cast.

Graphics and Sound: 7/10

Dude, it’s prim fish. That took major effort to do and a lot of them are pretty cool looking. Haven’t noticed any sound past the sound of people typing talking to each other and them making their own sounds. The place has a definite fisher’s spot feel to it and I like the statues/creatures that are around the place. Check out underwater, major cool.


Keep Factor: Depends, but I’d give it an 8/10

If you’re kind of anti social you might not enjoy fishing here, one of the major pluses to this besides the fishing itself is all the people you can talk to while fishing. Some people are addicted to catching fish, while others aren’t. So this is definitely one of those things where it is ranged depending on your personality. Me, I like fishing here. The tournaments they hold are pretty fun too. I like the event rod only/no bate tournaments; they level the playfield a bit. I also like catching the fish and showing them off to friends.


Overall 8/10

Some people might think I’m being too generous with this grade, but looking at it Neo-Realms has found a winning formula to fishing. Make it easy, make it to where you gotta work it to get what you want, make it look decent, and make it very unaffected by lag. The rods are decently priced, but personally I recommend a heavy rod if you ever want to catch something good. I like the heavy rod/epic bate combination which will run you 200L. If you have a little money to kill and time to waste trying something new, I recommend this.




April 02, 2005

Sneak-Peak at Second Life's Future Rendering Engine - '2.0'

This snapshot of Second Life's unreleased 2.0 Rendering Engine was leaked to the Herald

Ben Linden yesterday posted to the SL Forums 9 screenshots showing the current progress of Second Life's future rendering engine. These screenshots had been scattered and hidden throughout the grid as part of a sadistic treasure-hunt but were quickly recovered by residents.

The screenshots reveal several sims in great breadth and width, displaying homes, skyscrapers and skybuilds as far as the eye can see. In anticipation, Linden Labs have begun stress-testing compression algorithms specifically tailored to the phrase, "I can see my house from here."

The rendering engine casts SL in a new light. Residents have recognized the Second Life landscape as akin to something from a cyberpunk novel or that nightmare I had where I was falling naked and sharks were chasing me and that lego city I was building exploded.

How are Second Lifers responding to this vision of SL's future? Thousands of sexy skyboxes now laid bare are being connected with imaginary lines to describe new constellations in which famous residents copulate. These include the recently-named Ryen's Belt and Ulrika Major. Residents are already thinking about where they will have to go to get some privacy. The housing-development industry is currently ill-equipped to respond to the new demand for 'sexy groundboxes' or 'sex-holes'.

March 27, 2005

Op/Ed: Linden Labs and Griefers - Hands on or off?

by Neal Stewart

OKKKAY?

One of the perks of working for the Herald, other than the sex, drugs and heavy metal music... and the power... and the riches... other than those, one of... and the fame.... other than those, one of the perks is being able to pass your forum posts off as Op/Ed's.

The number of people who regularly frequent the Second Life forums is comparable to the Herald's regular readership. However, it's probably not the same residents visiting both. I mean, my mum's not good with forums. So every now and then it pays to give a shout-out to our forum-bedraggled brethren and their dialectic mortal combat. And vice versa.

And every now and then you'll write a forum post so carefully that you'll wish you'd posted it as an Op/Ed. So you have to give a shout-out to yourself.

Also, it's a very important issue and not at all about my own personal posts. Would you buy that?

OK. So what's the context? Linden Labs are taking some heat in the forums at the moment. It is argued that LL are not adequately dealing with griefers and abuse in Second Life. That the problem is reaching epic proportions. Some of the more prominent recent examples of alleged griefing include anti-homosexual flags, KKK avatars/imagery, profanity in user-profiles and RL death-threats. The Herald has also recently covered alleged privacy invasion, Welcome Area nukes, Nazi training camps, and WTC 911 humour. And some intellectual hotshot also wrote an editorial on virtual-world free speech.

I had thought that my position on this was quite common in SL but it hasn't received as much voice in some of the threads lately as I would expect. I appreciate that the position is contrary to what the Terms of Service and Community Standards currently prescribe. Personally, I don't think a player should be banned for displaying anti-gay flags, swatikas etc. I think that residents should be allowed to identify the creators/perpetrators publicly. Then I think that residents should react individually as they see fit; Be it using the ratings/reputation system (which I think should be radically improved/overhauled), using land-bans, refusing to do business with them, etc, talking to them about it, giving them a piece of their mind, telling their friends etc. Or doing nothing at all.

That's kind of easy to say but it's tricky when you consider alts (alternate accounts). A resident can create a griefer alt for the express purpose of making anti-gay flags etc (as they appear to have done) and then avoid any of the repercussions of their actions. They can spend all their time in SL using their non-griefer account. I don't know what the solution is there. Are there any technical solutions or is it ultimately a dead end? I think that many will use that objection as another argument for bans based on resident majority-opinion. I prefer empowering individuals where possible rather than allowing majority-opinion bans. On the other hand, this alts problem only applies to griefers who build something and leave it there. Griefers who actively disrupt events could be more adequately dealt with, given the right tools, regardless of whether or not they are alts.

To clarify, I do think that people who make direct RL death-threats should be perma-banned and the proper authorities notified etc. I also appreciate it that it is a fuzzy area.

I'm not arguing here about what Linden Labs must do or are entitled to do, or what rights they have as a company and what rights we have as residents and customers. I'm just saying that personally I prefer the hands-off approach to LL governance.

I'm not addressing anyone in particular, but I think that residents should think twice before arguing that the Linden Labs response, or lack of response, to griefing is evidence of incompetence or small-cojones. It is possible that that's the case but I believe that overall they are very conscious of what they're doing and are working with a very deliberate (though sometimes slightly-inconsistent) policy in mind. Having said that, residents have told me that the response-time to abuse-reports is inadequate. But because I'm for resident-action rather than Linden-action, I probably can't say much about that :)

To be honest, I think it is improbable that my libertarian or quasi-libertarian position will ever be reflected in the TOS/CS (ie. that they will be made more lenient). So I think that the most practical solution would be to combine both view-points as it were. If LL can improve resident powers to respond to griefers etc, then libertarians can respond using their own 'weapon of choice' and residents who prefer LL abuse-reports/bans etc can choose to use that avenue. In the long-term, improving resident anti-griefing powers will also alleviate LL's workload, in terms of the resources it costs them to respond adequately to abuse reports. I think that one measure in particular that would go a long way is a more complex and thorough rating/reputation system that is integrated with access rights to land or even vendor-purchases etc. To my mind, the use of even the simplest blacklists, though problematic, might be preferrable to complete SL-bans. But that's just one option.

What technical solutions or tools could LL provide to give residents their own more-adequate anti-griefing powers, and which ones are currently insufficient? And perhaps just as importantly, what technical solutions or scripting tools can we provide ourselves with?


Forum highlights:

"Reputation system"
http://forums.secondlife.com/showthread.php?t=17689

"Please have a backbone, Linden Lab"
http://forums.secondlife.com/showthread.php?t=40021

"Anti-Gay Attack on My Pickerel Land : ("
http://forums.secondlife.com/showthread.php?t=39976

"Why is there so much tolerance for repeated griefing/threats?"
http://forums.secondlife.com/showthread.php?t=38679

March 25, 2005

Linden Lab Supports Invasion of Your Privacy?

New friend.... or spy for your girlfriend?

A look at the recent dust-up over detective agencies

By Cienna Samiam

My editor asked me if I would be interested in doing a story about in-world detective agencies. I scanned the forums and noted the several threads [1, 2, 3] on the matter, read Hamlet's "Mc-Story" and let the matter percolate in the back of my head a few days -- to come up with something a bit more meaty than the admittedly scintillating coverage of 'Lady Knockers gets a guy to cheat'.

I do think there is a story here, but not necessarily about the obvious 'what they do', 'why they do it', angles. I think the story is in understanding how such a service fits according to 'Linden Law' and in looking at if/why/how any such effort is, by definition, a violation of it.

To dissect the matter, it is important to first understand the difference between real world and in-world legalities. In particular, what aspects of the real world hold no sway here? What aspects of 'Linden Law' (TOS agreement) supercede the carry-over of real world assumptions and expectation in-world?

In Second Life, there are two types of information -- there is your personal account information, and there is in-world information you create and choose to divulge; be it by telling a friend, putting it on a notecard, mentioning it in public, or simply taking actions in public that would support validation by an observer.

With this said, Linden Law directly states that certain in-world actions will be construed by them as invasive. In particular, section 5.1, sub-article ii:

[You shall not] impersonate any person or entity, including, but not limited to, a Linden employee, or falsely state or otherwise misrepresent your affiliation with a person or entity.

This can certainly be construed to cover the 'honey pot' stings to uncover infidelity. The target is unaware of the sting in play and has been fully mislead by both the client and the agent as to their purpose and intent.

It can also be considered a violation in that it is an impersonation in literal fashion of who the agent is as well as misrepresentation of their true affiliation (i.e., I am not here to befriend you, I am here to try and trap you).

Then there is sub-article iv:

[You shall not] take any action... that... as determined by Linden at its sole discretion that is harmful, threatening, abusive, harassing, causes tort, defamatory, vulgar, obscene, libelous, invasive of another's privacy, hateful, racially, ethnically or otherwise objectionable

The important thing to note in the above is the phrase, 'As determined by Linden at its sole discretion'. The generally accepted translation of this is, 'Screw the law, if we do not like it, it is wrong.' But there is also direct coverage in this sub-article of invasion of privacy. What does Linden Law consider 'private information'? Well, let's take a look at the Community Standards:


4 Disclosure

Residents are entitled to a reasonable level of privacy with regard to their Second Lives.
Sharing personal information about a fellow Resident --including gender, religion, age, marital status, race, sexual preference, and real-world location beyond what is provided by the Resident in the First Life page of their Resident profile is a violation of that Resident's privacy.

Remotely monitoring conversations, posting conversation logs, or sharing conversation logs without consent are all prohibited in Second Life and on the Second Life Forums.

It is relatively easy to see that a wide variety of the activities an in-world detective agency would consider 'tools of the trade' would be considered violations of Linden Law as well as invasions of player privacy. Let's have a look at the three basic types of investigative scenarios and see where they fall under Linden Law...

(1) The 'Honey Pot' Trap

In this scenario, a man or woman is introduced to someone's boyfriend/girlfriend and then left with him or her to see if they will be unfaithful. The tools used to gather evidence vary from logs, to screenshots, to listening devices.

Analysis: Remote listening, sharing logs without consent (of all involved parties is heavily implied) are both considered invasions of privacy under Linden Law.

(2) The 'Due Diligence' Process

In this scenario, the agency is hired to 'find out' about a particular player and report to the client on anything from how they do business, to how they are perceived in the world, to whether or not they pay their bills on time, etc.

