Tuesday, July 6, 2010

Shared Media Presentation by Peter Miller


Location: TidalBlog

In a slide show with audio, Peter Miller gives a good overview of how shared media work with Second Life's Viewer 2.

For those who have not tried shared media, Peter provides an excellent primer.

Have a look. It's worth reconsidering whether or not to use the unpopular viewer, now, or at least wait until other developers make better viewers that permit this feature.

Monday, July 5, 2010

Palestinian Site in Second Life Stirs Controversy

Location: Lord Ansar's Protest Site

Philip Rosedale's first crisis, as Interim CEO of Linden Lab, may have arrived. I happened upon a huge controversy in the Linden Lab blogs today, over a site designed to protest Israeli tactics against Palestinians. I won't run the strongest images here, but the bodies of the dead are shown as prims draped in flags, and a captured Israeli solider is displayed in a cage.

At first I hesitated to go. I've some relatives who are Lebanese Maronite Christians and others that are Shiites. My Druze friends have relatives who fought on the side opposite my relatives in the Lebanese Civil War. So rather than editorializing my own strong opinions the ongoing conflicts in the Middle East, I'll just report.

So far, as I learned from the Linden Lab blog post, one item has been subject to an abuse report to Linden Lab. I understand that it depicts The Al Quds Brigades, the armed wing of Palestinian Islamic Jihad.

The creator, an avatar named Lord Ansar, permitted me to take photos and ask questions.

Iggy: you dress as an armed jihadi. Does this exhibit actively support that form of jihad? Or do you have another reason?

Lord Ansar:
just because i like Mojahideen, i support them even with my look. . .its not somthing to be ashamed of. . . its something to be proud of

Lord Ansar: Palestinians are proud of resistance

Iggy: Do you think that Linden Lab will make you remove this protest?

Lord Ansar: i wish that that they will not ... Second life is a full life like Real life with all thoughts and all sides every one can do his own Land i think i didn't put anything wrong here

Iggy: anything else you would like to tell my readers?

Lord Ansar: if Lindens ask me to remove a specific thing i will do

Lord Ansar: as they did they asked me before to remove killed children pictures and i did

Lord Ansar: i want all the world to know the truth of zionists and zionism .. because media is not saying all the truth

Lord Ansar: and wish that Palestine will be free again. . .one day we will live in peace

Iggy: Inshallah, Ansar. Thank you.

A wish for peace is probably all that most folks will agree upon in this debate. The site is going to stir many strong emotions, and perhaps some legal action, given the content.

Do these pictures "speak for themselves?" Go and have a look yourself and decide (teleport link).

I have read that there's a growing Palestinian movement, including even Hamas and Hezbollah, for non-violent resistance to the Israeli government's tactics in the occupied territories. That would be worth an exhibit, too.

Why Second Life Cannot be a Game: Fast? Furious? Fun?

Location: Reading Savage Worlds Rulebook

image: Heroes Over Europe Console/PC Game

I'm an old-school paper-and-dice gamer, and there's a move afoot in the world of such games to make playing and game-mastering simpler tasks. There's a lesson in here for virtual worlds, if they ever aspire to become gamelike.

Savage Worlds from Pinnacle Games is a result of that impetus, and I'm pleased with how the rules flow. It's the first game book I've bought in several years (the low price helps) but mostly I picked it up because I wanted to see how, in detail, the rules work. With the one exception of how to spend experience points, I found all I needed very quickly. In fact, the entire book could be read through in a few casual sittings, because the emphasis of Savage Worlds is, to quote them "Fast! Furious! Fun!"

The old saws that games must have goals and rewards, winners and losers, and set rules are not quite enough. Those parameters can be forced on a virtual world. But will the result be fast, furious, and fun?

Fast: Fail

If Linden Lab or others running virtual worlds derived from Second Life want gamers, either my sort or those playing MMORPGs, "fast" is going to be a chore. Hamlet Au recently declared that "SL is a primarily a game and entertainment platform," and if so, it's not a good one for the sort of games I would wish to play.

Consider the recent snafu in SL combat sims caused by Linden Lab's server upgrade. The Alphaville Herald covered it in detail, but the comments are worth reading. Players of "real games" note the the lag of fighting in SL makes it ridiculous. One should not have to roleplay around an arrow stuck in mid-air by lag.

