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All articles, tagged with “virtualworlds”

Goodbye Babbage Linden, Hello Doc Boffin

In June 2004, not long after Cory had introduced me to Second Life, version 1.4 was released which added Custom Character Animations. In the accompanying press release Philip said “My fantasy is to be Uma Thurman in Kill Bill”, “I’d pay $10 for her yellow jumpsuit and sword moves and I’m sure other people would too.” I’d been looking for something to build in SL and also been thinking about melee combat systems in RPGs which traditionally just leave the tanks hacking away while the others get loads of different fun and interesting abilities to use. At the other end of the spectrum arcade fighting games give players lots interesting choices to make, but require twitch reflexes that require low latencies that are difficult to achieve over networks let alone in SL. Building a tactical melee combat game in Second Life sounded like the kind of interesting challenge I was looking for, so at the end of 2004 Doc Boffin and Jaladan Codesmith set out to build what would become Combat Cards.

The early versions of the game were built in to weapons and employed a simple llDialog interface for selecting moves, but the core mechanics were very much as they are now. HUDs were introduced In October 2005 with Second Life 1.7 and I immediately started thinking about converting the game in to a trading card game — a business model that seemed to fit perfectly with Second Life’s micro currency based economy.

A trading card game needed an artist and after looking for one on the SL forums I was very lucky to find the wonderful Osprey Therian who preceded to blow my mind producing amazing artwork and taking incredible pictures of the fantastic avatars of Second Life for what became Combat Cards.

Working on the game while working at Linden Lab gave me insights in to how Second Life felt from a residents perspective. Despite Second Life’s flexibility, it’s a lot harder to build complex systems than it should be. Building systems that can send out product updates is fiddly, error prone and something that should be in the platform, LSL’s memory limitations mean that I often spent more time cutting scripts up or trying to save memory than building features. When the number of cards and so data increased, Combat Cards ended up having to incorporate a paging system to load lines of notecard data in to memory asynchronously in order to continue to work. This hugely frustrating and time consuming experience led directly in to the discussions and design around Script Limits which will allow Mono scripts to request as much memory as they needed.

Learning about building businesses in Second Life was also incredibly valuable. As a multi-player only game, Combat Card’s biggest challenge has always been getting enough people together at the same time to play, something that has resulted in a series of wonderful parties and regular events often hosted by the amazing Kat Burger. It also resulted in the exploration of linking Second Life with social media that led to Combat Cards arenas tweeting game results and then the LSL Twitter OAuth Library that allowed players to tweet results from their own accounts without disclosing their Twitter passwords. When we finally found a print on demand service that allowed Combat Cards to make the jump to RL it also allowed us to explore the possibilities for linking RL and SL businesses that resulted in the system for buying gift certificates for L$ in SL that can be redeemed for physical Combat Cards in the online web shops.

Keeping my Babbage Linden and Doc Boffin identities separate for over 6 years has given me incredible insight in to what it’s really like to be a Second Life resident, but it has been exhausting. There was an awkward moment in 2006 when I had to tell Philip that I worked for him when he came to check out Combat Cards, Osprey only found out that I was a Linden in 2008 when I emailed her a version of the RL rules sheet that Word had helpfully annotated with my name and I had to come up with a dweeby Doc Boffin voice to disguise my identity when commentating on Combat Cards matches on YouTube. It’s a huge relief to finally be able to come out of the closet and talk about Combat Cards openly. I’m incredibly proud of what Osprey, Jaladan and I have achieved with the help of Kat, Comragh, Spin and our amazing player base, to whom I apologize to for sometimes not being able to devote as much time as I’d like to Combat Cards. My other Second Life as Babbage Linden often kept me pretty busy.

Now that I’ve left Linden Lab I hope to still find some time to work on Combat Cards and hope that it will now be easier to pursue the full publication of Combat Cards in real life that Osprey’s amazing artwork deserves. I’m very happy to announce that Combat Cards 3.0 and the long awaited Robot Series of cards will be launching on 31 October and hope to see you all at the launch party at 2PM Pacific (Second Life time) at the Combat Cards Arenas in Europa. I’ll leave you with Osprey’s latest amazing promo for the event.

