I've recently rediscovered Oblivion on my Xbox 360.
Over the past few years I've spent some time playing a number of MMOs, and the experience varies somewhat between one and the next but consistently, they don't contain much roleplay.
This doesn't seem initially to be a critical aspect but it does hilight fundamental difference: MMOs seem to take a role more akin to team sports / social environment for the people that I know who play them ... kind of like an online pub, with orc slaying / raid dungeons thrown in. People play as themselves, disassociated from the characters that they play and with the advent of VOIP communications chatting as they do so.
This is no bad thing, the ability to socialise freely in an online environment, but it does show the marked difference between the MMO experience and the traditional RPG experince, where suspension of disbelief is maintained, and the players immersion in the story seems to be greater.
My open question about this: is it can you actually have an MMORPG that includes immersive roleplay, or is it the very nature of people that they bring their lives with them into the game and dilute the narrative?
Showing posts with label social interaction. Show all posts
Showing posts with label social interaction. Show all posts
Wednesday, 21 January 2009
Wednesday, 23 July 2008
The one thing Google Lively has over Second Life...
The number of blog posts about Lively seems to be increasing at a healthy rate, and some common themes are emerging.
A significant number (and you can count me in this group) are disappointed with Lively and what it offers. Some are glad to see Google enter this sector of internet communications and others are picking up on distinct aspects of Lively and it's emerging user base.
One of the themes that I've seen picked up in a number of places is the rate with which the sex/porn industry and it's fan base has jumped into Lively. There's no doubt that within the first 24 hours the first Lively cybersex rooms had been set up.
It's a bit of a sorry state of affairs, but lets face some facts about the history of the internet here: without pornography, games and file-sharing the internet that we use today wouldn't be anywhere near as developed and mature as it now is.
The same is true for virtual worlds as a whole, but one key factor is the relative youth of the virtual worlds market compared to the internet / world wide web as a whole. I think of virtual worlds in the same way I remember the internet about 7 years ago - more chaotic, more randomly mixed (with pornography popping up in the most unlikely of places and seeming to be 50% of the results from any web search). Second Life is a good example of this. Wonderfully creative content designed by all sorts of people and leading to some amazing experiences. Scattered in between is the virtual world equivalent of all those random sites I used to bump into on the web.
Something I noticed recently was that they seem to largely have vanished. The web seems like a much cleaner, nicer place to explore now. This is a change I'm waiting to see happen with the virtual worlds. Just to be clear, I'm not saying that there isn't a place for sex in virtual environments if that's your thing, but what I don't want to have to worry about is who's going to buy the plot of land next to my Second Life office and if they are going to build a brothel on it.
A suggestion for Linden Labs: wouldn't it be nice if anyone running an adult site in Second Life (was required to) set a flag on their land specifying that their site fell into that category. Then in my client application, I can set an option that says "don't show me adult content" and then my client simply doesn't render any avatars or objects that are within that piece of land? Seems like a simple process and would certainly make it much easier to promote Second Life as a business and educational tool. The only problem I can see with this approach is that it lessens that need to buy an island in order to get some control over what is around you, thereby reducing Linden Labs land revenues.
This is the one thing that Lively has over Second Life. No neighbors. My Lively room is a component on the homepage of my website. If I want to direct people to it, I can send them straight to my website, straight into the room. This is a branded experience and I have control over all the elements of it.
Second Life, until something changes, will always have the risk of someone erecting a 50m tall photo-textured penis right next to my office. Oh, and that isn't a challenge by the way. My current preference is still definitely for Second Life - just or the amazing scope of what you can do and (all things considered) how well it all works. But if Lively's artist tools are as good as they *could* be, and the rumor that they are they are only 20% through their development turns out to be true...
A significant number (and you can count me in this group) are disappointed with Lively and what it offers. Some are glad to see Google enter this sector of internet communications and others are picking up on distinct aspects of Lively and it's emerging user base.
One of the themes that I've seen picked up in a number of places is the rate with which the sex/porn industry and it's fan base has jumped into Lively. There's no doubt that within the first 24 hours the first Lively cybersex rooms had been set up.
It's a bit of a sorry state of affairs, but lets face some facts about the history of the internet here: without pornography, games and file-sharing the internet that we use today wouldn't be anywhere near as developed and mature as it now is.