Furious: Fail

It may have been possible before Linden Lab's policies over OpenSpace pricing led to the closure of all water sims that were perfect for naval or air combat. I'd read that the combatants from Caledon took their air battles to Crimson Skies and retained SL for its roleplaying strengths.

Mass battles, then, are no longer possible. So Linden Lab is stuck with a roleplaying platform that is lousy for combat. Even I have played enough first-person shooters to know how lousy SL's mouseview is for that sort of play.

I should go back to Deadwood or Tombstone and have a few gunfights again, just to test whether any improvement have taken place since I last tried. But the quality of the graphics and the squeaky-clean results of being shot deterred me from continuing.

As for larger fights, unless the Lab is willing to recreated a few Outlands sims that are essentially water or desert so the Goreans, the Steampunks, and the WW II roleplayers can have mass battles (if they could, even in a desert) I don't see how SL will ever compete with dedicated games for combat. So SL fails the "furious" test that Savage Worlds and most online games pass so well.

Fun: Good for Now

Roleplay demands more than fighting, of course, and here SL's user-generated content comes in handy; games generally do not offer that. That remains the "fun" for gaming in SL, but if a competitor can reduce lag and permit UGC to a degree that game masters and builders like, Linden Lab's cash-cow, the roleplaying community, may leave.

I'm done trying to tell folks "Second Life is not a game." I'll instead say, it's a place you can build games, but don't expect the games to be very good if you want more than a few players involved. It's fine for roleplay, and if you want to add sex to your roleplay you'll find a lot of options."

Do Educators Need Games?

Gaming has gradually gained respect in K-12 and higher education. I attended two panels at the 2010 Conference on College Composition and Communication dedicated to gaming, much of it World of Warcraft. Today's serious interest in ludology can be traced to the work of a few scholars such as James Paul Gee (see his What Video Games Have to Teach Us About Learning and Literacy). PhD dissertations on gaming are in the works, and small interdisciplinary programs are dedicated to the academic study of gaming and gamer-culture.

We academics do need simulations, and we can use roleplay in creative ways.

Yet even for a simulation, SL does not permit historians to use interactive learning for my favorite topic, military history.

We cannot, say, have 200 participants to recreate one of Stonewall Jackson's small-unit battles from the Shenandoah Valley, or simulate a "box" of Schweinfurt-bound B-17s attacked by a squadron of Focke-Wulf 190s.

Luckily for humanity, not all of our history involves battle. One can easily use SL for an immersive roleplay of the trial of Socrates, with some students doing research to build an approximation of the building where Athens' Assembly met. Others could design clothing and props.

We could build Independence Hall and reenact the debate over the Declaration of Independence. We could do many more thinks, and good work, such as the WWI Poetry simulation, are there to guide us.

But these simulations are not exactly "games." And that accounts for one reason college students don't return to SL after classes end. They have rich social lives; they don't need roleplay and for most of the ones I teach, gaming provides a break from their grind of academic work and heavy responsibility (God, is it heavy) to fit in and be social. Except for the dedicated gamers, they are not playing World of Warcraft or other MMORPGs.

SL does not, and may not be able, to provide the sort of gaming experience my students enjoy outside of class. You'll find those games in our Commons and in their dorm rooms, a Wii or XBox 360 console.

Hmm...how about that Blazing Angels: Squadrons of World War Two? Now that might get me to pick up a console. I'm sure not going to fly a Mustang or Corsair in SL anytime soon.

Friday, July 2, 2010

Businessweek Goes Back to SL

Location: Reflective State of Mind

All in all, it's not a bad treatment of what has happened since their famous 2006 cover story. That earlier piece (cover image shown) greatly contributed to the hype-and-bust cycle that we are still experiencing.

I might quibble with a few points, but some standout observations include:
  • How the broken in-world search contributes to problems in growing SL
  • How the clunky UI and orientation experiences deter new members.
  • The mainland prices have tanked.
  • That a cloud-based SL would prove better for most mainstream users; I agree.
  • That the Lab seems to have bought into the inevitability of virtual worlds as "The Next Internet."
Much of Matt Robinson's story (click for full story) is devoted to interviewing the four individuals featured in 2006. It' s worth a look to show where we've come since then. For a change, mainstream media covered a virtual world with some care and attention to details.