Analysis: While the information itself might be considered 'private', there is no aspect of Linden Law that prohibits investigative inquiry into these areas. So long as remote listening and logs are not utilized, this is on the 'up and up'.

(3) Real Life Investigation

In this scenario, a player has hired the agency to find out real world personal detail about someone.

Analysis: Obviously this is a violation, on several levels, of Linden Law -- stalking, invasion of privacy, etc.

The assumptions of the real world as to given information being 'public' and therefore, not protected, do not apply in Second Life -- by decree of the Lindens. This is something that most who seek to undertake investigative work in the world, either fail to understand or have not yet learned.

While there is a plethora of ways that a service to locate items or non-invasive due-diligence would be helpful, it is certain that the ways recently discussed are among those prohibited.

The reaction in-world and on-forum has been swift and telling, albeit quieter than expected. Most of the threads dealing with this manner of industry or service, have not gained much notice.

However, when they do, there are consistently two schools of thought:

(1) I like it because I can get information I want about [person X]
(2) I dislike it because it is a TOS violation and it causes me to fear for my own privacy.

Proponents of the first school of thought, this reporter dismisses as being too eager to satisfy their ids, to see the far-reaching consequences of supporting this activity. The world is doomed to repeat history -- in most cases due to the people who fall under this category -- so I refuse to coddle them here.

The second school is made of amazingly calm dissenters. Perhaps they dissent on a purely ideological or abstract basis but, because it has not actually happened to them yet, do not feel the need to do anything more than ban detective business owners from their stores and land.

There is a third school of thought but it is attended primarily by the blissly unaware -- who neither know what is going on, nor care to invest the time to find out (until it bites them on the ass). For my part, they are accorded the same distance they have set between themselves and the rest of the world.

At the end of this analysis, there is only one question remaining - If indeed such activity is wrong (and by all accounts of Linden Law it is), why is it being supported and even glamorized by sensationalistic coverage in Linden Lab's own paper?

Inquiring minds want to know.

March 23, 2005

Giant Snail Races Leave Trails of Tears and Slime

by Alex Fitzsimmons

The competition in RacerX Gullwing's Giant Snail Races may not be the fastest in the world of Second Life, but it may well be the biggest and slimiest.

Giant racing snails at the gate.

Snorting and heaving against the gate, the snails can't wait to get going!

At about 35 meters from the ground to the tips of their antennae, the cartoonish giant snails easily dwarf ordinary avatars. Mr. Gullwing said he originally designed the snail for a giant avatar contest, then later adapted it for racing. "I was thinking about it for months," he said. "(Isle de) Montmartre needed traffic, so I started it there."

With a little help from his neighbor Catfart Grayson, who handles the artificial intelligence coding, and Mae Best, the owner of Montmartre, Mr. Gullwing started the first races in late November 2004. They weren't without their challenges.

"I had a lot of people show at the early races -- so many that the scoreboard couldn't handle it," he explained. "Eventually, I hit on the idea of checkpoints and limited races to four snails at a time."

At the turn, it's Thirty in the lead!

If more than four snails want to race at a given event, he added, they race in separate heats, with the first- and second-place finishers in each heat going on to compete against one another in one final race.

"But half of the time, one race is it," he said.

Thiry crosses the finish line first and macks for the review stand while fireworks go off.

Mr. Gullwing currently hosts races Tuesdays at 8 p.m. SL time at Hawthorne in Chase's Manhattan and Saturdays at 11 a.m. SL time at Montmartre.

Since he founded the event, Mr. Gullwing has made several other improvements, including scripting the snail avatars not to fly so that he doesn't have to get the land owners to turn off that ability for the races. Two weeks ago, he hosted the first Grand National Championship, wherein he invited previous winners to return and race for more than 10,000 Lindens in prize money.

Two of Mr. Gullwing's most recent improvements to the event include an automated announcer that broadcasts a racer's best laps for the day and moving bleachers that actually detach and float into the air to give audience members a bird's-eye view of the action.

"I think it'll keep getting better as we think of more ways to improve it," he said.

Proprietor RacerX in his bigg-ass avi, entertains the crowd post-race.
Sidebar

Thirty slides to victory in 2:24
by Alex Fitzsimmons

Leaving a shiny trail as he streaked across the finish line well ahead of the competition, Johntron Thirty won Tuesday's Giant Snail Race at Hawthorne in Chase's Manhattan with a total time of 2 minutes, 24 seconds and a best-lap time of 1 minute, 9 seconds.
Describing his technique after the race, Thirty said, "I just faced towards the checkpoints and slid as fast as I could, being sure to avoid any fellow racers."
Dodger Alexander took second place. Citing "shell problems," Wayfinder Wishbrin started late and came in third.
Finally, Ell Pollack slipped into the water and was forced to settle for a waterlogged dead last.
"I sympathized because the same thing happened to me twice in the previous race," Thirty admitted.

Prok's Candid Conversations with the Core: Cristiano Midnight, Part Two

Is Prokofy "inner core"? After the enthusiastic reception that greeted Part One of Prokofy Neva's Candid Conversation with Cristiano Midnight (well, contentious reception, anyway), the Herald's crack fact-checking team has double- and triple-checked Part Two for contextual errors and asset-server screw-ups. We're sure our readers will point out any that slipped through, but to do that, they'll first have to read the thing and find out for themselves just how feted our inimitable interviewer really is.

PN: There is a fierce class of content barons and hangers-on who jealously guard their position and don't want competition and don't want their status jeopardized. Some strands of this grouping are howling that their pos-rate stipends were cut, and they will no doubt howl about the leader boards.
PN: It's like a small-town village where the village elders are always trying to set you straight and tell you where you are going astray, and constantly "setting the tone" as arbiters of taste and morals.
CM: And you would be akin to the person who comes along after 2 minutes and tells people who have been there far longer than you how things are.
CM: far longer

PN: So? it's a good corrective
CM: it is only a good corrective if it is an informed corrective. That has been your biggest misstep. You are woefully uninformed about much of what you speak.

PN: Those that come at the 11th hour get their reward in heaven too Cristiano.
CM: ah back to religion

PN: These belief systems that people cling to in SL are quite religious in their nature.
CM: you have a zealot quality yourself my friend

PN: Well you believe that you have access to some "facts" that I am not privy to or wise to, but I challenge that. I haven't heard any persuasive "facts" as to the non-existence of this privileged, self-referential, and rather arrogant and condescending group.
PN: They exist.
PN: You have only to read the forums LOL.
CM: The funny part is nothing seems more arrogant than your posts

PN: And who the hell are they? Setting people straight, sneering at newbies, chastising, correcting, scolding, all the day long.
CM: Give me an example of someone..
CM: This is not the forums, name some names

PN: Oh, names? But you can read them in the forums. Start on day one, and go through all the posts, and you see, all these people, who chastised, sneered, set straight, scolded, warned, berated, etc.
CM: Are there some insufferable people in the forums? Yes - there are some I can't bear myself, and you are definitely not one of them. I tend to save my ire in the forums for established players - though you have attracted it. I agree with you that pushing back against bad behavior is important. We share that need to push - I just disagree with some of your assertions.

PN: Well let me see, there is Kris Ritter, Ulrika Zigzag, Chip Midnight, Weedy Herbst, Hank Ramos, Nolan Nash -- who used to be courteous to me but now he has taken to using nasty intel-type tactics to troll for info and make nasty unsupported allegations.
PN: I mean, who haven't I had a fight with among the regs. Except for the lovely Olympia Rebus, who is far above all that sort of thing
CM: She is lovely.
CM: I have had fights with Kris, Ulrika and Chip myself. I don't find any of them to be shining examples of the feted inner core though.
CM: Chip Midight is interesting - I know you are not a fan. On many topics, we disagree completely - we have had several arguments in the forums, yet I have always found him to be a great guy - and very helpful to people learning to design clothing/skins.
CM: Blaze Spinnakker has jumped on your FIC bandwagon - I really think you should do something about that.

PN: oh, well, I have no patent on the term FIC, I could never have imagined that it would take off as it did, I had no idea it would be come a household word and a mot and even Phil Linden says it.
CM: BTW, the most feted group is on the IRC, you have missed that boat completely.

PN: Who is this "real FIC" that I am completely unaware of? Explain.
PN: I am QUITE prepared to believe that there is an inner core so feted as to be actually invisible.
PN: For example, I met this fellow who told me that he was in business meetings with the Lindens, and then when I asked him if he needed to rent land closer to the telehub, he said, "What is a telehub?" I mean, there are layers of SL that we cannot even begin to imagine.
CM: lol

PN: I am fully aware of the feted IRC regs and their blessed Lindens who frequent IRC
CM: ah but that is not who I am referring to.

PN: Ok, well tell me the most inner feted boat I missed? Is this the boat to the new continent? Being in the flakey outer crust as I am, and not in the FIC, I don't know the inner, inner FIC, sorry.
CM: Please, you are a celebrity.

PN: Actually you'd be surprised, Cristiano. I have loads of customers in the game. They don't read the forums and they have never heard of me, they just want me to put their URLs on their lots, and that's it. It's an entirely different world outside the forums, the forums are completely irrelevant to these people, as are all those forum denizens who think so much of themselves
CM: I wouldn't be surprised, I have loads of customers in game who've never heard of me either. I know the forums represent only a small portion of SL

PN: they say 5 percent
CM: it does represent some of the most involved members though

PN: I think it has some impact because whenever there is someone stupid like Hank attacking some aspect of my business or pandastrong or whatever, in fact, I get more sales LOL
CM: the same thing happened to me when I was attacked in the classifieds forum. The attention did wonders for my Inari store

PN: still, I do believe that the FIC types and their associates or wannabees are quite capable of basically crippling people's businesses, I do see them do that, and I find it atrocious
PN: For example the attacks on Shaun Altman's "Cheap Ratings" or the attacks on Random Unsung's tier donation program, it's just atrocious, by jealous know-nothings who couldn't come up with a new idea themselves.
PN: This notion that you can't make personal attacks is a huge brake on being able to demand consumer rights and transparency of business practices on SL.
CM: I have never been shy about making them when necessary. I don't just randomly target someone - but I have certainly pushed back very strongly against certain people doing some of the very things you have said.

PN: There is appalling fucktardery that goes on in this game and I for one won't stand for it. It is a combination of woeful ignorance and horrid negligence combined with occasional flashes of brutal malice.
CM: fucktardery is a great word, I need to use it more often. I agree, there is a lot of it -- but it is across the whole player spectrum.