The same is true for virtual worlds as a whole, but one key factor is the relative youth of the virtual worlds market compared to the internet / world wide web as a whole. I think of virtual worlds in the same way I remember the internet about 7 years ago - more chaotic, more randomly mixed (with pornography popping up in the most unlikely of places and seeming to be 50% of the results from any web search). Second Life is a good example of this. Wonderfully creative content designed by all sorts of people and leading to some amazing experiences. Scattered in between is the virtual world equivalent of all those random sites I used to bump into on the web.
Something I noticed recently was that they seem to largely have vanished. The web seems like a much cleaner, nicer place to explore now. This is a change I'm waiting to see happen with the virtual worlds. Just to be clear, I'm not saying that there isn't a place for sex in virtual environments if that's your thing, but what I don't want to have to worry about is who's going to buy the plot of land next to my Second Life office and if they are going to build a brothel on it.
A suggestion for Linden Labs: wouldn't it be nice if anyone running an adult site in Second Life (was required to) set a flag on their land specifying that their site fell into that category. Then in my client application, I can set an option that says "don't show me adult content" and then my client simply doesn't render any avatars or objects that are within that piece of land? Seems like a simple process and would certainly make it much easier to promote Second Life as a business and educational tool. The only problem I can see with this approach is that it lessens that need to buy an island in order to get some control over what is around you, thereby reducing Linden Labs land revenues.
This is the one thing that Lively has over Second Life. No neighbors. My Lively room is a component on the homepage of my website. If I want to direct people to it, I can send them straight to my website, straight into the room. This is a branded experience and I have control over all the elements of it.
Second Life, until something changes, will always have the risk of someone erecting a 50m tall photo-textured penis right next to my office. Oh, and that isn't a challenge by the way. My current preference is still definitely for Second Life - just or the amazing scope of what you can do and (all things considered) how well it all works. But if Lively's artist tools are as good as they *could* be, and the rumor that they are they are only 20% through their development turns out to be true...
Tuesday, 15 July 2008
How do I look in this?
One feature common to many Virtual Worlds is the ability to change your virtual self (your avatar's) appearance at will. But your options probably go further than that: you have the scope to change your face, shape, gender, even species, and to do so with relatively little fuss. I can't think of another environment where re-inveting yourself has quite such broad possibilities.
So, the questions that spring to my mind are: what's wrong with experimenting? what will everyone else think?
Firstly, there's nothing wrong with experimenting. Try everything out. It's an interesting experience.
More issues surround the second question, and the answers will differ depending on the environment and your relationship to the people with whom you are interacting.
I'm going to use Second Life as an example in this, but (to varying degrees) I have seen parallels in a number of online game environments.
One of the simplest ways that people will identify you as new to Second Life is your appearance. Looking like one of the default characters usually means that you simply haven't yet discovered the options to change your appearance or the ability to change your clothes. Looking new in SL seems to have a couple of effects - people (especially other new residents) will be more likely to talk to you, where as more established residents may be less likely to spontaneously engage you in conversation.
The converse, is also true. If you look like you are an experienced long-term resident, you will seem to be one of the elite to a newly registered user and they will be more likely to address a question to one of their peers. Ironically, appearing to be non-human (if your chosen appearance isn't scary and doesn't have negative associations) may actually make you seem more approachable. Wearing a cartoon chicken suit certainly stops anyone seeming threatening.
When choosing your appearance, whilst the freedom to express one's self is great, it is worth remembering that the medium is jut as important as the message ... and in this context - that of a dialogue taking place, your avatar IS the medium. Sounds like stating the obvious, but given the number of people I have recently seen pitching Second Life, in-world, to a group of very new users whilst dressed as something very obscure / disturbing / inappropriate I think it's well worth pointing out. And the best bit? This is Second Life. You can change your whole appearance as easily as you would change your clothes. Choose a suitable appearance for the people you need to address. You can always change back into the avatar of your choice as soon as the meeting is over.
So, the questions that spring to my mind are: what's wrong with experimenting? what will everyone else think?
Firstly, there's nothing wrong with experimenting. Try everything out. It's an interesting experience.
More issues surround the second question, and the answers will differ depending on the environment and your relationship to the people with whom you are interacting.
I'm going to use Second Life as an example in this, but (to varying degrees) I have seen parallels in a number of online game environments.
One of the simplest ways that people will identify you as new to Second Life is your appearance. Looking like one of the default characters usually means that you simply haven't yet discovered the options to change your appearance or the ability to change your clothes. Looking new in SL seems to have a couple of effects - people (especially other new residents) will be more likely to talk to you, where as more established residents may be less likely to spontaneously engage you in conversation.
