Ahhh…destiny!

I’ve never ever regretted my decision to start back at university and write about virtual gaming worlds. I mean…I started my Masters degree because I wanted to study and research virtual worlds – the actual degree is just a perk! Hmmm…does that make me a nerd? Never thought it would take me this long, however!! So much information to process!! I have, however, regretted many many many times on The Sims Online! But in hindsight, I feel it’s good to have knowledge and insight on what doesn’t work! But…you know I’m babling! Oh hell! It’s my blog!

Anyways…it’s been one of the few choices in my life that’s made me truely happy! One thing that’s always annoyed me, however, is that I could never seem to find the courage and strength to write papers for conferences so I could participate! So many fabulous debates! I’ve been saying for the past year that if I won the lottery I would just travel around going to all these conferences and meeting all these super brilliant minds!!

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Joi Ito on…well…’the state of the metaverse union’?


So I specifically turned my back on an absolutely glorious sunny day today, to work on a job application and finish up some thesis thoughts I had this morning (burnt the midnight oil) – but first things first – feeds need to be skimmed through!
Rather annoyingly erikso.com had a truely informative and extremely interesting post, loads of stuff I’ve just automatically loaded on to my iPod for the walk home tonight – but I ended up watching the whole of this charming videoblog by Loïc Le Meur (loads of other interesting things on his blog – I became a subscriber instantly), where he talks to Joi Ito about – well…everything important!!!! Joi Ito gives the best description of what playing World of Warcraft is about, EVER!!!!! What we can learn from MMORPGs and how we can incorporate several models into the business world. Ofcourse gold farming comes up -and Ito brings up an interesting observation that the Chinese had a hard time understanding what we have against gold farmers, according to them it’s a given that people with money should be able to pay their way to the top in games. Really ironic – that we in the capitalist world believe every MMORPG gamer should be equal, while the Socialist Chinese are all for money buying gaming fame and fortune! Amusing. Then they have a great talk about videos, music and copyright – and ofcourse the Creative Commons – and what all this sharing business is all about. It was really interesting!!! And it was so relaxed listening to them just have a conversation! Very inspiring! Definitely worth skipping a film or tv program to watch! But now – must work!!

Picture stolen from erikso.com! Thanks!!

When technology governs

Mark Wallace had a very honest and reflective post in his blog yesterday about ‘the issue of trademark, copyright and intellectual property rights in Second Life’. There seems to be a lot of trust in Linden Lab’s technology to take care of these rights – but that technology can only govern in its space, Second Life. If someone were to copy these virtual objects into another program – what happens to these issues? If then the object comes back into Second Life but modified from another program? And…well…what about when some of the virtual objects become real, without the original creator’s consent? And…oh I’m on a roll now – with virtual worlds such as Second Life, where citizens are making real money from real businesses – well, Linden Lab can’t protect the intellectual property rights of this, can they…would they?
It seems the IP rights issued for creators in Second Life are governed by technology – the ability to protect objects from being copied technolgically. But ideas and creativity go so far beyond technological restrictions, do they not?
Mr. Wallace feels that laws of the physical world should apply to the metaverse as well. And what I think is so funny in these discussions is the assumption that we’re trying to protect the rights of the little man from being stolen from the big corporational man! Or is it just me? These programs were designed to help creators – to create, to be imaginative, to be free – when we start protecting things with an iron fist of the law (real world) and screaming out “You can’t touch this, this is mine ALL MINE!” (wow – it just dawned on me why MC Hammer’s “U Can’t Touch This” is so popular now days) – it tends to put a damper on creativity and freedom to express oneself. If there’s absolutely anything this whole Web 2.0 movement has taught me is that you can actually trust people to create, be thoughtful and respectful at the same time. Give them the trust and they’ll give you a lovely gift economy.
I guess I’m wondering, what’s stopping the Creative Commons being involved in Second Life? I’m actually asking here! Is there really a need to go as far as the courts to deal with this issue? And does someone really have to be sued in ‘small claims court’ in order for people’s creativity to be protected as their own?
I’m very wary of the advocation to get real world courts involved in issues concerning the metaverse, but I find Second Life a difficult issue. It’s gone so far beyond any definition of a game and the protection of ‘the magic circle’, so I really can’t say if I agree with Mr. Wallace’s post or not, I just thought I’d point it out as an interesting read! But I will concur that I don’t think we can trust technology to govern such worlds! As he so cleverly puts it:

“If the focus remains on technology as enforcer of the law, then it will eventually be (as Lawrence Lessig has pointed out) the technologists who are writing the laws. Now, I’m all for technologists, don’t get me wrong. But we didn’t elect them as legislators, did we?”

Griefers

The Guardian has a great article on griefers and the evolving community counter measures to tackle them.