PN: It seems that really, you don't believe there is a FIC, but that's because you are IN it.
CM: I acknowledge its existence, I won't attribute all the negativity you do to it though, as I find the people I tend to loathe the most in SL are outside of that scope anyway, and some of the most appalling behavior I've seen has come from more recent players.
CM: I guess that is why I get upset seeing groups of older players in SL maligned so often -- because I have watched so many people put so much effort into building SL, and it irked me when you painted everyone with the same broad brush

PN: Cristiano
CM: Prokofy

PN: I can't get down and genuflect that they "built" SL
PN: this is hogwash
CM: no one is asking you to, but it is not hogwash

PN: this is like saying I have to genuflect to Abraham Lincoln for "building America." I don't buy it, I'm not impressed
CM: you can respect the people who came there before you.

PN: I know it goes completely against the grain, but I don't get all this adulation about things like Neverland or Chinatown
CM: that's fine, it is your opinion -- I have respect for those who came before me

PN: People come back and say Chinatown lags, they couldn't shoot straight, and "all I got was this umbrella" and yet we're all supposed to genuflect?
CM: see that is the thing -- Chinatown is probably one of the most impressive things I've seen in SL, period. It raises the bar on what can actually be done. And I am hard to impress.

PN: read the forums. ppl are saying yes, it is totally awesome, but then they list 100 things wrong, which are wrong with the GAME ITSELF not that project
PN: did you know that the Linden moon reflects in puddles of water in the game normally?
CM: yes, but that is not the fault of the Chinatown developers.
CM: I can't imagine anything impressing you, especially if created by someone else. You seem to have honest contempt for the adulation of the work of others

PN: I react to all the adulation and puffery. When I first came to SL, I flew around and admired all kinds of things. For example, Maxx Monde's towers. I fly around Stillman, and I IM my friends and I ooh and ah over Juro Kothari, Lumiere Noir, and all the rest.
CM: Stillman was my first home in SL. Juro and Lumiere are incredibly talented builders.

PN: I continue to admire many things in the game. For example, the parceling Anshe does on a sim. Or Buck Spinnaker's choice of land to promote.
CM: I find the land resale market to be quite dubious, personally, though I admit I do like your approach.

PN: OK, let's hear about how dubious you find it.
CM: Much of my contempt for the practice was born out of Anshe's actions last summer. There were limited amounts of new sims available, and then she would purchase sims at auction by outbidding people, then turn around and mark it up 50% and resell it to the same people wanting the land.
CM: you may find this crafty, I found it parasitic.

PN: It was normal. Because it was in short supply. Before that, she had to deal with excess supply, and couldn't place proper valuation on the land.
CM: actually before that she didn't exist in the land market. she rose to prominence in the $30/m market. actually at that time a lot of the land was still in smaller parcels.

PN: Someone had to do it, I guess it would be logical to be a young Chinese neocapitalist LOL.
CM: I suppose so. What bothered so many people about it, myself included, is here you had something that was vital to a large aspect of SL, and you had someone dominating it and controlling the market in many ways.

PN: Well that's because socialism breeds oligarchs like that. This is what I always write about. The Lindens subsidize a socialist economy, a state-capitalism or socialism form if you will. It is naturally the case then when you have artificially-induced scarcity alternating with oversupply that oligarchs emerge to create a buffer or conveyor belt.
CM: it is ultimately why I found the market so dubious -- suddenly you had players having to spend hundreds of USD just to get a piece of land. It would be interesting to see a strong competitor emerge against her.
CM: ultimately I don't understand people who turn SL into a full time job

PN: well why not?
CM: I am not passing judgement, just saying I don't understand it
CM: I used to wonder that with Big John. The amount of work it took to keep it on top of the popular places was staggering. and for what? a few hundred bucks a month.

PN: What's sad is that it can't provide more for them, and for others. They put in all that incredible work, and the yield is so low.
PN: I sometimes realize that myself, when I spend two hours of RL helping a customer who is paying me $4 US in rent. I view it as a kind of game of Monopoly, the kind you used to play with your little brother for hours and hours and days with little side rules like "damages" if you roll the dice on somebody's hotel.
CM: I have been very lucky with my business in SL -- it is very low maintenance. Whereas my girlfriend has been plagued by hers -- constant IMs and requests from customers.

PN: Yes, I have such a heavy customer service interface now that I have to run several alts to keep several sides of the business straight so that when I log on, I know I will be doing X or Y straight for some hours.
CM: I think BJ did it for the perceived stature. Anyone who would call themselves Big anything has some issues.

PN: I think it's fun that he called himself Big John. IRL maybe he is 5' 4" and maybe has a tiny dick, who knows?
CM: Actually, you may know him. He came from TSO, and was well known for making the nude patch for TSO.

PN: Hmm, I vaguely remember that guy, yeah. The nude patch was kinda overrated LOL, "not hot" lol.
PN: I found it too lifelike, pictorial. I prefer the artwork in games to be a little cartoonish to keep that quality of another world. I don't want some pasted magazine picture of a dick stuck on a prim.
CM: I feel the same way. I don't get into the sexual side of SL. I specifically chose to avoid it with my business.
CM: I could have made probably double what I do catering to the blow-jobs-and-butt-plugs set, but I decided to avoid it.
PN: Well, discretion is the better part of valour, Cristiano.

March 19, 2005

Game Developer Rants burn houses, babies and bridges

If you hadn't caught them earlier, Cory Ondrejka's (aka Cory Linden's) Terra Nova forum threads about the now-infamous Game Developers Rants, were Slashdotted yesterday. The main two Terra Nova threads are called 'Burning Down the House' and 'Burn baby burn'. Some of the things that games developers came out with were beauties like these:

"Iwata-san [President of Nintendo] has the heart of a gamer, and my question is what poor bastard’s chest did he carve it from?"

"Games grow through innovations. Creations of new game styles that spawn imitators and whole new markets. The story of the past few decades is not about graphics and processing power, but startling innovation and industry. That’s why we love games. BUT IT’S OVER NOW!"

"First of all I don’t hate you, Will Wright. I just had one of those 'I’m not worthy' moments in the elevator."

"How often DO they perform human sacrifices at Nintendo?? My friends, we are FUCKED. We are well and truly fucked."

"I’m going to rant about How Sony And Microsoft Are About To Screw Your Game Design"

Our Cory responds to some of the Chicken-Little Apocalypse Now scenarios with a nod to Small Studios and Do-It-Yourselfers and also provides a sensible 'Six Ways To Make Games Without EA'. Second Life is well-represented and the example for Way Number Six is 'Tringo' - which some SL residents, however, would point to as a sign that the apocalypse is coming.

If it is, maybe we can fool around with some games while we're waiting? Cory argues, "...if you want to make games, MAKE GAMES! There has never been an easier time to make games. The answer is not to bitch about EA not wanting to hand you millions of dollars..."

Or is it? The debate rages on. Why not break out your Anonymous Coward avatars, your flame-throwers and your fire-extinguishers and jump into the burning rings?

Or maybe you'd prefer to never-mind-the-bollocks and actually answer Cory's challenge? Linden Labs recently announced the Second Life 2005 Game Developer's Competition. Maybe everyone will be talking about your crazy-ass GDC rant in a few months.

If those aren't your style there's some other interesting ideas in the original GDC rants to have a wank about. Brenda Laurel skirts the wang-toting machinations of the boys and tackles 'social myths' in gaming - invoking Guy Debord's 'Society of the Spectacle'. I found this little tidbit fascinating (though doubtful):

"GTA. I talked to 22 little boys in LA, all of them wanted to see that game. With only one exception, the thing that they wanted to see was to be able to drive by their house. They weren’t interested in stealing cars. Or the criminals. Or the back-story. They weren’t interested in that, they wanted the simulation of driving by the house."

Someone should send those boys some SL invites. Here they could simulating living in their house. They can simulate eating a goddamn bowl of corn-flakes for breakfast if they want to. But they shouldn't be listing their copies of GTA on Ebay just yet. SL might have housing well-covered but people here still just laugh in my face when I try to carjack them. Feature-request for 1.7: Brass knuckles force object-transfers.

Let's make it happen!

March 17, 2005

Game Review: “Settlers of Second Life: Catan it colonize SL gaming?”

Pirate Cotton reviews the new Second Life strategy board-game 'Settlers of Second Life'. Pirate is an opinionated SL blogger (http://www.tinypirate.com) with an interest in gaming and Second Life culture. He brings his considerable experience as co-builder of Dark Life - Second Life's first MMORPG (recently featured front-page at secondlife.com) - and creator of the 'Game Slave' Wiki at http://wiki.tinypirate.com. Will 'Settlers' enslave Pirate's bitter heart or will he rape and pillage the crew and sink her to the bottom of the ocean?

Board-game lovers the world over will need no introduction to Settlers of Catan - aka Die Siedler Von Catan - an award-winning classic first published in Germany in 1995. Fortunately for us game fans, Settlers has erschienen in Second Life, thanks to the Jovian Synthesis design team created by Lex Neva and Sprite Quartermass.

I was unceremoniously invited to match wits with these diabolical fiends and try savage them at their own game.

And also have a nice chat over tea.

Settlers of Second Life sees three or four players battle to build the most houses across a hex-based island map. Each player starts with two houses and two roads and every time the dice is rolled they have a chance of getting one of four resources: land, lindens, scripts and textures. Using these resources they can buy more roads, houses, event cards and upgrades. Along the way the players can trade with each other, do deals, and pick on the leader!

I take my seat and soon the game begins. Playing; myself, Lex, Sprite and Crash Prefect. Everyone places their set-up pieces and I do a miserable job right from the start, unfortunately dooming myself for most of the match. Regardless, I soldier on, remembering I'm here to review and discuss the game - not crush my opponents (“I'll save that for later,” I promise myself).

In essence, Settlers of Second Life is very close to the original game. The rules are the same but with a few changes to maintain a Second Life theme. For example, the 'robber' becomes the 'land baron', 'soldiers' become 'dwell points' and so on. Regardless, it's a lot of fun and a beautifully-made game thanks to Sprite's considerable artistic skills and Lex's elaborate code-monkeying.

Settlers of Second Life: The intellectual man's 'Hungry Hungry Hippos'? Residents get down and dirty in this hot and heavy hex scene. [No groaning!]

I eventually manage to build a couple of roads. At this point Sprite has already started pulling ahead with a new house and road and Lex isn't far behind her. Crash, in his first game, muddles along in his corner. A quick miss-click and I've built my roads in the wrong place. Damn! Fortunately, I have a monopoly on the prims resource, so trading is going my way.

Lex and Sprite tell me that the idea first originated during a conversation about hex-based games. They decided that what Second Life needed was some decent boardgames and immediately set out to make a conversion of the original Settlers of Catan. The project took six weeks to complete and involved a lot of hard work but the positive response from the community already indicates that it was well-worth the effort.

I save up my resources for an event card. Crash has played one already, to build two extra roads, and I'm hoping for an equally good break. I get the 'traffic' event card, giving me bonus victory points if I collect three but, better yet, a chance to move the land baron and steal someone's resource! Oh well, things aren't all bad, I figure, and promptly plunder Lex who has now pulled into the lead.

