Clickable Culture   Official Research Blog of Phantom Compass
  Entries tagged "" at ClickableCulture.com  
  Subscribe to this tag: RSS 2.0 ATOM 1.0  
     
  My Second Life, Part 3  
 
 
Posted 2004-04-16 by Tony Walsh
 
 
     
 
My first few forays into the strange and wonderful world of Second Life were totally eye-opening. Chaos and order are constantly at war in this otherwise peaceful virtual world, making each visit completely unique and intriguing. In my 20-plus years of video-gaming, I've certainly never seen anything so interesting and captivating.

The first and second installments of "My Second Life" covered some basic surface details such as sightseeing, as well as touched upon some more significant issues such as intellectual property and control versus freedom. In this third installment, I'll be discussing slightly more abstract concepts.

Continue reading: My Second Life, Part 3
 
     
 
   
 
  11 comments  
  My Second Life, Part 2  
 
 
Posted 2004-04-15 by Tony Walsh
 
 
     
 
In part one of "My Second Life," I posted my first impressions of the multiuser online environment Second Life (SL) after logging a few hours of play time. I covered what attracted me to SL, basic avatar customization, SL's environment, commerce, intellectual property, and the importance of user contributions to SL's success.

Day two of my Second Life: Sightseeing, window-shopping, and finally some socialization.


Continue reading: My Second Life, Part 2
 
     
 
   
 
  9 comments  
  My Second Life, Part 1  
 
 
Posted 2004-04-14 by Tony Walsh
 
 
     
 
Until yesterday, I'd pretty much sidestepped the entire gamut of Massively Multiplayer Online Games (MMOGs). The two main reasons for this avoidance have been the potentially addictive factor of games such as Evercrack, and the subscription fees involved. I've followed MMOGs--I've even proposed civil disobedience in The Sims Online--but from the sidelines it's just not as fun.
Second Life always interested me to a degree. It's a 3D environment where the order of the day is mainly social interaction. Each user takes the form of one or more "shapes" (avatars) which are completely customizable and generally humanoid. Shapes can be switched at will. Second Life is not exactly a game, although users have created some games within the environment. Last fall, the developers of Second Life revised their Terms of Service and allowed those who contribute content to the game to retain intellectual property rights. Second Life "Linden Dollars" are transferable to real-life cash via certain `net-based exchange services, so suddenly you have a situation where, by creating items of virtual worth (such as clothing textures or other artwork) there is a possibility of real-life kickback. Then I heard about Second Life's free 7-day trial and figured it was about time I got my feet wet MMOG-style.

Continue reading: My Second Life, Part 1
 
     
 
   
 
  5 comments  
  There, Second Life, IP  
 
 
Posted 2003-12-05 by Tony Walsh
 
 
     
 
There is a white-bread community of online consumers. Second Life is an online community built primarily by the community. Both "worlds" deal with intellectual property in different ways, but only Second Life has allowed its users to retain property rights and even make a profit off their creations. Author James Grimmelmann dissects both There and Second Life with an eye on IP issues. Lengthy article, but an easy read.
 
     
 
   
 
  0 comments  
[ Detailed Search ]
Clickable Conversation
5224 comments
on 4159 entries

Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
in Dino Burbidge's '10 Things To Remember When Designing For Kids Online'


yes, many of the free little games are crappy. but as an artist who has recently published free content on the itunes app store,…
in Free iPhone Games Are Awful: Strategy?


I vote for popup radial menus. Highlight a bit of text, the push and hold, Sims-style radial menu pops up with Copy, Paste, etc....
in More iPhone Gestures, Please


Hey Tony! A client of mine is looking to hire an internal Flash game dev team to build at a really cool Flash CCG…
in Dipping Into Toronto's Flash Pool


Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
in More iPhone Gestures, Please


It also bears noting there's no mechanism right now for a developer to offer a free trial for the iPhone; the App Store isn't…
in Free iPhone Games Are Awful: Strategy?


@GeorgeR: It's on my shopping list :) I've heard good things about it as well. And Cro Mag Rally. @andrhia: meh, I don't know…
in Free iPhone Games Are Awful: Strategy?


...you get what you pay for, you know? I actually bought Trism based on early buzz, and it's truly a novel mechanic. I've been…
in Free iPhone Games Are Awful: Strategy?


The only one I've heard good things about is Super Monkey Ball. Have you given that a whirl yet?...
in Free iPhone Games Are Awful: Strategy?


Advance warning: this frivolent comment is NOT RELATED or even worth your time ... But whenever i hear "Collada", i think of that SCTV…
in Electric Sheep Builds Its Own Flock


Clickable Culture Feeds:

RSS 2.0 ATOM 1.0 ALL

Accessibility:

TEXT

Clickable Culture
Copyright (c)1999-2007 in whole or in part Tony Walsh.

Trademarks and copyrights on this page are owned by their respective owners. Comments owned by the Poster. Shop as usual, and avoid panic buying.