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Showing posts with label virtual. Show all posts
Showing posts with label virtual. Show all posts
Saturday, January 21, 2012
Wistful Sigh
I wonder when we'll be able to enter a virtual world where the avatars are this good.
Imagine the hardware that would be needed, especially the data connection.
Monday, March 7, 2011
Game Graphics
If you found a virtual world where you can play like we do in Second Life, but was able to rendered like the one in this video, would you abandon the familiar for the new?
Thursday, April 15, 2010
Why Google needs to buy Linden Lab
The clever boffins at Google have given a peek (Web) at the latest enhancements to Google Maps (Web), the service that at minimum shows maps but has so much more tucked in every corner of it's code, and as you can see from the video above, the new additions are spectacular. In the first release of Google Maps, one could "fly" a point-to-point route along the maps and that was not only useful, but fascinating. I remember spending many an hour retracing family trips and pretending to be on adventures. Later, 3D-rendered structures, albeit simple gray blocks, were added to many cities and "flyby" took on new meaning as I soared through the concrete canyons of major cities. Now, Google is pairing it's Street View (Web) with the 3D modeling to provide a more realistic flyby experience. Now I can trace that one-time 86 block walk with my brother from New York City's Times Square to a comic book shop without my feet hurting so much.
But why does this make me think that Google should buy Linden Lab (AKA, The Lab), one of the leaders in online 3D worlds? A few reasons, actually, not the least of which is innovation. As demonstrated in the video, Google is more forward thinking than The Lab and has the deep pockets to let this creative expression loose. Admittedly, developing a non-goal oriented "game" akin to predecessors like World of Warcraft was innovative and more than a bit cheeky, but The Lab has done little innovation since. Adding Windlight, Mono scripting, and a variety of ways to acquire land were simply expected evolutionary changes, not revolutionary leaps that tickle the imagination. One could argue that Google's photo realistic offering is only evolutionary as well, but I say it is not. The revolution is that the growth wasn't necessary to sustain the product. Further, it defines a forward-looking progression that opens a variety of leads for further change. What has The Lab done to this end?
The term photo realistic makes me think of another reason Google should buy The Lab: The current push by The Lab to make the in-world experience a more photo realistic one; an experience more akin to so-called real life than the cartoon-verse other online worlds provide. Linden Homes (Web) is an example. The Lab is clearly trying to direct the look and feel of being in-world by having structures and landscapes that are not the typically fanciful fare one often finds on the Mainland or in parceled rental regions where aesthetics are not governed. The fantasy regions of the Elderglen (pictured here) are a slight exception, but the uniformity and enforced building standards belie the outwardly whimsical appearance. Log out of the Second Life home page (Web) if you are not logged in and explore the 'What is Second Life?' section to see the current emphasis on In-World as Real Life. If you've seen the Get an Avatar campaign (sorry, I don't know it's exact name nor can I find an example of it at the time I write this post), you have seen that all the examples are of residents with avatars that resemble their Real Life persons. If this is truly the direction that The Lab wants to go, integration with Google Maps or Google Earth (Web) is a must. No other service is as advanced, detailed, or forward-thinking.
But the innovative spirit and the push toward photo realism are just two reasons Google needs to buy Linden Lab. There are many less obvious reasons, but if you combine these two with The Lab's greater push to monetize the World (do you really think they bought XStreetSL to make our shopping lives easier?) an enveloping matrix develops: Second Life is not a game, it is a lifestyle. Certainly, Residents that form the core users knew this. Definitely the large percentage of noobs that try SL for a few days and drop out because there is no "end goal" learn this. If The Lab truly wants to integrate the virtual life with our meatspace lives beyond almost requiring use of Twitter and Facebook and Avatars United. Google is a leader in social media, a bleeding-edge tech developer, and has more money than most nations. The Lab needs Google.