The game launches this week. Residents can also expect to see a home-version for sale. Keep an eye on the events calendar as there will be Settlers events, with prizes, from Thursday to Sunday. I hope we'll see many more, as this great game should be played by everyone!

Sprite Quartermass and Lex Neva will colonize your heart with this delightful drama-comedy! Settlers is the feel-good game of the year! 4.5 stars!

Review

Learning Curve: About 15 minutes - thanks to the excellent visual tutorial. New players will want to keep the resource guide image open at all times. Matching up land, scripts, lindens and textures to their four colors can be hard for us old-timers.

Gameplay: 8/10 - It's the old Settlers you loved beautifully (and perfectly) converted to Second Life. The re-theming is very well done and feels quite appropriate - considering where the game is played! The original was a great game, and so is this.

Graphics and Sound: 8/10 - Even though this is a board game the board and pieces are simply beautiful and the sound effects occur often enough to be fun, but not so often to be annoying.

Keep factor: 9/10 - I would happily play this game a few times a week if I could.

Overall: 9/10 - You couldn't ask for anything more from a conversion of Settlers, and you would be happy with a lot less. Lex and Sprite have done great work.

March 08, 2005

Unreal:SL Reviewed

an in-game game review by Koden Farber

Everyone has one of those days when you just want to shoot something. On days like this a good first person shooter comes in handy. Unreal: Second Life is the Bedazzle Team’s attempt at FPS in second life. The project itself is is reportedly coming to a close (Bedazzled seems to get bored with their projects in a hurry), and will soon be a distant memory. What was U:SL like, and was it worth your time when it was here? This article will try to answer that question, if only for the historical record and to inform future SL game development projects.

Summary:
There isn’t much to say about U:SL content wise. It’s a first person shooter with many of normal FPS elements; deathmatch, team deathmatch, and capture the flag. There isn’t a back story to why you’re shooting each other, but hey, since when did you need a reason to pick up a gun and start wailing on people?

Weapons:
There are 6 available gun types, but I’ve only used 4 of them. This is because 3 of them are free and I’m too cheap to buy any of the other ones.

The Inferno [Free]
This baby’s my personal favorite. You get 15 shots before you reload and you can unload them in about 3 seconds. The reload time is about 2 seconds, so you may want to move somewhere save while you are auto reloading. I’m not sure how the damage is per shot but the rate of fire is nice enough to make it a very deadly weapon.

The BTG3600 [Free]
I could never figure out how to use this properly. I think the trick was to lead your shot a little but I’m not sure. I think it’s safe to assume that this weapon is a heavy hitter. I would hope at least because you can only get one shot off every 3 seconds.

The Saedaku Flamebringer [Free]
It’s a great weapon for the fact you can hit moving targets pretty easily and the flame stick for a while giving constant damage. The rate of fire is constant and the weapon never reloads. The major problem is that the weapon causes major lag. It’s not bad when one person is using it, but when you have two or three people using this at the same time, all the flames lag you badly.



The Saedaku Tactical Folder Knife [L$600]
They say don’t bring a knife to a gunfight, but I couldn’t resist. This little beauty can be thrown to deal minor damage, or slashed to deal massive damage. I think if you get three or four good swipes on your opponent their going down. It takes you about 2 seconds to throw the knife, and about one to slash. The knife comes with short cut keys to ease the use of the knife. It’s a great weapon if you want to get up close and personal.

Review

Learning curve: 2 minutes [Just enough to get set up]

Gameplay: 8/10 without lag, 3/10 with.

This game is very lag sensitive. If the server is lagging, you are better off not playing. If you always lag even on good days, avoid playing this. If your system and connection can handle intensive places, this is worth playing. After getting your equipment, its very easy to figure out what your doing; kill or be killed.

Graphics and Sound: 10/10

It’s beautiful, just plain beautiful. The game has a perfect battling atmosphere.

Keep Factor: 5/10

Lag is a major factor in playing this. The flame thrower lags badly and can scare you from the game. Though if everyone uses the infernos, it’s a very fun to play and light on the lag.

Overall: 8/10

Flaws aside, this is a very solid game. If the project wasn’t closing down I’d say this shows major potential to be something even greater than it is already. Anyone can get started playing because it costs nothing to get the life pack or three of the six weapons. I say you should try this while you still can.

March 04, 2005

Tringo Star

Congratulations to SL resident Kermitt Quirk, inventor of Tringo, the game that's swept Second Life over the last several months. After developing the game on his time off, Kermitt found Tringo becoming one of the grid's most popular pastimes. Now it's about to hit RL, as Kermitt has cut a licensing deal with SF's Donnerwood Media, which plans to develop the game for cell phones and the Web.

Clickable Culture blogs the story here, complete with a clickable link to the Wall Street Journal report, and Linden Lab provides more detail in the current edition of the SL newsletter.

Will this lead to a flood of in-world game development? There's already quite a bit of it, according to Pirate Cotton's Game SLave, a wiki listing all the in-world games SL has to offer. But none have proved as popular (or as annoying to the non-fan, judging from recent forum traffic) as Tringo, which is perhaps not surprising. By combining one of the most addictive computer games (Tetris) with one of the most addicitive of RL (Bingo), Kermitt has managed to create a seemingly perfect game for a virtual world that closely mimics our real one.

Which leads us to the only possible conclusion: Forty years from now, if LL is lucky, Second Life will be filled with blue-haired-old-lady avatars hunched over their Tringo cards muttering over how damn hard it is to fit that "S" shape into the grid and weren't things better back in the 1.5 days anyhow...

March 01, 2005

Neualtenburg - SL`s Most Hated Project

"On the twelfth day of Christmas my true love sent to me, a democractic socialist republic."

At her blog, Gwyneth Llewellyn recently looked at some of the same virtual governance issues discussed in Urizenus' State of Play discussion. The ever-misspelt Neultenburg projekt, of which Gwyneth is a key figure, has become something of a Bavarian lightning-rod for resident polemic on SL politics. Is Neualtenburg a haven for Second Life's snow-covered democracy-reindeers or a Stalinist winter wonderland? Gwyneth argues that the majority of Second Life citizens were previously in favour of Linden-government rather than resident-based government (ie. organization-from-above vs self-organization). However, there appears to be an emerging trend towards zoned sims with resident-enforced build-restrictions. Is this order out of chaos or the opposite? Will Neualtenburg become the first of many suburban enclaves and nation-states or is the whole concept just heading for a... (pinky to mouth-corner) 'Snow Crash'?

Forum Hotspots:

"Neualtenburg - SL`s Most Hated Project" - by Gwyneth Llewellyn
Reposted here under the original Creative Commons License (Gwyneth's blog is also currently down):

Several unpopular projects have been started in SL, and, beyond projects, we have unpopular residents, and unpopular groups of residents. It's not so easy to find a cause for all of them, but I have hinted in this blog at some of the reasons:


  • * Organisation vs. anarchy;

  • * Capitalism vs. common propriety;

  • * Elitism (closed groups) vs. hermitism (living for yourself).



If you take a look at the world's societies, you'll see that the ones we consider more "successfull" are the ones who have more (and better) organisation, a thrust towards capitalism, and a group of people who rules the society, which we can only hope that they will do it "for the best".



However, SL is different - its population reflects more the idealists who reject "successfull societies" and prefer to concentrate on "utopias" instead. Anarchy and chaos rule, and people do whatever they want in SL, unless it goes against the Terms of Service (ToS), which are pretty much tolerant of behaviour, generally speaking. And people gang together for "collaborative work" only as an exception; most prefer to build for themselves and sever the connection to the "outside world" - only friends are able to participate. Elitism - what I call the SL artistocracy, and which is usually termed as "the feted inner core" - is shunned upon, as well as rampant capitalism. Several residents, motivated by a strong community drive, envy, jealousy, or ethics, also despise "money", believing it to be the root of all evil - turning SL into a "clone" of RL, where greed seems to become slowly the major driving force behind SL's growth.



There is no question about it - SL is becoming more and more "fragmented" between idealists/utopists and greedy capitalists. Fortunately, both are extremes in the very flattened Gauss curve depicting all residents - most of us are "in the middle" and away from the most heated discussions...



Enter Neualtenburg. From the beginning of the project, everything has been really polemic about the City of Neualtenburg. For starters, it was lead by Ulrika Zugzwang - one of the most polemic residents in Second Life, winner of the June 2004 animation contest featuring a syncronized dance recreating Michael Jackson's Thriller video using SL animations. Ulrika promoted "organisation" and a "resident government" as a way to give continuity to long-term projects in SL. There were very good reasons behind this proposal: first, almost all projects in SL are relatively short-term, no matter the enthusiasm of their leaders, because people tend to have more or less free time in RL, and projects get easily abandoned. As soon as the project leader loses interest, the project disappears. Worse than that, when the leader appoints a successor, thus is usualy viewed with suspicion/envy, and the group generally falls apart at that time. There are too many bad examples to list here, but, generally speaking, new projects in SL almost inevitably start around a strong, charismatic leader, and will exist as long as that leader is present.



Secondly, "in-world government" is (as I've written before) viewed as the worst thing that could be done to SL. It runs contrary to all feelings of "anarchy", "idealism" and "utopia" which most of the residents promote - according to unofficial polls, over 95% of the residents want anarchy, and not residents organising other residents. This is an acceptable view for a small-sized community - around 20,000 people or so. As soon as SL starts to grow more and more, clashes are going to be more and more frequent. The same 95% that promote anarchy want more control by Linden Lab to enforce the Terms of Service - never any attempt by residents to self-organise! "Government" is almost anathema on the forums or in-world. If you really think that people should organised themselves, you're a dangerous radical, and should be thrown off the game as soon as possible, in order not to "taint" other residents. What residents want is more Linden control - not less. Ulrika's proposals invariably met with very strong resistance and even hate and anger at proposing resident-based control (through democratically elected groups of "supervisors", nicknamed "the Government").



Around August 2004, Linden Lab admitted some frustration with the snow sims - introduced probably because their competitors There and the Sims Online already featured winter-based areas. The problem is, the current levels of anarchy made the residents covet the lovely snow sims, but build exactly the same way as elsewhere. This means you get your hot tubs and sunny esplanades on the snow sims as well, and sellers of "winter clothing" never really made it. Skiing never became a trend as parachuting, for instance. In a word, snow sims are just normal sims with white textures for the ground! So, Linden Lab thought it was a good idea to have some "reserved" areas for snow-themed builds, and they launched a contest "for the preservation of the snow sims".



There was only one contestant - Ulrika and her plan of building a medieval-style German city up in the mountains which would fit in the overall snow theme. Of course, the city would be ruled by a democratically elected government, in order to survive even if the original building team left SL. The good thing about a government is spreading responsabilities among several members, and assure some rotativity, so as to better reflect the state of SL and the wishes of the group members.