I think it’s interesting how the journalist brings up 2 examples of ‘griefing’ that have caused the debate about gaming ethics (although it’s a discussion that’s been going on forever – at least since the LambdaMoo days).
The first is the EVE Online incident where a group calling themselves the Guiding Hand Social Club, cunningly infiltrated the Ubiqua Seraph corporation and basically ruined them! They worked on this for over a year! I first heard about this after watching one of the State of Play III debates, where Dr. Kjartan Pierre Emilsson brought this up as an example of how sometimes developers just have to shrug and say “Hey! It’s all part of the gameplay!”. I remember being so amused and uttering a little ‘Yay!’. The debate harrowed in the community, however.
The second example, is ofcourse when World Of Warcraft mourners (mourning the death of a real life player in WoW) were completely ambushed by a rival guild. Which was ofcourse seen as disrespectful and awful.
But these two examples are not griefing incidents, in my opinion! And we can’t start punishing players for how they’re playing the game. I mean most of these outcries are like children screaming “BUT IT’S SOOOO UNFAIR!”. It reminds me a lot about my life at the moment. I’m moaning and groaning about my thesis and my friends and family are hitting back with “For crying out loud, Linn! Will you please just get over yourself and finish the goddamn thing! Stop taking yourself so bloody seriously!” – the analogy here is me being the screaming child and my friends being the ‘griefers’! My point is….thank God for ‘griefers’!!!! Sometimes it’s good to have players come along and take the piss of those taking the game way too seriously! Which, in my opinion, doesn’t make them griefers at all!!! So what are griefers? I would call advanced players living off of stealing and hassling new players, griefers – but why? They’re still playing the game, are they not? I’m rambling here, sorry about that – it’s just that I feel we really need to define what griefing is before we start making executive decisions about who’s playing the game the right way and who’s not. I don’t believe that anyone should be punished for these two ‘griefing’ examples, but others may disagree.
So who gets to decide what griefing is and what actions are offensive enough to merit punishment? Who should decide? Game masters or democraticly organised groups? Community or an authoritative power?

I’m gonna leave you with these questions which have so often been thrust at you in this blog – and promise to come back with some reflections on what works and why tomorrow! It’s about time, right?!!

Surveillance and invasion of privacy in MMOs

Select Parks has a questionnaire going about surveilance in MMOs. It’s an interesting dilemma. You quickly forget that your every action is being watched and recorded while playing. But I’m wondering if christo might have misunderstood something – if not, I certainly have. In the comments about ‘Game administrators monitoring players’ christo writes:

“The ability of MMO game administrators to monitor and record player
interactions out-strips any type of surveillance occurring within the
real-world. All movements, actions and conversations can be permanently
recorded and archived for later retrieval. Some MMOs use this data to help
suspend player accounts when end user license agreements are broken. For
example, if one player continually harasses another, administrators can sift
through conversation and proximity data to prove an offence has taken
place. Game companies also mine user data to help review and enhance the
game’s structure and playability”

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"Girl things" in games

Granted, I really don’t have time to focus on blogging at the moment, so excuse me if I’ve misunderstood this completely! I just….I just couldn’t let this pass by without adding some comments. I’m confused, terrified and well…just a tad insulted, to be honest.

Edward Castronova’s latest Terra Nova post examines one of the ‘theories’ introduced at Ludium 1. Uhm…from what I can gather The Koithuo team proposed a way of looking at ‘the evolutionary theory of human gender differences’ and implementing this as a test into games, using Steen’s ‘girl game modes’ which say “that women will be interested in a) games about rating men’s prowess (The Yenta Game”), choosing men to connect with (“The Marriage Game”), and getting men to stay committed to them (“The Newlywed Game”).”

Now…it seems the crew at A Tale in the Desert have implemented a game in their world to test these theories. Which I completely concur with Castronova when he writes that:

“Regardless of whether you agree with Steen’s theories or not, the exciting thing here is that we get to see them tested, at the level of an entire society. It’s not just a theoretical/political debate any more. We’re getting some information.”

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Controversy and drama

Super Columbine Massacre RPG

It’s caused a lot of controversy lately, which I suppose is only natural. It’s a game about the Columbine school shootings of 1999, and you know…it’s not pleasant. This ofcourse has raised havock! Ian Bogost at WaterCoolerGames, who is quite passionate about games with an agenda – wrote an interesting piece a few weeks ago, which has caused people like Brent Bozell, president of the Parents Television Council to call for Bogost’s resignation from Georgia Tech.I suppose that’s what upset me the most really. Personally, I haven’t played the game because it just seemed too uncomfortable, for me – I’m such a wimp, I know.