Like Second Life

Was without a doubt the phrase I heard most often yesterday, especially if you include variants like “Not Like Second Life”, “A bit like Second Life” and “Unlike Second Life”. Whatever else it’s achieved, Second Life has definitely become the frame of reference for the small and somewhat myopic crowd that made up the delegates at the sparsely populated Virtual Worlds Conference in London yesterday.

Vastpark is not like Second Life because it works in a web browser. Everyone on the web integration panel seemed to agree that virtual worlds in a browser is the next step, so I was glad to be there to question the TechCrunch consensus. How does having a world in a browser help? What does back and forward mean to a virtual world? What does it mean for presence to have 10 tabs open looking in to different parts of the same virtual world? Why would you want your view further constained by extra web browser widgets? Isn’t 3D in the browser going to be a blood bath for the next few years? Aren’t you really just using the browser as a download path? I suggested that the final question was the real reason that developers are pushing virtual worlds on the web and that the integration that most people want is to be able to use existing web and 2D media while using virtual worlds and use web services as a universal data bus between virtual worlds and other web aware platforms.

MPEG-V is not like Second Life because it’s a standard defined by 35 companies which is much better than the emerging Linden led standard according to Dr. Yesha Sivan in what was the worst talk I’ve heard in a long time. Not only did he make the standardisation process sound like a 3 year political bun-fight by people who didn’t know much about virtual worlds and who might come up with a bad standard, he managed to spell MPEG and Google incorrectly, called Sun’s Darkstar, Blackstar and attributed a Ugotrade quote to Philip Rosedale amongst other clangers. He was roundly rebutted by a large part of the audience including Tara5 Oh who questioned the need for old fashioned standards processes in the web era. Thank goodness for rough consensus and running code.

Most of the virtual worlds talked about in the investment panel were not like Second Life, but were nearly all Club Penguin clones. This copy the big exit attitude was called out by one of the audience as it seemed to be at odds with a lot of the talk about wanting to back the first in a market, but at least one of the panel is still looking for a successful 18+ social world play. The panel ended with a show of hands from people wanting money and people wanting to invest, but the economic climate made the whole affair very muted with lots of the panelists saying that they are slowing down rates of investment as it’s difficult to get existing companies off their books.

As with Virtual Policy 08 and the Virtual Worlds Forum the most valuable parts of the conference were the spaces between sessions. I had another very worthwhile discussion with Adam Frisby of OpenSim about C# script compatibility between OpenSim and Second Life. The straw man design we talked about was to have an idiomatic .NET interface for event handling that can be used by C# scripts and adapted for LSL scripts and a set of static library methods for manipulating the world that would be used directly by LSL scripts and wrapped by user created libraries to provide an idiomatic object oriented interface. Adam was particularly interested in the idea of user created wrapper libraries as it would allow the creation of an OpenSim interface library that could be ported to Second Life and implemented in terms of the ll* static methods. OpenSim could then agree to support the common behaviour of this library in Second Life and OpenSim instead of having to support the gamut of ll* methods some of which don’t map well to OpenSim internals. As well as defining a common set of events and ll* static methods that are supported on both platforms there would need to be a way of extending the interface with new events and library methods. In addition Adam was interested in making the event propogation configurable so that a single script could respond to events on many objects in a scene. This would effectively add a script interest management layer to OpenSim’s scripting interface. Where platforms provide differing interfaces to scripts we would also need to decide how scripts query the available interfaces or how they behave when interfaces are not available.

Overall a worthwhile trip, but not because of the conference. This Friday I’ll be talking at the online head conference about conferencing in Second Life which has the advantage of requiring no travel making marginal conferences like the Virtual Worlds Conference less risky to attend while allowing all of the serendipitous networking opportunities that make real life conferences worthwhile.