All these issues make sense from a RL point of view: if you want to organise something and make it enduring, the best way we frail humans know to achieve that purpose, is having a democratically elected association of people to work together. That's what Neualtenburg is about - a project which belongs to the whole group, and not just to a few "group officers". It seems to be working. The currently elected "president" of the Representative Assembly - the law-passing body of the City Government - is neither a founding member, has no building skills whatsoever, is not an officer of the group, and has not contributed tier or money to the project :) This is completely alien to the whole concept of Second Life - either from the anarchistic or the capitalist group. And, thus, being alien, the project is viewed with serious distrust.



The worse aspect of the whole project is that it seems to be working, and, by working, it could encourage LL to try the same model on other regions as well. This sent panic waves across the forum landscape - to a point where LL had to remove all support to project funding in SL and change their very benevolent finantial policy towards a model where only residents support projects, and not LL.



The interesting thing about the Neualtenburg project is not that it has a City Government which works - but the way it successfully deals with zoning problems, controlled builds, community discussions about what is allowed to be done and not, sharing responsabilities, delegating tasks, and, well, in a word, organising stuff. The consequences are now slowly emerging. While the notion of a "government" still scares too many residents, the truth is, "zoned sims" are spontaneously appearing all over the place. While many are still tied to a single leader, the truth is, in almost all those new communities, there are mechanisms for feedback. So, if your neighbour is building a huge tower with rotating textures in clashing colours and blocking your view, you have a way to complain and have the "leader" of the community remove the offending building. This gives residents a certain degree of protection of the value of their real estate - there won't be laggy clubs, malls, or casinos around - and quite a large group are willing to move to such communities. The Ravenglass Rentals group, for instance, offers new residents a pre-designed home (which can be customized) which fits into the surroundings and environment, and is designed by RL architects. Anshe Chung - another very polemic character in RL due to her success as an established real estate agent - promotes now a system where the land can be "owned" and even sold for a profit, while mantaining a degree of control of what is allowed and what is not. The new owners have to abide by the same rules as the original builders, thus, self-perpetuating the community. These are just two recent examples of what seems to be an emerging trend.



What is astonishing is to see how so many residents who were originally against any sort of "resident control" - mostly meaning telling people how to behave and what is allowed or not - are now actively promoting "zoned sims" where there are restrictions to creating "bad content". Again, we're at the verge of a new turning point in SL, where residents are tired of chaos, anarchy, and griefing, and slowly turning to "organisation".



Maybe this will also mean that Neualtenburg will slowly get more acceptance in the highly complex society of SL :)

February 22, 2005

SL’s Baddest Builder, part 1: Yadni the Junkyard Dawg

In his first life, Yadni Monde is a night clerk in a hotel in a secluded corner of France, but in his Second Life ™ he is the baddest architect on the grid. With an imagination fueled by a massive library of classical and fantasy architecture and copious amounts of ganga, he doesn’t just build buildings, but astounding, richly textured dreamscapes – and in some cases, nightmarescapes. Today we bring you the first of a 4 part interview with Yadni, in this installment touching on his history in SL and how the Linden’s recent purging of 6 month old ratings screw the true builders and favor the club owners like Jenna Fairplay that build giant fugly boxes. InYadni’s words, the ratings have become “crappy shit for dancing whores.’ Sacre bleu!


One of Yadni's latest builds -- the entire Bedford Simulator

Urizenus Sklar: Yadni, when did you first come to Second Life?
YadNi Monde: i joined SL on the 30 of March 04
Urizenus Sklar: did you play other mmorpgs before that?
YadNi Monde: i am not online since very long, i tried A Tale In The Desert, where i had only in mind to build, already, which i did, btw, i created a Colossus Statue of Pharaoh
YadNi Monde: then i migrated to there where i was the Permazoners Leader for a while and i had this Gnome Hill on NAda Island, you can still see the pic from time to time on the There.com Site
Urizenus Sklar: did you start building right away when you came to sl?
YadNi Monde: when i first arrived to SL, my first idea was to understand how it worked , so i wandered all the world in search of my first freebies to edit them and KNOW =D
Urizenus Sklar: for how long did you wander?
YadNi Monde: heheh, i guess after three days, when i got my very first land, i had to settle a bit
Urizenus Sklar: is that when you started the junkyard?
YadNi Monde: yes, at that time, no place was having such an organization, and when i came to organize all that stuff, i thought other people might like to have clean folders as i had now, so i created my first boxes and opened very fast
Urizenus Sklar: you mean you made boxes with folders of freebee objects?
YadNi Monde: yes boxes, all with contents arranged by theme, for example, a box of vehicles, another with clothes, and so on, that sell contents and give a clean folder to the buyer, with NO EFFORT for him =D
Urizenus Sklar: and you sold these boxes or gave them away
YadNi Monde: decided to sell them a linden each, to cover the land fees, the time spent organising and hunting freebies all over the world, and eventually to have a chance to expand the junkyard to more than the basic 512 plot
Urizenus Sklar: When did you start your famous builds in second life?
YadNi Monde: i think it was around 15 days after i joined, when i made my very first Avatar, the Earth Dragon =D that was a real HIT =D
Urizenus Sklar: can I see it?
YadNi Monde: of course

YadNi Monde: My Very First Av =D
Urizenus Sklar: wow
YadNi Monde: then i declined it to fire dragon and water dragon, which is even more impressive

Urizenus Sklar: I know you live in France, but do you have a background in the arts?
YadNi Monde: yes i am an ex arts student, i am a stone sculptor, a drawer and a calligrapher for the most important things, i also have a very good knowledge base in computer graphics
Urizenus Sklar: Is that what you do for a job in your first life?
YadNi Monde: alas not, i am just a simple night receptionnist in a little hotel lost somewhere in a remote area in france, i tried, but dunno, bad luck prolly =D
Urizenus Sklar: That sounds rather romantic in a way.
Urizenus Sklar: Is the hotel in a nice part of France?
YadNi Monde: hehe hmmwell a bit frustrating too, but at least i m still free to do what i want with my arts
YadNi Monde: but yes it s in a nice part on summer =D for the rest, a bit rainy =D
Urizenus Sklar: Think of the expressionist painters...
YadNi Monde: poor guys never could feed themselves with their passion
YadNi Monde: waste
Urizenus Sklar: but anyway... back to your SL...
YadNi Monde: heheh kk
YadNi Monde: =D
Urizenus Sklar: when did you make your fist architectural build
YadNi Monde: hmmmm i guess it was for a contest at Edifice Rex Club by Lumiere Noir, i had made a gazebo and received an award for encouraging me to keep up, kinda fourth Prize, i still have it i am proud of that one =D
Urizenus Sklar: and that encouraged you to keep building?
YadNi Monde: oh i didn’t need that to encourage me but let s say it motivated me even more =D
Urizenus Sklar: so what was your next build
YadNi Monde: my next was a Castle for a Friend of mine here, Solace, want a pic or two?
Urizenus Sklar: you bet!
YadNi Monde: here s a little folder
Urizenus Sklar: ty
Urizenus Sklar: Question: where do you get your ideas for your builds?
YadNi Monde: heheh, in my very sick mind =D
Urizenus Sklar: lol, that always helps
YadNi Monde: lol
Urizenus Sklar: does "joint time" help too?
YadNi Monde: hmm i think i can say it does, for me at least, i can better concentrate, and with the appropriate music i simply feel free and begin to go wild, and build ... =D
Urizenus Sklar: do you get influence by pictures of ancient builds or pics from fantasy like Tolkein?
YadNi Monde: i have a very important library of my own with tons of books each one on another subject, can be furnitures from 1900s, medieval architecture, melee weapons, whatever is richly illustrated and detailed has to come to my home =D it s my real food i guess,
YadNi Monde: without em i d be empty and with no culture
YadNi Monde: 37 years feeding from all i can SEE
Urizenus Sklar: so these books, and a little herb, are your inspiration?
YadNi Monde: my personnal inspiration comes from beyond, those are helpers
Urizenus Sklar: from beyond?
YadNi Monde: they are my fuel
YadNi Monde: i see what I’ll build before to build it, in my head, behind my eyes, i know the mood it will have and i just have to drop it here
Urizenus Sklar: but do the ideas come from a spiritual dimension?
YadNi Monde: hmm frankly i don’t think so, they just come from my deep, i don’t see anything spiritual there i guess
YadNi Monde: more like if i had many worlds in me, just waiting to be showed
Urizenus Sklar: What about the textures? where do you find them and what inspires you to use the ones you do?
YadNi Monde: textures are generally given to me, or i can also get some on the web, or even create mine if none is good enuf for the purpose
YadNi Monde: depends
YadNi Monde: and then it s all a matter of the mood i want to translate
YadNi Monde: transmit
YadNi Monde: whatever =D
Urizenus Sklar: do you picture the textures in your head with the build, or do the textures come later
YadNi Monde: i know before to build if i have the good textures in my inventory or not, i know from the beginning the mood i want so i know what textures will fit it
Urizenus Sklar: we should probably turn now to the question of the new ratings system and the fact that they removed ratings from more than 6 months ago. You have views about this, yes?
YadNi Monde: well, just more room for clubbers =C damn it, clubbers in the builders leader boards that just KILLS me
YadNi Monde: shit licking pays, finally
YadNi Monde: i have already said my opinion in a latest thread in the forums and i m not afraid to make myself enemies here
Urizenus Sklar: Well why do you think the Lindens did this?
YadNi Monde: i guess they want the noobs to have a chance to reach the boards in the long term but, here s my question, how did I do then to reach place SECOND ? i began as a noob too, i took hundreds hours to build, i won my place the hard way
Urizenus Sklar: It is distressing that club owners like Big John Jade and Jenna Fairplay can erect a giant box and reach the leader boards of the build category.
YadNi Monde: rofl that makes me laugh out LOUD, but hah, after all, if some like that ...... *evily grins*
YadNi Monde: on the other hand they were giving a lot of money, there is a real effort so i guess it’s not that bad
Urizenus Sklar: but that just means they bought their way to the top of the leader boards
YadNi Monde: yes, you are right
Urizenus Sklar: What do you think the Lindens should do? Go back to the old policy?
YadNi Monde: i think to the point we are now, it would be simpler to just STOP the boards completely, it does not mean anything anymore, it is just crappy shit for dancing whores
Urizenus Sklar: so at this point the ratings only matter to dancing whores?
Urizenus Sklar: like Jenna Fairplay?
YadNi Monde: well if you see any other builder than me in the building leader boards, i have to change my glasses ....
Urizenus Sklar: Well, do you consider Big John Jade a dancing whore?
YadNi Monde: what else can he do ?? just remind me ?
Urizenus Sklar: he can build big boxes and manipulate newbies into being cyberho's for him
Urizenus Sklar: that's something.
YadNi Monde: that answers your question i guess
Urizenus Sklar: yah, I guess.
Urizenus Sklar: In the next two interviews we will cover Good Yadni, Bad Yadni, and Mystical Yadni, but those are about the three islands you build in simcast. What is your next project?
YadNi Monde: SciFi =D hard core dark cyberpunk SciFi =D
Urizenus Sklar: ooooh, where are you going to build? and do you have a sponsor?
YadNi Monde: cant answer the first yet, and yes we have a sponsor, were a little group of greatly motivated and skilled persons
Urizenus Sklar: does the group have a name?
YadNi Monde: YadNi s Crazy Techs Research Group
Urizenus Sklar: sweet
YadNi Monde: =D
Urizenus Sklar: well we better go to our meeting
Urizenus Sklar: 1 down, 3 interviews to go!
YadNi Monde: thanks to you, it was a pleasure
YadNi Monde: and bye bye reader, seeya next time =D

February 21, 2005

Furry Builds Biggest Second Life Avatar - Giant Wolf

by Neal Stewart

THE FOREST (Mature) (210,76) -- A Furry resident has completed the final touches on what may be the biggest avatar to ever set foot - or paw - in Second Life.

