Stranger In A Strange Land

Jellybean Madison

As mentioned in a prior post, I’ve been spending some time exploring Second Life’s virtual world. One expects that objects, graphics, animations, physics and the rest improve in this corner of cyberspace just like they do most everywhere else. That’s just technology, and videogames have certainly been showing off some amazing things lately. But what I’m finding interesting is how real people interact with – and through – this virtual world.

Take for example the above image, “sittin’ at the crick…”. For lack of a better description, this is a “photograph” snapped by an SL “resident”, Jellybean Madison. She (apparently) posted it online from within the SL simulation using a third party tool called Snapzilla. I’ll let them explain it:

Snapzilla [is a] new feature from SLUniverse that allows everyone in Second Life to share their snapshots with the world, directly through SL. Downloading snapshots to your hard drive and then uploading them is hardly spontaneous. With Snapzilla, you just click the Snapshot button in Second Life and choose Email Postcard and you are on your way to sharing your snapshots.

An image posted and given a caption? Emailed to others? Shared? Why? I don’t know exactly because I’m too new to the experience. But I have noticed that there are other, similar tools in beta which send images to sites like Flickr, possibly the best known and most popular image-hosting website on the net. So these snapshots will be seen by a large audience; many of whom have never been inside a virtual reality sim. Furthermore, in as much as all images online are really nothing more than colored pixels, these “photos” are as real to the strangers who view them as the “real” photos taken in meatspace using a 35mm. And when the graphics improve in years to come, who’s to say what’s valid and what isn’t?

But it doesn’t stop with photos. I was checking my email yesterday and discovered that an “in-world” message had been forwarded to my real world email. Lines blur. It’s one thing to know of this interactivity and another to experience it. And even more interesting are the number of independent projects coded by residents for doing things like tracking virtual world assets (which have real world value in many cases) outside the simulation. Now that sounds like the kind of thing Microsoft should build into their Xbox 2 feature set.

Peter Molyneux’s “The Room”: Simple, User-defined, and Maddening

GameSpy has a less than stellar rep within the gaming community, but they do occasionally have articles I really enjoy. Such is the case with this article covering Peter Molyneux’s talk during the GDC’s new “Vision Track” lecture series. His discussion on Simplicity resonated with the designer in me, and there are a few interface designers out there who could learn a few things from him. But for shear fun, it’s the last portion of the article that gets the juices going. It’s Molyneaux’s “The Room” experiment that really begins to capture some of what I think will crack open cyberspace to the average person (or drive them crazy).

the room

For years I’ve been puzzled by the hiring of architects to design virtual worlds, when I’ve always thought it should be just the opposite: virtual designers should be people who know nothing about real world constraints – children for example. “The Room” may seem unresolved to us adults; a virtual place with little or no purpose beyond defying the real world’s laws of…well… reality. But then we don’t turn cardboard boxes into juggernaut tanks to do battle on uncut lawns. Or sit for hours watching ants disappear into their little holes in the ground, imagining what it must be like to step into their labyrinthian world. Well, not anymore. I’d be more than happy to have someone create something that helps bring some of that wonder back. We could all use a bit of that in this world.

A Second Life Outside of Second Life

Scanning over last week’s news on GameDev.net I noticed an interesting entry: the Wall Street Journal reports (bottom of page) on the development behind Tringo, a game developed for play inside a virtual world but which has been licensed for both internet and mobile phone play.

Doom3 videogame in-world interface

I like this one because it’s related to this: I’ve been wondering and asking around why designers aren’t using the interface design tools now included with videogame SDK’s (Software Development Kits) to prototype real world interfaces inside a 3D game (e.g. Doom3 – see image above) – complete with in-game simulation of real world events like moving robotic arms or opening airlocks. It seems so obvious to be using these free tools. But no one’s responding to my inquiries.