The converse, is also true. If you look like you are an experienced long-term resident, you will seem to be one of the elite to a newly registered user and they will be more likely to address a question to one of their peers. Ironically, appearing to be non-human (if your chosen appearance isn't scary and doesn't have negative associations) may actually make you seem more approachable. Wearing a cartoon chicken suit certainly stops anyone seeming threatening.
When choosing your appearance, whilst the freedom to express one's self is great, it is worth remembering that the medium is jut as important as the message ... and in this context - that of a dialogue taking place, your avatar IS the medium. Sounds like stating the obvious, but given the number of people I have recently seen pitching Second Life, in-world, to a group of very new users whilst dressed as something very obscure / disturbing / inappropriate I think it's well worth pointing out. And the best bit? This is Second Life. You can change your whole appearance as easily as you would change your clothes. Choose a suitable appearance for the people you need to address. You can always change back into the avatar of your choice as soon as the meeting is over.
Labels:
second life,
social interaction,
virtual worlds
Thursday, 5 June 2008
Second Life and Healthcare
I've spent some time looking at Second Life and I'm left wondering: where are the Healthcare companies that should be in here, and where is the organised public health education?
There are a couple of health sites - the NHS is a very good example, but it's role is to demonstrate and gather feedback on new ways of deploying health care to the public. It doesn't provide health or disease related information. Healh Info Island has more of an informal feel to it, and while it provides a large volume of content, the the arrangement of it and its level of ineraction seems somewhat limited.
My interest in health care in Second Life is as a precursor to the next age of Second Life and Virtual worlds as a whole. I think we have now passed through our first age and the technology is now established, the user base is built and the first wave of corporate projects have entered and the majority has left. Some key corporates remain and make successful use of the environment - IBM, Cisco, Reuters and a few other are the leaders in this.
The trouble is, that for the majority of other businesses in Second Life, what happens in Second Life stays there. The in-world economy is booming. It's fashion and entertainment industries continue to expand. What is lacks is real cross-over business that has significance both in-world and in real life, and establishing these types of business will be key to Second Life (and virtual worlds as a group) moving into their new age.
I see healthcare as a key component of this. The internet is having a revolutionary effect on the public's ability to research their own health care. From access to disease area information, to details of products and the experiences of other patients the public have access to a huge amounts of information.
Second Life offers great scope for patient education, peer support and sharing personal experiences ... these conversations are already taking place in the web, but it seems that (in the UK at least) the health care industry isn't part of them.
Of course, if you think that I'm wrong and there's something I've missed please post it here!
Alan
There are a couple of health sites - the NHS is a very good example, but it's role is to demonstrate and gather feedback on new ways of deploying health care to the public. It doesn't provide health or disease related information. Healh Info Island has more of an informal feel to it, and while it provides a large volume of content, the the arrangement of it and its level of ineraction seems somewhat limited.
My interest in health care in Second Life is as a precursor to the next age of Second Life and Virtual worlds as a whole. I think we have now passed through our first age and the technology is now established, the user base is built and the first wave of corporate projects have entered and the majority has left. Some key corporates remain and make successful use of the environment - IBM, Cisco, Reuters and a few other are the leaders in this.
The trouble is, that for the majority of other businesses in Second Life, what happens in Second Life stays there. The in-world economy is booming. It's fashion and entertainment industries continue to expand. What is lacks is real cross-over business that has significance both in-world and in real life, and establishing these types of business will be key to Second Life (and virtual worlds as a group) moving into their new age.
I see healthcare as a key component of this. The internet is having a revolutionary effect on the public's ability to research their own health care. From access to disease area information, to details of products and the experiences of other patients the public have access to a huge amounts of information.
Second Life offers great scope for patient education, peer support and sharing personal experiences ... these conversations are already taking place in the web, but it seems that (in the UK at least) the health care industry isn't part of them.
Of course, if you think that I'm wrong and there's something I've missed please post it here!
Alan
Labels:
health care,
second life,
social interaction,
user experience
Monday, 19 May 2008
Social Computing at Work
Roo Reynolds at IBM has the job title 'Metaverse Evangelist'. He's also very switched on about social media, networks and virtual worlds and on a recent post to his blog he has posted the IBM Social Computing guidelines.
Reading through these make a lot of sense and since I have had some rather dire, sensationalist junk (surface) mail over the past few weeks that is advocating draconian policing of (and even banning of access to) social networking in the work place, I think it is about time we tempered this approach with a little common sense. And that's what you'll find in the IBM guidelines. By the bucket load.