The aptly named 'Woulfe Wolfe', who is a member of 10 Furry groups in Second Life, spent nearly 20 hours in the Forest sim building his 100-metre high, 40-prim 'macrowolf' (macro - 'large').

Although Woulfe has seen larger mechas (robots) built before, he believes his canine creation to be Second Life's biggest actual avatar. It is a Frankenstein of sorts, with head, paws and tail purchased from other residents, and textures provided by fellow Furry Kwip Manimal. The huge tail is attached to the avatar's spine and offers a wagging function controlled by mouse. A friend is currently working on a script that will allow other avatars to sit on Woulfe's giant paws.

As a veteran macrowolf in a variety of text-based MUCKs (Multi-User Chat Kingdoms), Woulfe is accustomed to providing 350-word-long pure-text descriptions of his appearance. “Here [in Second Life] I don't need a paragraph to describe how I look,” he says, “I always had a thing for them [Wolves] it seems. Guess it came from watching a lot of PBS when I was a kid - they had these nature programs...”

Woulfe - a 40-year old U.S. resident - says that as a child he once experienced a particularly-surreal dream where he was visited by a wolf 'as big as a mountain', who picked him up and cuddled him into his fur. “I guess it was one of those, 'I had a rotten day at school' things and needed that at the time,” he says.

30 years after that first Wolf dream he had another, where he envisioned the design for his current 100-metre Second Life avatar.

The Forest sim that Woulfe calls home - where he is described by other residents as 'a cuddly overgrown pup' - is currently the single most popular location in Second Life. Owner Spade Richelieu - a black and red vampire bat - spends about $200 US per month running the island. He attributes it's popularity to the unpaid volunteer contributions of it's Furry community, who help put the sim in the top 2% within just 2 weeks of it's creation.

Spade concedes that although it can be hard to talk to Woulfe from ground level, his ability to provide comprehensive cover during shoot-outs has made him an especially-valued part of the community. At the Club Fur Nude Beach his substantial... ahem... attachments... have apparently also not gone unnoticed.

February 17, 2005

Game Reviews: #1 Living the Dark Life

by Koden Farber

For those who love role playing games but are so addicted to Second Life they can’t log off to play something else, several in-game games may be the solution. In this report, I begin a series of reviews of in world games. This week we dive into Dark Life. In subsequent reviews we will look at Unreal: SL, SimCast, and whatever else may be on the horizon.

It All Begins Here

Like any new game, there comes a time to make the purchase and to read the manual. So after forking over 500L for a backpack, sword and shield, I made my way to the manual. Ah the manual, the thick, long, extensive manual. The so long it’s practically a quest in itself manual. Funny thing about manuals, either you read them and know what your doing, or you go out into the game blind and stupid bugging everyone who can hear you to tell you the simplest answers. I know that a fair number of people hate to read manuals, but in this case I would recommend it. [Writer’s note: I’m exaggerating some here; the manual is like a 5 minute read tops.]

The in character story itself is a very quick read. It basically tells you that, “everything was fine then the monsters came” in more words than that. Not a bad story line, and lives a lot of room for improvisation. After reading everything, I was pretty anxious to get started.

First stop, shopping

As I ventured from the loading point, I found myself in the main town Navorn. Being about as new as a baby and half as smart, I stumbled into the local outfit store. Feeling frugal, or cheap as the case normally is, I decided to wait a moment until I bought a new outfit. I figured I would play the role of a traveler new in town, the best excuse I could think of on such short notice for why I look nothing like the locals.

It is worth noting that there are scripted and non scripted clothing, the non scripted are bought with lindens, and the scripted are bought with in game gold.


Itching for action

After looking though all the items that are too expensive for a novice to purchase, I decided that it was now time to get myself killed. I proceeded to make my way out of town and find something to kill, or something to kill me. Either way, I knew something was going to die very soon.

I soon found my pray, a little rat, and figured it would be an easy battle.
Stupidly, I clicked when I was standing too far away and didn’t begin attacking till I clicked again and already lost about 15 of my health points. The battle was well fought, and I came out victorious.

Unfortunately, I had soon learned that the rat had friends, and I was soon attacked by another rat. Furthermore, the rat was at full health, and I had only 20 or so health points left. To make a long battle short, I won, but was one hit away from death. Oh the woes a noob like me must face.

Take Two

After my first adventure, I lugged my damaged body back into town and made my way to the shrine. After a few seconds of healing it is time once again to try fighting rats again. I leave the shrine feeling refreshed.

Right about now I wish there was mood music for my adventures, so I decide to whip out my winamp and get a play list going. Now with music in hand, the blood bath will continue once more; ok maybe not but I’d like to think highly of my weak self. After attacking my 4th rat, I find that you apparently gain experience points while battling, and not at the end of battle. I say this because I ended up leveling before I killed the rat.

Now that I have leveled, I need to figure out what the heck I’m going to do with my new found skill points. Speed is pretty important, so I figured two points into than and one into attack would suit me nicely. Unfortunately for me, I nearly died again when another rat tried to take me on when I was low on health. Being the life lover I am, and also a coward, I got my butt in gear and ran back to Navorn to heal up. I decided it would be in my best interest to not explore until I’m at least level 3 or 4.

First Death

Well it was bound to happen sooner or later; I got over zealous and ended up dieing by a rat. Death isn’t so bad; I lost some exp and ended up having to walk back to the shrine to be reborn. On to more adventure!

Spooky Old Cave


I seem to have stumbled upon a spooky looking cave.

Dare I enter it? Oh sure, what’s the worse that could happen to me? Time to find out!

I wonder if this is a bad sign?

Well the cave was a waste of time, nothing happened and nothing was in there. Or maybe I just missed it and didn’t realize it?

A Few Levels Later…

Now that I’m at level 5 with a new sword I had purchased, cost me 50L and 250 gold, I’m ready to go adventuring elsewhere. I decide to ignore all the rats and continue traveling until I find something interesting, this may take a moment… After a while I found a Culiseta to fight, pretty strong and fairly painful. I decided after defeating the Culiseta that I would finish my adventures for today.

Review
Learning curve: 30 minutes

Gameplay: 6/10
The game’s easy to play, a few commands you have to learn and most of them can be hot keyed. There are a few spells to learn and from what I figure they are pretty easy to use.

Graphics and Sound: 7/10
The in game sound is pretty basic though it’s a nice touch that you can set your sex to male or female so your grunts sound correct. The island’s design is beautiful though. You’d almost think you were in a professional game when you play this.

Keep factor: 7/10
I’ve heard there are some people here that RP in groups here, so that should keep you going. Also the game is still in beta, so new features should be added eventfully.

Overall: 7/10
I felt pretty good about the game when I played it. The price is nice considering the amount of work that had to have been put into making this and it is a pretty fun game to play at times. If you have a spare 500L, I recommend trying this game. Buying new items are pretty cheap too; most items will cost you around 50L.

February 12, 2005

Bash and Crash on Unreal:SL's Opening Night

Bedazzle's much-anticipated Unreal:SL kicked off its weekend-long opening festivities last night with a crowded dance party that had everyone in attendance kicking up their heels -- so much so that the sim crashed before the party was much more than an hour old.


Despite the sentiments expressed above, the dancing re-booted itself soon enough, and there was no shortage of residents eager to bump elbows in the streets of Unreal level Chinatown, amid the sounds of rain, the crackle of neon and the clucking of chickens that had strayed into the sim's back alleys.

For more details on the opening festivities, click here. Or just tp over to the Chinatown sim. (Mature, to be sure.)


The wet streets of Chinatown


The view from Abraxas

In development since October 2004, Unreal is Second Life's first in-world first-person shooter. With the success of past Bedazzled projects like Sim Horror and the Gravity Space Station, the game is getting more attention than perhaps any project in the grid's recent memory.

Asked how the party was going from Bedazzled's point of view, chief developer Foxy Xevious responded enthusiastically: "It rocks! We are pleased with the results. One day is all we need to feel proud of what we've accomplished."


Jimmy Thomson, Unreal's chief developer, tuckered out after all his hard work


Your correspondent at work


The Mandarin of Watermelons

February 05, 2005

Rising from the Ashes: The SimCast Gaming System

by Matthias Zander

Many remember the splitting of ways that the SimCast development team suffered in November of last year, and the call for an open-source gaming system that followed. This was all caused by the departure of the project's head programmer, Azelda Garcia. Like the mythical phoenix, however, the project has risen from the ashes of the old one and is seeming to be better than ever in the opinions of many.

Under the direction of Prong Thetan, the programming skills of Grim Hathor and Mystic Templar, the weapon and armor creation skills of Gurgon Grumby and Evad Yaffle, the animating of Ferran Brodsky, the designing of Osprey Therian, the building of YadNi Monde, the communication abilities of Simone Templar, the sound manipulations of Claire Engel, the enforcing muscle of Mystique Suavage, and the backing of the Herald's own Urizenus Sklar, the project has been reborn and is back with a vengence. This crack team of 12 people continues to work to improve the systems of combat, grouping, and typical game play. Beta testing is expected to begin on Saturday with an event at approximately 7 p.m. SL time, with a full release expected on or around March 1st.


From left to right: YadNi Monde, Gurgon Grumby, Evad Yaffle, Simone Templar, Claire Engel (in the fire), Prong Thetan
Not pictured: Grim Hathor, Mystic Templar, Ferran Brodsky, Osprey Therian, Mystique Suavage, Urizenus Sklar

I recently spoke with Mystique Suavage, the SimCast player who has gained the most levels during the alpha testing phase and was recently promoted to the role of enforcer. She estimates that she's spent between 80 and 100 hours actually levelling in the game over the past two weeks. Out of the current level cap of 160 (20 in each of the 8 classes), she has gained all 160 as of the early morning hours of Friday, February 4.