Google probably doesn't need The Lab. And it has other options such as Blue Mars (a really, really photo realistic world, I hear; Web) if it needs such an acquisition. But I believe that such a combination will happen regardless of the parties involved. The Internet is becoming both an information appliance and a place to live. We just need to determine who will redefine that world.
Thursday, February 12, 2009
I need a virtual mouse
Once again, a new software feature requires that I upgrade my hardware. A look at the Apple product site (Web) shows a complete lack of virtual mice. When (Oh! When!) will Second Life® stop treating Macintosh users as Second Class Residents?
Monday, February 9, 2009
My other virtual lives
Having spent more time in Real Life (RL) today than normally wish to, I was glad that I had a couple virtual worlds to immerse myself but neither was Second Life. I spent my time with my Koi Pond and on Distant Shores. Both fit on my iPod Touch and provide a peaceful, relaxing way to ignore RL.
Like nearly everyone that has a net-connected Apple handheld, I bought Koi Pond from The Blimp Pilots (Web; iTunes) and became hooked (no pun intended). It is less a game than just something to do because one can simply watch the fishies frolic. As much fun as that is, though, interacting with the critters is more fun. A quick shake of the device drops some food with a satisfying plunk and soon a fish gobbles it up. Touch the screen to create ripples that "scare" the fish or run your finger around to the same effect. If you hold your finger steady in one place the fishies eventually come up and nibble on you. The pond stones, water color, number of fish or plants, and more can be customized. Put on some headphones and the experience is much richer.
Like Second Life, there is no stress in having to reach a goal, death only comes when the power is dead, and you don't have to worry about drowning.
Pond Life is just plain fun and well-worth the 99¢ I spent, but the holiday extra edition I thought I bought didn't show up so I don't have a Christmas lights option.
Recently I added Distant Shores to my iPod Touch (Web; iTunes) and have become intermittently obsessed with it. Like Koi Pond, you can simply watch but it's not much for passive fun. Interaction is the point here (for which you need a WiFi connection for your iPod Touch or you need an iPhone) ... tap somewhere on the screen and an invisible you walks there, leaving prints of your bare feet in the sand. Waves gently lap at the shore, seagulls with inactive colons flit overhead, and things like beach chairs, umbrellas, and other signs of life dot the beach. Tap near the edge of the screen and the view scrolls (I found that if you keep up a rhythmic tapping the scrolling just keeps going as if you are continually walking). If you did nothing other than this it would still be worth 99¢. If you see a bottle, though, walk up to it and tap it for an anonymous (or not) message from someone else with the game on their device. Reply to the message and the invisible you tosses the bottle back to the sea for the original author to read. Clever bottles. If you pick up five seashells, an empty message bottle appears and you can write your own message from scratch to be tossed out to a random recipient. If you receive a reply, a little turtle outside your personal hut wags her head with an envelope in her mouth. Walk up to her and tap for your message.
This is not rocket surgery. You are limited to storing eight messages and eight empty bottles. The shoreline is infinite in length (as far as I know) with objects laid out randomly. Despite obvious signs of habitation you are eerily alone, no other invisible people to be found (at least I see no other footie prints ... they could be having virtual nookie in a cabana). Depending on how bored you are you might spend very little time or a lot of time on the beach before finding something else to do. But you'll head back to the beach several times a day.
Maybe after you feed your koi.
Like Second Life, there is no stress in having to reach a goal, death only comes when the power is dead, and you don't have to worry about drowning.
Pond Life is just plain fun and well-worth the 99¢ I spent, but the holiday extra edition I thought I bought didn't show up so I don't have a Christmas lights option.
This is not rocket surgery. You are limited to storing eight messages and eight empty bottles. The shoreline is infinite in length (as far as I know) with objects laid out randomly. Despite obvious signs of habitation you are eerily alone, no other invisible people to be found (at least I see no other footie prints ... they could be having virtual nookie in a cabana). Depending on how bored you are you might spend very little time or a lot of time on the beach before finding something else to do. But you'll head back to the beach several times a day.
Maybe after you feed your koi.
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