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  2006 Trendwatch:  Virtual World Residency  
 
 
Posted 2006-01-02 by Tony Walsh
 
 
     
 
In December I was asked by a marketing blogger to submit a trend I thought would be important in 2006. Since my submission doesn't seem to have been accepted, I'm publishing it here with a few minor edits:

In 2006, we will see an unprecedented number of multiplayer and multi-user spaces crest the mainstream, following the popularity of massive games such as World of Warcraft (4.5M users) and social spaces such as Habbo Hotel (4.3M unique users monthly). As membership in virtual worlds continues to increase and diversify over the course of 2006, it will become socially-acceptable—even socially-advantageous—to openly discuss the details of our alter egos, including "avatars" (one's digital "self" in a virtual world), and residences (such as user-owned land in Second Life). Virtual worlds aren't just game-spaces. They are places to relax, network, learn, educate and express our adventurous sides. In the 1990s, we asked each other "Where is your Home Page?" In 2006 and beyond, we will be asking each other "Where does your avatar live?"

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Comment posted by gatmog
January 2, 2006 @ 9:53 pm
     
 
Sad, but true – the increasing mainstream acceptance of passing time in virtual worlds is making me wonder how social interaction between people in "real life" will be changed forever. Do I really want to hear another tale about someone’s level 50 raid or how they ganked a bunch of low level newbs?

Until we get a "metaverse" proper, we are still bound by the constraints of the respective virtual worlds we "live" in. Furthermore, allowing real-life acquaintances to interact in virtual-space depends entirely on their access to these worlds. I’d hardly expect a friend to sign up for World of Warcraft to hang out if he’s perfectly comfortable playing Saga of Ryzom.
 
     
 
     
   
 
Comment posted by Tony Walsh
January 3, 2006 @ 10:21 am
     
 
gatmog wrote:
Do I really want to hear another tale about someone’s level 50 raid or how they ganked a bunch of low level newbs?

Probably not. But this isn't much different from the detailed sports-chatter some people engage in. I don't want to hear about someone's Pee Wee league baseball game either :)

Until we get a "metaverse" proper, we are still bound by the constraints of the respective virtual worlds we "live" in.

I think this will be the next stage of evolution for the MMOG industry. Interoperability to some degree will become more important, which is what the makers of Multiverse are getting at. Moving one's avatar from place to place will be easier with this system, but it's still only one system and has yet to catch on widely.
 
     
 
     
   
 
Comment posted by gatmog
January 3, 2006 @ 12:23 pm
     
 
But this isn't much different from the detailed sports-chatter some people engage in. I don't want to hear about someone's Pee Wee league baseball game either.

I guess you could draw that comparison, but that stuff actually happened, and was likely witnessed by a large crowd. It's different when you can pull up your sleeve and say "Yeah, I got this scab trying to steal 2nd base," or whatever. Even when talking to fellow gamers, I have a hard time trying to convince even myself about the validity of in-game experiences. How can one convey the feeling of pure elation when that elusive set of elite armour was completed? Or slaying a monster 10 levels above? Can you expect someone to relate to these readily?

Moving one's avatar from place to place will be easier with this system, but it's still only one system and has yet to catch on widely.

And then what? What business does an Orc shaman have in the world of a used spaceship salesman? Doesn't it become more of a social thing, then, or a graphical chatroom? I think we're still a long way yet from seeing a space marine fight alongside a paladin, but it's nice to see there's a start at least.

I hope you don't mind my question marks, I just feel these are some great points for discussion.
 
     
 
     
   
 
 
     
 
     
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