Friday, June 8. 2007Opening up the Metaverse - Here comes Web 3D
We wrote several months ago that in our view the major problem with all the various MMORPGs was that they were closed systems - Tharg the Mighty couldn't hop over from World of Warcraft to Second Life for example for a bit of lootin' and pillagin' (though its arguable who'd be doing the rapin', Second Life being what it is....
There is an article today in the Economist making this same point - and talking about Multiverse network, a sort of OpenID (OpenEgo?) allowing avatars to seamlessly transfer through a unified - or maybe federated? - Metaverse (the Universe ?). They call this online gaming's "Netscape Moment". (This is the same problem that Social Nets face....how do you move your data - profile page and social nets - from say MySpace to Facebook, or all that music stuff you've built up from Last.fm to Pandora ) The interesting thing is that they've done it using open source because, in the choice between getting big or going home the only way to get big was to collaborate (as opposed to Netscape who, in time honoured IT tradition, snaffled the technology from someone else's R&D lab ) with the huge Open community. This trend is inevitable - when my 12 year old son was born I was playing Doom and was entranced, he now programs Doom-like environments with open source software written at a Dutch university at IT club at school. Second Life last year bit the bullet and started to open itself up. The Economist makes an interesting comparison of this movement with the OSP/ISP battle in the mid 90's - AOL had all the advertising (as does 2nd Life today), so the 'Netizens had to create an open enironment, ways for users to generate - and find - content, talk to each other etv (yes, there was intelligent life before Web 2.0). Make platforms available in this new open system available and a new generation of "Web 3D" d developers will emerge to build the applications Now this is where it gets interesting.....in our view, the 2nd Lifes of this world are too complex (and Habbo probably too simple) for the mainstream user - but given the opportunity, a darwinian world of "Web 3D" developers will find the sweet spot. The issue in the '90's was that the 'Netizens couldn't get into AOL et al, but once people started to find enough good stuff outside the walls soon were breached - from the rush within to get out. You couldn't go from AOL to CompuServe, but you could go to the 'Net. So Tharg the Mighty will probably never get to Second Life, but voyages aplenty await to the Open Isles of the new Cyberworld. Afterthought...there is an implicit assumption that such an open world will be played on a PC. This is not necessarily so - a PS3 is perfectly capable (cyclewise) to run such games, and with its ability to run Linux could be part of this movement. We have also been experimenting with playing computer games on our big screen MyPCTV rig, and its a very good experience - so we immagine an iptv / webtv exprience could be part of this movement as well.
Posted by Alan Patrick
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19:11
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Wednesday, April 25. 2007Second Life Talkies
Looks like the beta test of using voice on Second Life will be rolled out.
This is very interesting for expanding Second Life as more than a sex site with user generated environments and the ability to colour in your own trainers. (OK, OK there is more to it than that....though sometimes one wonders !! ) We have blogged before on the huge potential for 3D social network sites, both for consumer and business use, and the ability to add voice does make a huge difference to the overall experience - as anyone who has used voice to play World of Warcraft will confirm.. As Philip Linden (aka Rosendale) put it: "There are a lot of problems with telephony when doing conference calls. You can't tell who's talking if there's more than one person. But in the virtual world, voice solves it," said Rosedale, noting that avatars with three-dimensional voice integration will likely accelerate using Second Life for holding virtual conference meetings. Of course this will also increase its...utility?.....as a driver of Porn 2.0 too I wonder how long it will take Habbo Hotel to add voice to its Habbits.....? One to watch........
Posted by Alan Patrick
in Gaming / Virtual Worlds
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17:35
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Friday, February 16. 2007Tii Mii avatar down, sport
Once upon a time it was simple...you got onto a websystem, set up you profile or avatar or whatever, and there it stays until you come back. No more..the Wii system's Mii's (aka avatars) can roam around the network and appear in other people's games
"To put it simply, Mii Parade is a system that uses the network to allow Mii characters created by many people to mix and mingle," said Mr. Nogami. "You can line up Mii characters in the 'Mii Plaza', but at the start the only Mii characters you will find are those you have created yourself. Over time, however, using the WiiConnect24 system, other users' Mii characters can come and visit. In the same way, your Mii can make an appearance on someone else's Wii, although this won't happen unless the user has authorized it. The user can choose whether or not to allow their Mii to come and go on the network, so the only Mii characters that will appear on someone else's Wii are those where the user has permitted it." Maybe now that Second Life is going open source, I'll find my Avatar has gone off to World of Warcraft for its holidays? At the moment you can't spectate through their eyes, but no doubt that will come too. Coupled with Google's PC snooping on the sound coming out of your TV 24 x 7, it won 't be big brother watching you, it'll be anyone's brother or sister watching you. (I saw Lynette Webb's post on FutureLabs and then went to the original source)
Posted by Alan Patrick
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00:09
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Tuesday, January 30. 2007Virtual Worlds, Virtual Markets, Real Money
Last Friday eBay looked like it was going to ban all trading of virtual market stuff for World of Warcraft etc - thus either strangling the virtual GoldMines in China or, more likely, allowing a major competitor to itself to emerge - but lo, now it looks as if Second Life is to be spared?
