Showing posts with label electric sheep. Show all posts
Showing posts with label electric sheep. Show all posts

Saturday, 4 October 2008

WebFlock or WebFlop?

Do you remember the Electric Sheep Company? Since you are one the small band of blogonauts who have washed up on the shores of Slambling, it is quite likely that you do. But if not, let me fill you in. In their own words: "The Electric Sheep Company creates Web-enabled social and virtual world experiences through strategy, design, production, and technology. Since 2005, ESC has worked with the world’s largest brands, media companies, and agencies to design and implement great consumer virtual experiences." And for Second Life that has meant that ESC has been responsible for some of the more interesting commercial builds. However, those days seem long ago as ESC, along with many other virtual world "experience designers", have branched out and moved on. I will leave you to discover for yourself what industry insiders may be saying about ESC, their Second Life experiences and their current prospects - you might find it an interesting exercise. As for me, I'm going to tell you about my experiences in WebFlock.

WebFlock, a Flash-based product announced earlier this year, is described by ESC as “an application for private-labeled, Web-based virtual experiences. It provides a visually immersive environment for social interaction, media consumption and game play." The first of these branded virtual experiences has been rolled out for the Showtime show, The L Word. Showtime is a subsidiary of CBS, who also have a substantial stake in ESC - and it was ESC who built The L Word's substantial and generally well-received presence in Second Life. It is perhaps not surprising then, that the show has become the first customer for an alternative virtual experience, based on WebFlock. I thought I would pop along to see what it was like.

It is simplicity itself to get into WebFlock, chat and move about – and it is this simplicity that, in my view, makes it so disappointing. But more of this anon. Getting into The L Word environment is easy. Having navigated to the webpage, you are invited to select an avatar from a choice of six, give her a name and, well, that’s it – no customisation, not even a change of clothing. I say “her” because there are no gender options here. Am I also supposed to assume that all these avatars are gay? It seems a reasonable inference – and even if this is incorrect, if I infer it, then plenty of other people will too. And that may not sit comfortably with some would-be visitors, who may opt to pass this one by. I don’t believe it is compulsory to be a lesbian to enjoy watching the show.

The first time I attempted to load the environment it took an age. In fact, I ended up terminating my browser session and trying again. The retry, I have to say, was then very quick to load. And what did I find? I found my avatar standing in someone’s open plan breakfast room. The graphics were generally good quality. Moving my avatar, I could walk forwards, I could walk backwards and I could walk from side to side. That might seem OK, but as there are no transitions when switching from one direction to the other, the effect looks basic and amateurish in comparison with the movement available in other Flash-based environments, such as Google’s Lively. Another aspect of movement that I had expected was “camera controls.” Widely used in Second Life, controls that let you pan and tilt your view are also common in less powerful environments – again, I would cite Lively as an example here, but it is one of many. In WebFlock you are left with a single view, like static CCTV, over which you have no control. Sure, this makes the system easy to use – but that is because fundamentally there are so few functions that you can use. It was simple, but I simply did not get any sense of immersion.

What about chat? One of WebFlock’s main objectives is “social interaction” – and it certainly offers text-based chat. My friends had repeated problems with stability of the “chat” function, re-logging several times to reset it. I had no issues with it. You can also “emote” – selecting from a small menu of animated effects that you can give to your friends. These were nicely done, but not terribly expressive. The avatars themselves seem to remain aloof from the fun – having no animation effects other than “walking” and “standing still”. There is no Instant Messaging – or non-public communication.

I tried to get out of the room, which had rapidly started to get claustrophobic and which would fill to bursting point very quickly if more than perhaps 10 people wanted to use it. But there is no way out. What you see is what you get. You see that door behind you? In effect, it is just painted on.

What about the rest of the WebFlock experience? It describes itself, as you may recall, as designed for “media consumption and game play.” There is a TV screen in the room on which you can view episodes of the show, though without a zoom facility you will need a very large monitor to get the most from the experience. And clicking on various objects presented me with opportunities to buy DVDs. So that’s a tick in the box for “media consumption.”

I don’t know how much “game play” has been put into this particular environment, but it does have one really irritating feature. Periodically, like every 2 or 3 minutes, it asks you for your opinion about some aspect of the show, offering multiple choice answers. While it would be possible to use such a feature to obtain useful marketing data, these questions seem more like the puerile enquiries to be found in teen magazines aimed at the post-Barbie set. And the question will not go away, consuming a fair slice of your “screen real estate” until you answer it.

And that’s it. In summary, I found the experience far too lightweight to rate as a virtual environment. I didn’t feel immersed in the experience - it was more like chatting while looking at a picture of some women standing in a kitchen. While I understand why companies leave Second Life, I find it hard to understand why The L Word would bail out of Second Life to go with this instead. Future implementations of WebFlock may end up offering far more than this. I can only hope so, because if this is all there is, then it is a dull future indeed.