For any business organisation of any size, don't kid your selves, they are covnersations taking place on the internet about you. Your best approach should is to be an active, open and transparent part of these conversations and to use your educated and informed staff to do this. Ignoring the conversations is a lost opportunity to reach out to your customer base.
Social media used as an open channel to your customer base helps you to do something that I advocate as an essential element of any business communications strategy: be in your market the same way your customers are.
PH
Reading through these make a lot of sense and since I have had some rather dire, sensationalist junk (surface) mail over the past few weeks that is advocating draconian policing of (and even banning of access to) social networking in the work place, I think it is about time we tempered this approach with a little common sense. And that's what you'll find in the IBM guidelines. By the bucket load.
For any business organisation of any size, don't kid your selves, they are covnersations taking place on the internet about you. Your best approach should is to be an active, open and transparent part of these conversations and to use your educated and informed staff to do this. Ignoring the conversations is a lost opportunity to reach out to your customer base.
Social media used as an open channel to your customer base helps you to do something that I advocate as an essential element of any business communications strategy: be in your market the same way your customers are.
PH
Getting back to Second Life
I've more or less been away from Second Life for the past few months. This has been while I have focused on other things - new website, artwork, blogging and open source on the desktop.
My focus is now returning to virtual worlds and Second Life in particular.
Second Life has been getting a lot of press recently - some good, some bad. This is oddly familiar, and is a pretty common theme through-out the adoption cycles of social technologies. Think back to the first few years where the Internet and the World Wide Web became available - a lot of the same comments and condemnations where voiced then, but now we have adopted the technology and are extensive use of it through business, education and entertainment.
I fully expect to see the same from virtual worlds as a communications technology. A lot of people now understand why skype is such a good technology - multi channel (text, voice, video) personal communication, with the ability to conference call and exchange documents. Virtual worlds offer this interaction plus an interactive environment in which to hold the discussion.
Some press has been given to documenting criminal activities in Second Life. I can't deny that these elements are there, but at the same time I think it is also quite likely that there are criminals out there who are using mobile phones and sending emails, and the fact that they are will not prevent me from using either. Again, this is consistent with the adoption of the internet. The criminal elements need to be dealt with and we all need to see the technology for what it is, and not allow it to be tarnished by the actions of the few.
Second Life has uas reecently updated to include a couple of siginificant technology milestones: VOIP (Voice Over IP) and Webpage-as-texture. This may not sound that dramatic but they are of the final elements that I've been to glue your second life onto the rest of your internet communication strategy. What this also means is that in-world information can be managed and updated from outside, and this can be done using the tools that your content managers are already used to.
Second life is now able to become a serious content delivery channel, integrated with and displaying common content from your existing web presence.
PH
My focus is now returning to virtual worlds and Second Life in particular.
Second Life has been getting a lot of press recently - some good, some bad. This is oddly familiar, and is a pretty common theme through-out the adoption cycles of social technologies. Think back to the first few years where the Internet and the World Wide Web became available - a lot of the same comments and condemnations where voiced then, but now we have adopted the technology and are extensive use of it through business, education and entertainment.
I fully expect to see the same from virtual worlds as a communications technology. A lot of people now understand why skype is such a good technology - multi channel (text, voice, video) personal communication, with the ability to conference call and exchange documents. Virtual worlds offer this interaction plus an interactive environment in which to hold the discussion.
Some press has been given to documenting criminal activities in Second Life. I can't deny that these elements are there, but at the same time I think it is also quite likely that there are criminals out there who are using mobile phones and sending emails, and the fact that they are will not prevent me from using either. Again, this is consistent with the adoption of the internet. The criminal elements need to be dealt with and we all need to see the technology for what it is, and not allow it to be tarnished by the actions of the few.
Second Life has uas reecently updated to include a couple of siginificant technology milestones: VOIP (Voice Over IP) and Webpage-as-texture. This may not sound that dramatic but they are of the final elements that I've been to glue your second life onto the rest of your internet communication strategy. What this also means is that in-world information can be managed and updated from outside, and this can be done using the tools that your content managers are already used to.
Second life is now able to become a serious content delivery channel, integrated with and displaying common content from your existing web presence.
PH
Labels:
second life,
social interaction,
user experience
Friday, 1 February 2008
The narrative of now
Whilst a colleague and I spent 3 hours on a tube journey to and from a client meeting that never was (that's a whole other story on why you should virtualise project meetings...), we got into a discussion about car based games, and specifically about licensed vehicles.