Is this because eBay's founder Pierre Omidyar is an investor in Second Life Of course not, it is because - on Second Life the user has control of their own IP and thus can buy and sell it on eBay. Glad that thats cleared up then......from now on its only Second Life that the Tax authorities will want to know about as World of Warcraft trde goes underground with its dwarves and goblins..... (Postscript...just seen this is also covered quite well here on GigaOm...makes point that open IP will be used by competitors to Second Life ) Oh...and Clay Shirky has a pop at Second Life again today...article calls Jaron Lanier the Babbage of Web 3.D and compares 2nd Life voluptresses to prehistoric clay models among other things....good read)
Posted by Alan Patrick
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14:43
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Saturday, January 27. 2007Building Web 3.D - the Wii, wherefore and the PS3 Supercomputer
Following on from yesterday's post, was musing on the MetaGoogleverse and what would really be required to run Web 3.D, and I decided that as well as a webservice you would probably need powerful virtual reality processing devices in the home. Ten years ago that would have been very expensive, but two newly released games devices are very interesting for doing this from a low cost/ease of use standpoint.
Firstly, the user device...the Wii is winning friends and influencing people, but the real lesson to me is that VR end user gear is now do-able at reasonable price and considered commercially interesting - see here for e.g. I don't know how easy the Wii will be to repurpose yet, but I'm sure time and the hackforums will tell. Secondly, the processor - people have been talking about this since the PS3 architecture became clear, here for example, and the NCSA did put together a cluster of PS2s as well (see here) I blogged on this awhile back, the architecture of the PS3 for its price (in US dollars anyway, it looks like a rip-off in the UK right now) gives it formidable power, and it will support Linux so its an interesting opportunity to get a really powerful machine up and running with not too much effort. (Or would be if we could get our hands on them in Europe, they are not officially on sale for a while yet.) It looks like one can run Linux machines as virtual parallel computers (see here), even over GB ethernet, so if one had a few of them at home.... Now, for processing power what can Amazon's Web Services do for Web 3.D entrepreneurs? In addition, the Vancouver based International association of Virtual Reality Technologies says it will launch an initial phase of its Neuronet, optimised for linking online virtual worlds and big media users. This is turning into a space to watch for all the broadband virtual mediaheads out there.....
Posted by Alan Patrick
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20:33
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Friday, January 26. 2007The beginning of Web 3.D - Google building a Virtual Adworld?
Is this the beginning of Web 3.D? No sooner does the BBC announce its plans for a Virtual World, then this note on GigaOm seems to imply that things are hotting up for Google's plans too. This has been talked about on and off for a while of course, but adding this article to the purchase this week of AdScape, an in-game advertising house, things start to look very interesting.
We have noted before that Second Life in our view requires too much user investment (as it currently stands) for a real mainstream play. (It hurts to say that, I do like it, but I think as it currently works it is high end rather than mass market). Added to that, although it has started to show the way for in-game advertising in a 3D world, it wasn't really constructed with that purpose in mind. Now I don't know this for sure, but I would suspect that the simpler games like Habbo Hotel have a lower total costs of sale per $ sold. It seems to me anyway that the costs of store setup, store finding, time required to make a sale and the overall infrastructure support costs are higher in 2nd Life than in the simpler metaverses. When we come to serious 3D commerce, this will start to matter. But, again as we have noted before, the Habbo sort of environments are too simple to really have the flexibility and potential of a full 3D environment - what is needed for the mass market is something somewhere between the two in complexity and capability. And if it was built for advertising and e-commerce from the get-go......and was easily searchable..... If one looks at the other assets that can be mashed up in the Googleworld, like Google Earth for example, it gets very interesting indeed - imagine a Second Life virtual world made on our First Life world. And if anyone recalls Michael Crichton's book Disclosure, and the film, there were some fascinating scenes where the use of Avatars and the representation of data in a 3D dataworld is described. Enter the Virtual Googleverse........ So, is this the beginning of Web 3.D? Postscript - found this article later on at Eirepreneur, who had the same thought as I did - but 5 days earlier. Pipped again
Posted by Alan Patrick
in Gaming / Virtual Worlds
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23:39
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Wednesday, January 24. 2007The Beeb shall inherit the (virtual) Earth
I usually read all these feeds with my morning coffee, but with the snow today.....