Thursday, 3 July 2008

Rezzable Introduces a Pay-to-Use Service

Gosh, this is the longest I've gone without posting to this blog - and on this occasion, you don't even get any pictures. Instead you get a long rambling prose piece - so good luck getting through it. Here we go....

Thanks to my chum Xantherus Halberd for letting me know via Twitter of this interesting blog post, concerning those inscrutable souls at Rezzable. Who? Oh come on... where have you been for the last year? Rezzable is a UK-based virtual world design and build company, who have brought us - or perhaps "have curated" would be more accurate - some of the most interesting sims on the Second Life grid. Their best-known sim remains Greenies, with its brilliant concept of a truly immense room infested by aliens. In fact, the company owns a large number of imaginative sims, many of which I have featured in this blog.

Anyway, it seems that they have grown tired of providing us ramblers, tourists and other freeloaders with free access to another of their great sims: Black Swan. Henceforth, visitors will need to stump up nearly 200L$ (about 40p or 80 cents) to acquire a HUD that will grant them entry. Anyone refusing to buy and wear the HUD will be ejected forthwith.

So why are they doing this? Their blog offers the following explanation:

"We are still exploring the right revenue model for virtual world content. We have merchandise that contributes some revenues. However,we have seen the interest in corporate sponsors (like L'Oreal Paris) evaporate. We think the best way to go forward is to charge for an object that can then be used many times for admissions. We realize that this may limit the number of visitors to the sim, but hope that high-quality areas are considered worth paying a little to see, explore and hang-out with friends."
(Thinks: But doesn't Kzero usually reference L'Oreal Paris as a success?)

When Rezzable first appeared there was a lot of conjecture about their business plan. There were making a significant investment in virtual real estate - and undertaking a lot of high quality (read: expensive) construction. Yet they didn't seem to be promoting or selling anything. My thought at the time - and I still think it valid now - is that they were looking to make A Big Splash and establish themselves, almost overnight, as a viable alternative to the established Big Boys of Second Life like, say, Electric Sheep and Millions of Us. But the L'Oreal Paris campaign aside (and that was never intended as a long term commitment, or so I understood), they have not exactly grabbed the corporate world by the lapels, spun it upside-down, and shaken the change from its collective pockets.

I am curious to know why not. At one time, say around 6 to 9 months ago, it looked like they might be getting into some commercial building work. But latterly Rezzable has resembled more of a "vanity project" than anything else. A harsh view perhaps, given that there are people whose livelihoods depend on it. But it seems Rezzable has not capitalised on that first eruption into Second Life, and has instead continued to spawn many interesting and arty sims that do nothing apart from (hopefully) putting the word "Rezzable" in people's minds.

So what about this new "money-maker"? If the sole reason for doing this was to try and get some money back to cover the outlay then I'd be inclined to question the sanity of the decision. But then, I'm a rambler and general freeloader, so I am bound to think that. There are so many amazing sims in SL that I'd sooner not pay for Rezzable ones, thanks, when I can enter the others Free Of Charge. I can get the gist of their exclusive, deluxe sims from Flickr and other bloggers, so I am struggling to see why I might then want to part with hard currency just to walk around them. This is not like RL, where I might spend half a day or more, wandering around a museum, gallery or historic site. In SL I am looking to be there for perhaps 15 minutes... and probably less.

But I don't think this is the sole reason why the HUD has been rolled out. I wonder if it is also a way of introducing a new pay-to-use solution that other SL entrepreneurs can buy off the virtual shelf. It's not a marketplace I've looked at, so I don't know if there is already a welter of such tools out there. But while the Rezzable HUD is currently set to be pay-to-use, based on a one-off payment, it would not take much further development to convert it to a one-off pay-per-use device instead. And there are many opportunities for such pay-per-use services.

Forgive my grubby mind, but for example a concept like this could work admirably for the... ahem... "Adult" market - a sizeable market in Second Life, let's face it. You can figure out how that might work, I'm sure. Similarly, you could use it as the basis for any ticketed event in Second Life - where the HUD = the ticket. Then you might have something...

But no doubt I've got it all wrong, and it's something totally different again. Let's see, eh?

Friday, 26 October 2007

Some Random Thoughts on CSI:NY

As the hubbub starts to subside on the whole CSI:NY thing, I thought I would record some of the stuff that’s been rattling around in my head over the last few days.

My first reaction when I read all the hullabaloo coming out of the Virtual Worlds Conference was: “Meh.” However, folks with a far keener interest and knowledge of the entertainment and media industry were at pains to assure me that this was groundbreaking stuff, and that is was “game changing.” I thought I should wait and see. The impression given was that this represented a real leap forward in the pursuit of convergent media, and is the way of the Future. To quote Mr Zuiker, proud owner of the CSI franchise: What’s the future of television? It is as follows: TV, online, mobile, and gaming.”

