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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 Second Life Herald is not affilliated with the Electronic Arts Corporation in any way, shape or form. The original name of the blog -- The Alphaville Herald -- was in deference to the Goddard movie about a dystopian city of the future, not the cheesy 80s New Wave band.

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