The BBC is to launch a virtual world, operated using the same Larian engine as used by Ketnetkick, the game for dutch speaking kids in Belgium, run by VTR. Its aimed at the CBBC audience (Tweenies to Twentysomethings..... In terms of complexity Ketnetkick falls somewhere between Habbo Hotel and Second Life, but according to the BBC it would "not have the financial aspects of other online worlds such as Second Life." So, no flogging virtual furniture as per Habbo, or virtually anything else as per Second Life (and definitely no flogging Avatars one assumes) That should have the people trying to run competing commercial services grumbling anyway!. Lets see if it will tear my lot off the Sword n Sorcery genre..... (Poststuff...Be interesting if they would open it up like Second Life has done, and I found this blog by Ben Metcalfe about it)
Posted by Alan Patrick
in Gaming / Virtual Worlds
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12:23
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Tuesday, January 23. 2007Feel the wetware - Get a First Life before your Second life
Worried about Avatar Envy? Want to feel your Analog Roots again?
Here is a tongue in cheek piss-take on Second Life, called Get a First Life Membership is free (initially anyway), and there is no server lag. Oh yes, and you get to fornicate using real genitalia. Thought for the day: Penguins, spoons and you -- what's life like among the flightless? A tonic for the troops on the digital front lines.................
Posted by Alan Patrick
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10:31
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Tuesday, January 9. 2007Second Life, Open Source, Third Wave?
Announcement is here
To quote At Linden, we have always been strong advocates of the use of open standards and the advantages of using open source products. Though Second Life makes abundant use of non-standard technologies, our basic UDP protocol message system for example, we rely on open standards and open source implementations when appropriate and available. Since many of the components that will make up this network are not yet done, we are not publishing long white papers or RFCs at this time — instead, we are giving everyone what we have along with a goal of producing those open standards with the input and assistance of the community that has brought Second Life to where it is now. To me Second Life has gone through two major waves - initially a wave of "builders" who made stuff, and now a wave of "consumers" who (mainly) buy virtual bling. (OK, OK...thats unfair What will Open Source do - what sort of Third Wave will it bring?. By making the platform open it should be possible to build better user interfaces (make Avatars easier to use), but the biggest impact will probably be to allow creation of many different world - in - worlds. Not just one's own Second Life, but ones own Virtual Utopias?
Posted by Alan Patrick
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11:34
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Sunday, January 7. 2007Second Life - some Real Numbers for a Virtual World
An update on Second Life numbers.............
Clay Shirky points to journalist David Kirkpatrick (see comment section here) numbers from Second Life CEO Philip Rosedale: As of January 1st, 2.3m avatars created Actual users who have entered Second Life - 1,525,670 unique email addresses have logged into SL at least once. This is not IP addresses, which would be expected to be less as some people create avatars from multiple email addresses. Of these, 252,284 people have logged in more than 30 days after their account creation date. Percent of registrants still active after 30 days was 45% in early 2004, now running at c 15%. About 40,000 users are paying members (I assume mostly, if not all, landowners - though ownership is of course on a leasehold basis). So the "active" user base would seem to be (roughly) that 250,000, plus some % of people who visit much more occasionally - if that were about another 10% of all email addresses that gives a number of about 400,000. As an "order of magnitude" that tallies far more with my experience - the most people I have seen online is about 14,000 at any one time over the Xmas period. This is useful...hopefully moves the debate on from all the hooha about total number of users, to what is actually being done in Second Life and other Web 3.D environments, which in my view is truly revolutionary.
Posted by Alan Patrick
in Gaming / Virtual Worlds
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22:44
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