As for Linden Lab, CEO Phil Rosedale’s take, as quoted at Ugotrade was: “I think it is a great project. We don’t look for traffic for Second Life in general we more look for opportunities to present Second Life to people in a more obvious way to people who don’t understand it, or haven’t experienced it.

So… a major leap in convergent media – and good exposure for Linden Lab. What could possibly go wrong?

The big risk we all knew about was grid overload, but so far (touch wood) this has not happened, in part because the invasion of newcomers simply has not happened on anything like the anticipated scale.

However, what I think has gone wrong is, frankly, the whole shebang. What I’ve noted, rather than a magical blending and blurring of the lines between reality and virtuality, is simply the co-opting of Second Life to act as a games platform. A role for which it is particularly inappropriate – and for which CSI has no need, since such platforms exist already. Now, I’m not trying to be precious about SL here. In the whole wide metaverse there is clearly a large need for entertainment and, indeed, for gaming. But to be blunt, Second Life cannot offer the level of gameplay that seasoned gamers have good reason to expect.

And this leads to my next point. TV is an illusion, where it is necessary to tweak reality (and in this case, virtuality) in the interests of entertainment. CSI was not out to make a documentary about Second Life, and was bound to present it in a way designed to extract the maximum entertainment value. And this has led to 2 basic lies. First, that the Second Life virtual world is smooth, fast and beautifully detailed. This would be fine if newcomers weren’t then invited to come and try it out. The gulf between the TV version and the horribly laggy, grey, slow-rezzing virtuality cannot, to my mind, be called “good exposure for Second Life”. The second lie is that Second Life is a sleazy game, populated by players. This lie was not necessary to the plot, and is the one with which I have the single biggest issue.

In common with many of the readers of this blog, I spend a great deal of time in Real Life extolling the features and benefits of Second Life and virtual worlds in general. Through this one piece of unnecessary scripting I feel like I’ve been thrown back a year in my own evangelising efforts; back to the days of: “Second Life? It’s just a game isn’t it? Full of sleazeballs and geeks.” Again, how this view of Second Life can be viewed as “good exposure” I am at a loss to explain. This might also explain the less-than-impressive uptake of new accounts.

On a lighter note – I was tempted to call this piece: CISCO:NY. As I have mentioned previously, the grossly over-the-top “Ciscofication” was – to me at least – a complete turn-off.

I think Linden Lab have done themselves no favours here. It is not true that “all publicity is good publicity.” I am dismayed at the short-termism shown by Linden in going along with this farrago. Also, in handing over the source of the viewer to Electric Sheep we have the interesting situation where the open source code has been re-skinned, a few neat, new features added, and the whole thing seemingly locked up again as a proprietary product.

Well that’s what I think. So what did I get wrong?

Wednesday, 24 October 2007

Renderglow and OnRez

Just a quickie. Thanks to TerryAnn Antonelli for passing this little tip along. If you go into the Second Life viewer's Debug Menu (aka "God Mode") you can set some rather interesting effects.

Don't know how to get into God Mode? Press CTL-ALT-D, and you will see 2 new menus at the top of the screen: Client and Server.

Now, if you go into the Client menu and select Debug Settings, an options box will appear on your screen. Either type in "Renderglow" or use the pulldown list to find it. By default it is set to FALSE, so set it to TRUE.

While you're there... check out and play with the other Renderglow options:

  • Renderglowresolution
  • Renderglowsize
  • Renderglowstrength
You might be pleasantly surprised with the results:



+++

While I am on the subject of Second Life viewers, why not try out the new Electric Sheep Company OnRez viewer? It's supposed to be neater, simpler to use and yet just as fully-featured as the Linden Lab viewer. I've had a short go on it - it was released today - and it seems pretty good. If you go to the page and don't get the download screen, try hitting refresh. It worked for me.

CSI:NY - A First Look

Well, ladies and gentlemen, the time is nearly upon us... The time of the CSI:NY Deluge. As I write this, the programme in question is still a good 12 hours from going on air, but already the metaphorical leaves are beginning to swirl and the windows rattle. The Electric Sheep Company and CBS, along with their chums at Cisco by the look of it, have obtained a mind-boggling 416 sims to support the inworld game - and these have just opened to the public.

Before we take a look, let's just consider what we know. Of the 416 sims, half are given over to orientation, and the other half to the game itself. I believe ESC are sizing based on around 40-50 avatars/sim. This would suggest a peak of around 10,000 people in orientation and a further 10,000 actually playing the game. I understand that Linden Lab however are planning for up to 3,000 registrations per minute! Quite how these numbers can be shoehorned into the available space is anyone's guess - but there is a feeling in the current SL community of "batten down the hatches, we're in for a rough ride."