It's fairly standard practice that if you make a car based computer or console game, and want to use a real-world car you must pay a significant (tens of thousands of pounds) licensing cost to be able to reproduce the shape and detail of the car and the brand identity of it and it's maker. This practice is understandable from a brand control point of view – you don't want your car brand associated with a game that's going to give you negative publicity. It's common practice for the can manufacturers to insist that no damage is shown on their vehicles, regardless of how they are driven , so that they always appear in pristine showroom condition.
A side effect of this is that it effectively shuts the smaller developers out of a this sector of the market for one simple reason: games that don't have licensed real-world cars just don't sell anywhere near as well. There are a few notable examples of this, the Burnout series being one.
This led the conversation to the obvious next question: Why does it matter is the cars are copies of real world ones?
My opinion is that society and the media does a very successful job of fostering materialistic desire for unobtainable things in most people. For example, I would dearly love to own a Ford GT. I know this will never happen – they only made a hand-full of them and even if I did have the money, I know there is a long list of more rational and immediate things that the money would be spent on.
As I've mentioned, I play games. One of them being Test Drive Unlimited by Atari. It's a driving game with some really unique elements, but the relevant fact it that one of the cars that a player can save hard-won in-game cash for is the Ford GT. When I eventually had enough cash I bought the car and it was a great pleasure to own and drive.
The question again is: Why?
My theory is that this all comes back to something that is innate to all of us, since a large amount of our communication is based upon it: stories.
From the way I describe to you now, what happened on the tube train yesterday, to how I might explain the fall of the Roman Empire or how an alpha channel on the surface of a nerve cell contributes to that nerve firing, each is encapsulated in its own story, described from the 3rd person.
This brings me to immersion and player emotional investment in games and social environments like Second Life. I'm invested in my virtual Ford GT, on it's virtual island of Hawaii. I worked hard to earn the cash, it's a wonderful design and it out performs a lot of the other virtual cars in it's class. It satisfies the desire for the unobtainable, and is a significant milestone on the story of my experience in an environment that, lets face it, isn't real. But I do have to say when talking to someone who plays the same game, the discussion about what's in our virtual garages is exactly the same as if everything where real. We project ourselves into the virtual, willingly adopting the parts we play in the game, comparing our progress, our status in an imaginary world.
I find it very interesting how easily people settle into a text based social environment. Just looking round at the people I see working, tools like Skype have gone from being relatively rare a couple of years ago to be on the majority of desktops now. Then there's SMS.
When conversing in these types of environments, we begin to insert narrative elements where they are missing to complete the experience. LOL is a prefect example. I may have laughed out loud, or just thought it, but in the shared narrative of the conversation, from your point of view, I laughed. This evolved from early text chat users adding in descriptive elements to replace the missing visual and tonal cues about their emotional state whilst chatting. These then where reduced to acronyms for ease of typing.
This becomes more apparent in visually represented worlds like Second Life or MMORPG games like World of Warcraft. People having conversations in it find that the conversation becomes more and more embellished with narrative detail, echoed by the animated gestures of the avatars. This isn't just the stuff to provide the missing social cues, but additional narrative. This all leads towards better immersion, more emotional investment, a better conversation and the people in that conversation retaining more of it for longer.
These are the stories of now. Narratives communally written about what is being discussed right now. Adapting to changes of focus and projecting the emotional state of the co-authors.
I think that these stories exist and work because they are presented in textual form. The medium naturally encourages the reader to use their imagination as they read each line. But here comes VOIP – Voice over IP ... a relatively new technology being deployed to allow users to chat using microphone and speakers to hear the voices of the people they are conversing with.
This has two effects. Firstly, making it harder to break the bond with reality and become immersed in the world with which you art interacting (finding out that the eight foot tall Orc you have been adventuring with has the voice of a twelve year old American kid, doesn't help the suspension of disbelief). Secondly it adds back in all the social cues that have been missing in the typed conversations, making for a more genuine social experience.
There are other considerations in this that I won't explore here ... one is the ability of people using text based chat to hold a number of parallel conversations, often with a number of people in each conversation. The fact that the communication is typed text allows this to happen. I also read a something on a blog recently that was saying that people using a virtual environment like Second Life, and VOIP so that they could hear each other talking, found that they got a better sense of being somewhere together than using web cams with VOIP to have a video conference.
Text chat will I think continue for quite some time alongside technologies like VOIP – it offers too many features that are not available with spoken communication. Just as it suffers from the things that are missing, but I think we are very good at finding ways to fill the gaps and immerse ourselves in the virtual environments we use.
Pale
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