SimCast from afar

I also spoke with Grim Hathor, the man who took over the role of lead programmer after Azelda Garcia was fired last year. Since her code was available only to her, he had to start over to the very beginning. He said that he "recreated the basics of a gametag and combat in a few days," but has easily spent over 200 hours programming the new tags. Also according to Grim, beta will be a time of general balancing, but that it will last "for months to come." Only time will tell.


Bedford City

Another large thing that some speculate has helped with the rebirth of SimCast is the arrival of the group known as the Kao'an Exiles. Their leader, Sorshia Wishbringer, was kind enough to sit down with me to talk about their origins. Their group originated in the ActiveWorlds chat universe and includes both people who moved to SecondLife from ActiveWorlds and friends they have gained since moving here. The Kao'ans, since moving here, have been actively involved in DarkLife and now in the alpha testing of SimCast, which has generated traffic from many of their 34 members.



Sorshia Wishbringer in front of the SimCast Castle

The SimCast project consists of three sims (SimCast, Midgard, and Bedford), strung together and using the same mainframe to create a unique, immersive gaming environment. Improvements to the system are being made daily as new visitors arrive with their ideas and suggestions. The world is ever-evolving.


Bedford's floating castle

Even while in the alpha testing stage, SimCast got enough traffic to be awarded a "Dwelloper Award" for the month of January. Catherine Omega called it "A reason to quit emailing Philip to tell him how much SL sucks" during a visit on the night of Tuesday, February 1st. Philip Linden, along with many other Lindens, has visited the game. If the current traffic is any indication, the phoenix is rising and flying up, preparing to soar. Keep watching the Herald for more details on the situations developing in SimCast and information as it progresses through beta and into full release.

January 23, 2005

Techno-Pagan Nuptials: Simcast Island Lord Weds in Midgard

by Pat the Rat

In the social event of the month, Simcast Island Lord Mystic Templar married Simone Templar (no relation) in a lovely techno-pagan ceremony on the bucolic island of Midgard. Midgard is strategically situated between the unspeakably evil Simcast Island and the wholesome hobbitesque Bedford Island and hence managed to bring together an interesting range of guests. After the ceremony, which involved stars and daggers and candles, the guests retired to the reception area and that's when the technopagan debauchery began. Did Pat get some snaps? Need you ask?


OK guys, you can come up for air now.


Awwww, romantic particle effects courtesy of dev team member Grim Hathor. Thus begins the reception/bacchanalia.


Overcome by alchohol and incense fumes, SimCast Island Lord Prong Thetan passes out in the middle of the pagan revelries.


Lerithyn Wolfe shows that even techno-pagans appreciate Jack and Coke.


Problem is they just can't hold their liquor.



But of course the best part of a pagan wedding is of course the girls kissing girls.

December 16, 2004

Simcast acquires Third Simulator

The SimCast group, one of the PvP games under development in Second Life, today announced the acquisition of a third sim to its combat arena -- this one owned by team member Mystic Templar. In a press release, SimCast CEO Prong Thetan said that new combat simulator is named Midgard, and is positioned between the SimCast and Bedford simulators (the Bedford simulator is owned by Herald Publisher Urizenus Sklar).

This is good news for the SimCast project, which like other PvP projects in Second Life has seen its share of setbacks. Most recently the team lost its key scriptor, a role now being filled by Mystic Templar and Grim Hathor. With the addition of the new sim, the team has scrapped much of the content thus far developed and is rebuilding with a medieval town vs. town theme, with Midgard being a kind of no man's land combat zone. The project is thus still two months away from beta testing.

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Ryan Linden and SimCast CEO Prong Thetan

December 05, 2004

Tartarus Project Raises its Flag

This is one part drama and two parts interesting: Ryan Jade of the Tartarus project has posted a proposal for Linden funding for his project on the SL Forums here. This of course has led to lots of "yays" and not a few "BFD"s, and charges of attention whoring (something we know about here!), but there are two very interesting questions to consider. One, is this whole Linden project funding idea a good idea or an incredibly idiotic brain fart (I vote the latter), and can the Tartarus project make it this time (with or without funding from the Lindens). Hope so without. Some excerpts follow.

from the proposal:

December 02, 2004

Time for Open Source Gaming?

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A Screen Shot from an Open Source Game under Development at RIT

In a new article in Wired News, Daniel Terdiman takes up the possibility that current game development might eventually be replaced by open source wiki style projects. Of course, as evidenced by our State of Play talk, we agree! He talks to Hugh Perkins (aka Azelda Garcia, formerly of the SimCast project, but still the driving force behind the Open Source Metaverse Project) and also with Andy Phelps of the MUPPETS project at RIT. This article is also notable for the speculation that Peter Ludlow's banning from TSO was "highest-profile player ban in the history of video games." Wooot!

[update: see discussion on Terra Nova and on Variety.com].

November 26, 2004

Bedazzling Gravity Space Station

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I gather that the Gravity Space Station is just a place to chill while the Bedazzled group works on their development of Unreal Tournament (or a version of it) inside SL (and with Francis Chung's Seburo compact exploder no less), but it is noteworthy for the texturing and all. While I was visiting Phillip Linden showed up and pronounced it a "Sweet Build" so what more can I say?

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The view from outside. We must be pretty high up!

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Yikes this passage is so... nvm

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Developer Chiccio Molinari chills, but like why did they need to steal the furniture from my dentist's waiting room?

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Strife Onizuka -- former scriptor on the Tartarus project is now with the Bedazzled group.

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Phillip approves!

November 23, 2004

Drama Comes to Simcast!

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Well, as much as the Herald luvs drama, a nice fat scoop of it would have would have made it into these pages days ago if I hadn't been all wrapped up in my rl gf who is visiting from some undisclosed central eurpoean company (hint, she's an infamous game dev groupie!). Anyway...

...no sooner do I sing the praises of SimCast in this blog, and in a talk at the State of Play, and to a NY Times Reporter who reports on the project in the Circuits section, but things implode. Head Scriptor Azelda Garcia is off the team and dev team leader Prong Thetan vented on the forums, which were then locked when Azelda's friend Eggy showed up and he and Prong got into a potential pissing match. Did someone say "locked thread"? Well, what is the Herald for??? My own take on this is that...

...Azelda was doing a great job, but anything short of open source code for these games is absolutely untenable. Every damn update by the Linden's broke something, and the Simcast team members ended up being crack addicts to their scriptor -- who was the only one who could fix the scripts. Given the moving target that is SL, open source is the only strategy that has any hope of success. But then the problem is, how does the scriptor/game developer make money/protect their investment? Interesting questions here.

As for SimCast -- the attachment based PvP D&D themed game, it looks like it will proceed with Grim Hathor and Mystic Templar developing the new combat/crafting/spell system. And guys, please make it open source.

November 05, 2004

Streaming Waggie, Teppie, and Uri

Whew, a week in detox has *almost* helped me to recover from my night with the gamedevs, and I can (belatedly) get back to blogging The State of Play. These posts will dribble out as I have time. First thing you might want to check out (if you haven't already) is the streamcast of the first session, which included Wagner James Au (aka Waggie Jim, aka Hamlet Linden) and Andrew Tepper (aka Teppie, aka Pharaoh). There is an especially cool discussion of Teppie's introduction of the sexist pig NPC into the narrative of A Tale in the Desert, and Ludlow talks about the possibility of Open Source versions of Second Life. You also get to see Beth Noveck's new hair cut! Notice though, what 48 hours with gamedevs and philosophers can do to the most 1337 5th ave. doo!

October 29, 2004

Second Life Boxing to Reopen

By Gina Fatale

After all the drama from Boxingmania, SLB is once again opening its doors for Friday Night Fights only this time around Tommy Rampal is the one and only manager of the complex, leaving out his former business partner/drama queen, David Jacobs. I was able to catch Tommy while he was preparing for the upcoming grand re-opening of the complex.

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Gina Fatale: Hello again Tommy :) ty for taking the time out once again to chat with me
Tommy Rampal: Its ok!
Gina Fatale: So it's true you and David have made amends and are reopening SLB>?
Tommy Rampal: Well i am reopening SLB. But dave will have nothing to do with it anymore.
Gina Fatale: I thought he was going too be involved again?
Tommy Rampal: Nope, if he wanted to come back, I would let him be a boxer/ head boxer. Because he did a hell of a job at it.
Tommy Rampal: But i am working alone in this business now
Tommy Rampal: I will hire head of staff (eg. Boxers, security) to sort parts of the staff out
Gina Fatale: Great for you, so now I hear you have a new and improved boxing system - tell me a little about it
Tommy Rampal: Yes we do. Well its improved a hell of alot.
Tommy Rampal: It doesnt depend on 50 - 50 chance winning (dice rolling), and it has a sensor in the script so its more realistic
Tommy Rampal: It has 5 skills that improve boxers to fight. Strength, Defense, Stamina, Speed, Accuracy
Gina Fatale: This does sound more fun to watch and take part in. Who created the new gloves?
Tommy Rampal: Boxers can improve on those skills at any time.
Tommy Rampal: The new gloves and most of our scripts were made by Lordjason Kiesler and it wasn't cheap.
Gina Fatale: So the boxers actually have to skill to improve their fighting?
Tommy Rampal: yes
Gina Fatale: Nothing is cheap my dear lol
Tommy Rampal: Also, fans who want to help their favourite boxer out, they can pay a icon on the stats board during a match
Tommy Rampal: and raise the boxer's skill level to help win the match
Gina Fatale: This will attract even more visitors I bet
Tommy Rampal: Hopefully.
Tommy Rampal: hehe
Gina Fatale: Seems more ways to be involved this time around
Gina Fatale: When is the big opening
Gina Fatale: err re-opening
Tommy Rampal: heh it is on friday hopfully
Gina Fatale: Is the SLB website still running?
Tommy Rampal: yes it is.
Tommy Rampal: It hasn't been updated much
Gina Fatale: Can you give that address again so readers may check it out as well
Tommy Rampal: www.SecondLifeBoxing.tk
Gina Fatale: Great thanks, look forward to Friday's night Fights again, anything else you would like to ad to this before i leave?
Tommy Rampal: We have more improvements to the Arena and getting more improvements (eg. New ticket system)
Tommy Rampal: And we have bingo nights at slb on Every Thursday and Satuday 12pm SL Time
Gina Fatale: okay great! see that people get your asses over to SLB there is always something goin on lol
Gina Fatale: TY tommy again for your time :)
Tommy Rampal: NP anytime :)

October 17, 2004

SL Boxing Partnership Implodes. David Jacobs demos complex.