Here's a few snaps of the build:

The Orientation Zone:


Some familiar landmarks:


Some game stuff:


There's not much to say about this really. In my view, it is an interesting experiment but the lack of maturity and stability of virtual worlds like Second Life means this is happening far too early. Perhaps in another 12-18 months. We will see.

As I don't follow the show, or have any interest in it, I am not best positioned to judge the merits or otherwise of the gameplay - which looks fairly straightforward to my eye. I have to say that the in-yer-face shameless promotion of Cisco I find particularly jarring. But then, I like to be seduced by advertising, not beaten about the head with it.

CBS have finally opened their tie-in web pages here.

Monday, 15 October 2007

New York and Virtual Entertainment - it's a Meme Thing

Every so often I pick up on a common theme running across Second Life. In the past it's included "German cities" and "virtual recruitment". These themes or memes (as I prefer to misuse the term), though no doubt long in the conceptualising, seem to burst forth in a spookily synchronous fashion at a number of locations. Perhaps the hottest meme of Autumn 2007 is also the most complex that I've seen to date: New York and Virtual Entertainment.

Within the space of only a few weeks, 2 of Second Life's major construction and consulting companies - Electric Sheep Company (ESC) and Millions of Us(MOU) - will have launched 3 different models of New York to vie for your attention. Furthermore, each of these is tied in with the glitz and glamour of the entertainment industry.

So let's consider the options:

New York #1
First up, we have ESC's "I Am Legend" site, designed to tie in with a movie of the same name, that is due for release by Warner Bros in mid-December. The movie trailer suggests to me a remake of the old Charlton Heston sci-fi classic(?) "The Omega Man," though it seems both are derived from a 1954 science fiction novel by Richard Matheson. In the new movie, Will Smith plays the last surviving human in New York following the release of a rather nasty man-made virus. His only companion is his faithful pooch. Unfortunately for him, the city is also populated by mutants, who are not that keen on him having the run of the town. It's a classic "man vs mutant" tale.

As part of the marketing for the movie, ESC and Warner Bros have launched the biggest (movie tie-in) game yet seen in Second Life. It has its own orientation zone for newcomers, together with a game orientation zone where you can opt to play human, dog, mutant or mutant mutt. You should then undergo a set of training exercises before you reach the bridge that takes you over into the game zone of New York itself. Being a self-confessed coward I made my excuses and left at this point. No SLURL for this - but if you use MAP SEARCH and look for "IAL" you won't go far wrong. Oh... nice textures by the way... if a bit laggy.



New York #2
Next, and also from ESC comes the interworld game / programme / entertainment behemoth of CSI:NY. This was blasted all over the recent Virtual Worlds 2007 Conference, and launches in Second Life on 24th October. Bookies are still taking bets on the exact moment that the grid will crash. In an Omega Man kind of way, I may be the only person left on the planet who has not seen, and is not particularly interested in, CSI:NY. However, this is ground-breaking stuff for virtual worlds, where the linear narrative of the Real Life TV show intermingles with the gameplay and narrative in Second Life to produce some kind of Ultimedia extravaganza.

If you want a more complete story about this, you are best off popping along to Ugotrade, which has reams of top notch info for you.

Not only will there be orientation zones and game sims, but to make life easier for newcomers to Second Life, the Sheep are also launching their own, browser-based viewer: OnRez. Personally, I might give CSI:NY a miss - but I'm looking forward to trying the new viewer. For many of us this might solve some of issues we have with the standard Second Life viewer. A number of my colleagues, for example, are unable to run SL on their work-supplied laptops owing to issues of memory and, more often, graphics driver compatibility. This might be the solution.

New York #3
The third version of New York comes courtesy of MOU. This is a virtual version of 7 square blocks of the Upper East Side, and has been built as a tie-in with "Gossip Girls" on behalf Warner Brothers and the CW Network. This is described as a teen drama, based on a novel series of the same name. An article in wikipedia describes it thus: "Gossip Girl revolves around the lives of socialite young adults growing up on New York's Upper East Side who attend elite academic institutions while dealing with sex, drugs, and other teenage issues." Yeah...well... whatever. I did visit the site a few weeks ago, but didn't take any pictures. So I am afraid you've had to put up with this rambling narrative instead have been back and snapped these:



The show first aired in the USA on 19th September, 2007 - followed a day later by its launch in Second Life. In a blog post dated 20th September, MOU boss, Reuben Steiger, said: "[soon] we will start a very interesting social game that will take place in the city." More recently MOU announced The Gossip mobile, a heads up display that lets you to see the style, coolness rating and status of the people around you. Here's a video tutorial if you find this to be this season's must-have accessory. Hmmm...

So there you go... 3 New Yorks for you to explore, play in and reach your own conclusions.