Started using Second Life and created a character per the assignment. Edited some of the physical characteristics, took the little tutorial in the beginning, discovered an interesting Tron-like glow effect, did a little roaming around and learned the key controls, got familiar with the program basics, navigation and interaction, the avatars from the class combined to take 'group photos’, checked out some of the shops in the area, and spent time exploring.
Enough of that.
Something I’m thinking about is if you could have an avatar, why do most people choose to be a hot young girl in double D fishnet bra and hang out in some virtual streetcorner? Does the game drive one down a path to eventually desire that kind of fantasy, or does it attract a certain player? I’m no stranger to deep roleplaying games; is that the smell of escapism?
Whether this is a ‘game’ or a ‘virtual world’ or a tool like photoshop is an interesting question. There are some games that have similar characteristics as Second Life out there, Grand Theft Auto, Minecraft, Far Cry, Oblivion, Fallout, and WOW come to mind, just to name a few. In these games you also can run around freely, modify your character, play free from goals or objectives, and program new functionality. Meh, every game is different. I think one needs to ask the 'what's and 'why's a person plays the game to really know what to call it. If one believes that it depends on how you use the application, then why can’t it be a game to one person and a tool for social discourse to another? If not, then how does SL stand apart from so many other free roaming games on the market?
So what makes SL stand alone? It’s a little early to fully answer how SL could be in a special category all its own but I can offer the question and fill it in as I go.
Is it the game economy?
The lack of objectives?
The immersive social platform?
The variety of things you can do in the world?
Is it the open source user development?
Mere complexity?
More later.
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