By Gina Fatale

After the success of SLB's Boxingmania it comes as somewhat of a shock to learn that one half of the partnership that owns Second Life Boxing has become a traitor and demolished the boxing complex. David Jacobs (for whatever reason we cannot confirm yet) has backed out of SLB cursing his long time partner Tommy Rampal basically destroyed everything he possibly could at SLB. I was able to obtain some chat logs exchanged between the two men, read on:

Tommy Rampal: u not going to come back to slb?
David Jacobs: Probably not
Tommy Rampal: whys that
David Jacobs: Time to move on
Tommy Rampal: ...
Tommy Rampal: and that means
Tommy Rampal: so what u working on now?
Tommy Rampal: btw dave
Tommy Rampal: u gonna leave the groups if u quit then?
David Jacobs: No
Tommy Rampal: whys that?
David Jacobs: Don't want to yet
Tommy Rampal: whys that
David Jacobs: Because you can't make me
Tommy Rampal: i know
Tommy Rampal: but if u quit why arent u leaving the groups
Tommy Rampal: and also, i will need you to let me buy the stuff (for free) eg walls, ring etc
David Jacobs: Well since the land is group owned, when u sell the land the money is split evenly
Tommy Rampal: well since i paid for it, i will get the money
Tommy Rampal: and since the business has not died, it will not be sold.
David Jacobs: Yes, but it's group owned.. It automaticaly gets split hehe
Tommy Rampal: also, if i wanna sell it, i will first sell it to me for free
Tommy Rampal: then sell it
David Jacobs: Never thought of that one
Tommy Rampal: anyways
Tommy Rampal: since you have betrayed slb and left you wont get any profits or splits of the land if its sold
David Jacobs: Fair enough, I'll return all my stuff then :)
Tommy Rampal: ok
Tommy Rampal: sell it to me
Tommy Rampal: i will keep it
David Jacobs: Ha.. No
Tommy Rampal: Whys that?
David Jacobs: So much more fun this way
Tommy Rampal: what are you on about
Tommy Rampal: Dave have a heart
Tommy Rampal: let me keep the ring.
David Jacobs: Was going to.. I'm deleting the stuff i own

*David destroys the slb arena*
(you = Tommy)
You shout: Dave... Wtf?!
You: Well david
You: this place is easily repairable
You: i got a copy of the wall.
David Jacobs: There you go.. Anything I've built you can replace :D
You: I will now be working side with one song if he wants to help
You: he will help me out
David Jacobs: rofl good luck :D you'll need it :)
You: Yep
You: David
You: put the ring stuff for sale please?
David Jacobs: Ah.. No :)
You: this building does need a redo over
You: well as youve destroyed it
David Jacobs: Gl Tommy, this aint personal. This is to proove a point.
You: the point was?
David Jacobs: For you to figure out :)
You: Oh...
You: Dont mess with david?
David Jacobs: For once.. No
David Jacobs: If I wanted that to happen I'd have simply returned all the objects.
You: anyways
David Jacobs: This is to proove what the difference between a friend and a business relationship is.
You: i have the ring.
You: well dave
You: i believe what u did to my business
You: was personal
David Jacobs: Before we was friends until you started to fuck around with One.. Now I don't want to even know about you.
You: this is what i do on SL and youve destroyed it
You: and youve made a enemy of the process
You: fuck around with one?
David Jacobs: I can afford to have you as a enemy T :)
You: heh.
You: well aslong as your around, i will make your sl life a living hell
David Jacobs: Good good
David Jacobs: I don't take kindly to threats T :)
David Jacobs: You should know this by now.
You: heh
You: Well
You: Get the fuck off my land
*gets seburo out and shoots the fucker flying LOL*

The game within the game III: Simcast gets crafty

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In previous posts we have covered the development of the simcast project -- a medieval themed D&D type PvP game being built on two sims (Simcast and Bedford) within Second Life. In addition to the ususal beating on players and monsters with weapons there is going to be a fairly robust crafting system that includes the mining and smelting of ore for weapons, growing flax and cotton for special materials, and raising sheep, silkworms, and spiders for additional materials. Grim Hathor, who developed the craft system is currently running a Beta test/contest of the crafting system in the two sims. some pics follow.

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Pypo Chung at the ore smelter in the Viking Village in Bedford

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More Pypo in the village. Note level 1 tongs and level 3 farmers spirit (suggests Pypo has a green thumb but not not much of a smelter yet)

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Pypo's flax plant.

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Looks like mystic templar is shopping for a new shovel head. all that digging...

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ok, so where's the damn blacksmith? not another ale break I hope.

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The spider and silkworm farm -- for making some 1337 materials.

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back at the ore mines, whacking away

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September 23, 2004

Two Parties while the Wizzards work late

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Was a busy night in SL last night. Two club grand openings: One Song's new Club Erotic, and the new Club Elite on Elite Island. But no sooner did I get done doing my paparazzi thing at those events but I was summoned back to the SimCast dev tower. Seems the latest SL update induced yet another round of fubarness. So, exhausted from a night of rapping about theology with gangsters, dancers, and cyber-escorts, I was back providing moral support to DevTeam members Grim Hathor and Azelda Garcia. Pics follow.

Part One: One Song's Club Reopens

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Somehow One Song managed to cram 61 people into his place. Here he shows he has a sensitive side by announcing that he has a special room for the ladies.

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Uber couple Death Grace and CherryBomb Hare look chill, but notice what CherryB is saying! Get a room grrrl!

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Woot! A spotting of Aurelie Starseeker. My camera loves her. Loves her I tell you!

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Chloe and Gina work the poles.

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Power fox and club manager, AngelTK Bekenbauer.

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Not sure if he is here for the guys or the grrls, but in the end, does it really matter?

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Ditto. Notice the grip that Bill has on the pole. Somehow only guys get that right.

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Party Two: Grand Opening of Elite Island

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Big Dagg was the party DJ. Here he and escort Jazmina are doing some bumping and grinding. Um, is it me or did she not wearing underwear?

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Big John and Ana.

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Security guy Synergy Blevedere gets down. Hope the safeties on those guns are on.

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LadySue Perkins does the trance thing.

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The incomparable Daphne Molinari. Is Sunny singing or making a request in the background?

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Katy, stop looking at me like that. I'm working.

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Karupt Volos steps out for a smoke.

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That would be Rhiannon Charlton in front, dancing, while we overhear Jazmina reminding us why we are all here.

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Oy, I think I'm getting dizzy. Rhiannon...

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I didn't want to keep taking pictures of Rhiannon...the camera made me do it.

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After Party: Back to the Dev Platform where the wizzards are still at work.

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Azelda Garcia and Grim Hathor discuss the latest update-induced bug while I provide entertainment in the form of ribald tales of clubs Elite and Erotica.

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Grim Hathor, dressed for a party, but still hard at work while the one handed typing is in full swing back in the Club Elite VIP rooms.

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Its 3 AM my time and I'm beat. I slip into godmode and chill.

September 15, 2004

The Game within the Game, part 2: Virtual Barn Raising

As reported earlier, I recently bought a private sim and we are currently knitting it together with the simcast sim so we will have two sims dedicated to a medieval themed PvP Dungeons and Dragons type game with D&D-type combat elements, as well as crafting and quest elements. One of the really great things about the experience is all the help being provided -- its been a kind of MMORPG barn raising. The following snaps show the Dev Team doing what they can to help out poor ole Mage Uri.

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Grim Hathor is installing a farm with crop growing to be integrated into the craft system. Here he can't wait to reap this little flax plant. These will in turn be utilized for making cloth that in turn will be used in crucial game materials.

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Grim's puzzle castle, which we took a tour of some weeks ago will also be on the bedford sim (albeit up in the sky and accessible only to the worthy).

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Prong Theta, the CEO of SimCast (here in the blood room of the puzzle castle) has been busting his butt knitting the security grids of the two sims together, among other hard core CEO-type things, like explaining stuff to that numbskull Uri.

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Azelda Garcia is the uber-scriptor on this project, but s/he still has time to help out the afore-mentioned numbskull.

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Dev Team member Luciifer is here working on a tree lodge in the sky and some other whack shite.

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Plauge-Bearer was last seen up in the Bedford Mountains constructing a series of walkways and caves.

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Dreamer Curie is hiding talismans here and there in the sim. Not sure if she's hiding one here or not.

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Oh yeah, Dreamer is also working out some nice 7th century fashion gear. In this pic she shows us that the Geet Nation (or was it the Heathobards) knew about bling bling too!

September 05, 2004

The MMORPG within the MMORPG: Part 1

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While TSO remains all atitter over the fact that EA has introduced a new server/city (Dianastan, or Tigger Town, or Dragons Hangnail or whatever it is), Second Life had the idea that people should be able to buy their own servers in the SL grid (avatars can actually move between servers freely in SL) and be given the tools to terraform the land as they please. I recently bought my own simulator since I?ve joined the simcast project as a business partner and game dev. We now have two servers/simulators (with more projected) on which we are building a medieval themed, PvP game with D&D quest elements in them. In other words, we are building a scalable MMORPG *inside* of Second Life. My server was lit up a couple days ago and initially the land was as flat as a billiard table. I thought you all might like to see what a couple days of terraforming can do. We will keep you posted on this project as it develops. Question is, what happens to Uri when *he* becomes a game god??? (First rule of my TOS: No EA employees!)

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My first visitors. And they are Vikings! Not good.

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Current plan is for the simulators off of SimCast to be campaign specific. My simulator -- Bedford -- is rougly based on the plot and time period of the Old English epic Beowulf (yes, complete with Grendel and his mom). In the distance you can see the Mead Hall, where several thanes bite it.

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A look inside the Mead Hall. So far it's a half-assed attempt at historical accuracy (7th century Saxony). Time constraints prevent me from unleashing my anal retentiveness in all its glory.

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There are a couple of paths through the Bedford mountain range into SimCast territory. In the fullness of time, brave thanes will uses these passes to cross into SimCast and kick the asses of those historically indifferent pimply moma's boys (and grrrrls). They do have a nice dragon infested volcano though.

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Linden trees are always a nice touch.

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Version 1.5 of SL allows selecting textures of the land itself in addition to terraforming. I went with a nice geographic granite texture in the mountains.

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The mountains offer nice vantage points for observing the enemy. Here Uri looks down at the SimCast castle built by Grim Hathor. This castle is where the SimCast pussies will cower in fear and swap their proto-post-pubescent phantasies about Britney Spears' little sister.

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Uff Da! The viking invaders from mountain view.

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The SimCast volcano again. That is where SimCast geeks teleport in and buy their lame-ass weapons, and where they go to lick their wounds when they get their pimply butts kicked.


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Up high in the Bedford mountains you just might find the altar. Dagnabit! I hate it when they don't clean up after a human sacrifice! Some manners please?

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But the best thing about Second Life is that after a hard day of terraforming (or kicking the butts of SimCast pussies) you can always chill in the Mead Hall with an Elite Dancer like Miravoir Psaltry...

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