Mr. Bogost has written yet another brilliant post on the media coverage, which really needs to be read in full – I’ll cut’n’paste the summary here though:

“Most of all, I am deeply worried by this culture of ineffability, a culture that would rather not talk about anything at all for fear that it might make someone uncomfortable. This trend descends from Theodor Adorno’s argument that the holocaust becomes “transformed, with something of the horror removed” when represented in art, thus his famous statement that to write poetry after Auschwitz would be barbaric. These events are considered “ineffable” — unspeakable, unrepresentable. It is a tired sentiment that we must move beyond. Of course topics like 9/11 should make us uncomfortable. Of course Columbine should make us uncomfortable. But that is no excuse to put these issues away in a drawer, waiting for some miraculous solution to spring forth and resolve them for us. If we do so, history is much more likely to forget them. I don’t care if we make videogames, films, novels, poems, sidewalk art, cupcakes, or pelts as a way to interrogate our world. But we must not fear that world.”

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Doppelganger Virtual Nightclub

Red Herringreports:

  • The well-funded San Francisco-based company is trying to tie together the trends of online advertising instant messaging, and online gaming. Like many youth-oriented companies in the wake of concerns about safety in public chat rooms and on MySpace, Doppelganger thinks it can walk the line between cool and wholesome”

I don’t know….I just don’t know! There’s supposed to be live DJs and bouncers but there is ‘no punching, hitting, or kissing’ – I can’t help but wonder if that’s just not a tad too boring!

Social places like this need som kind of common denominator – like gaming. The article doesn’t really dwell on what gaming features are available – so I may be wrong here. I very much agree with Mortensen that in order to create new social spaces there has to be a common background and challenges and tasks (she lists more, but I’m sticking with these two for now). I’m not so certain that this can be found by going to a virtual nightclub – but ofcourse if they’re looking at the MySpace tendencies they’re hoping that groups of already established friends will come there to hang out. But this is still different. It seems they’re focusing their attention on the consumer culture and the bodily form of the avatar and things.

  • “In-game advertising is hot, and Doppelganger says it’s ready to pull out all the stops – in a tasteful way, of course…Doppleganger’s immersive advertising will include clothing and media for purchase, both digitally and physically. The ad-coated buildings surrounding its clubs are meant to resemble nighttime hotspots in New York or Tokyo. and the company wants to build out its world, with users decorating their own apartments near the clubs”

So how come this is going to be popular and There never was? And yet…social games like Habbo Hotel are a huge success! Spot the difference?

They’re marketing towards teenagers, but the article fails to mention if it’s restricted just for teenagers. But here’s the thing I think is smart though, “But unlike Linden Lab’s popular Second Life and other massively multiplayer online games, Doppelganger isn’t primarily a full-screen experience. The idea is to slide into the multitasking world of teenagers, with a minimized buddy list screen open at all times”.

This is a type of convergence I can see working (and I’m hating myself now for going to the South Park talk and not Eirik Solheim‘s lecture ‘(?)at the Nordic Media Festival). Just like BBC 1’s festival and their virtual BBC 1 radios in Second Life! I was fortunate enough to experience David Zach‘s talk on Friday – and as he mentioned – the culture today is very obsessed with not letting anyone tell us what we can and cannot do, say or buy – yet most teenager rooms are EXACTLY the same. So I don’t know! Maybe it will catch on, but if it does I’m certain that there needs to be some form of ‘complete individual freedom to do, say and buy’ illusion for these teenagers to think it’s cool! After all, isn’t that some of MySpace‘s allure?

Speaking of My Space…have you noticed the new proposed bill:

"…even if their world doesn’t really exist."

Clickable Culture reports on a lawsuit made against Linden Lab for “a virtual land deal gone sour”. From what I gather, Marc Bragg found some glitch in the system (bug?) of Second Life where he could buy land for under the market value. He decided to invest in this discovery and see if he could make a profit when he proceeded to sell the land for market value.

And from what I gather something suddenly happened that made him loose his Second Life account. According to Bragg, Linden Lab terminated his account “without explanation, without citing any violation of community policy, and have since refused offer a credit or a refund”.

Bragg in a statement says: “These games are like the virtual Wild West, but Linden Lab is still obligated to honor real-world contract law and consumer law, even if their world doesn’t really exist.”

Of course he’s right! Second Life has a potent market with US dollars and since they’ve issued Intellectual Property rights to their citizens – they really do have to think about real life contract and consumer law. Second Life very much exists then, if you ask me. But by what laws should they adhere to? Don’t get me wrong, I love what Second Life has done! But with it comes some democratic responsibility and not dictatorial rule. I’m no lawyer, so I’m not sure – and to be honest, lawsuits like this kinda scare me for what’s going happen in the future. I, for one, don’t want too much reality in virtual worlds although it is exciting to see it evolving, it’s like a whole new society being born – and that is fun!

I find it really suprising if Linden Lab truely has behaved in this manner. They must have been prepared for this happening somehow, haven’t they? And I’m sure they’re within their rights of punishing those who take advantages of bugs for profit (after all, we’re not talking about a game here, we’re talking about reality) – but to just cut him off with no reason, no explanation and furthermore no dialogue! I’m sure they could have worked something out, somehow and learned from this ‘glitch’! So…I’m not sure if this is really the way it all went down – I’m looking forward to hearing Linden Lab’s response!