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Second Life
Be a sim.
Previewed by Libe Goad
| PLATFORM:
PC |
| PUBLISHER:
Linden
Lab |
DEVELOPER:
Linden
Lab |
GENRE:
Simulation |
ESRB:
TBD |
Blend a hyper-efficient streaming technology with an open-ended
online game and you have the basis for Second
Life, a high-concept title from former RealNetworks CTO
Philip Rosedale and his development crew at San Francisco's Linden
Lab.
The innovative developer hopes to push online gaming to the next
step by creating a game with as few boundaries as possible. Second
Life doesn’t have a beginning, middle or end. There are
no missions. Your character has no need to eat, sleep or use the
restroom. You don’t even have to have a house. All you will
be required to do in the game is make friends, learn how to make
money and then let your imagination run wild. Oh yeah, did I mention…
you can fly!
The
most notable difference in the game, however, is not in its physical
appearance -- it’s in the technology driving the game. Rosedale
and his team have tweaked the same internet streaming system he
created for RealNetworks, and now the super low latency technology
will be used to drive Second Life. In plainspeak, that means
the simulation game will constantly stream from the internet. There
will be no $50 software to purchase and nothing to download on your
machine. It’s all online. Like any other online game, you
can expect a monthly fee. Rosedale says they have yet to set a price,
but it will be competitive with other online-game subscription fees.
How you play the game depends on your personal liking. If you want
to play a first-person shooter style game, you can fly over to a
PVP (person vs. person) zone, buy a gun and play a game of capture
the flag with a jetpack strapped to your back. If you want to open
a club, then you can build one and invite people to fly by for a
visit.
In
the demo, Rosedale showed off his newly created club which featured
an impressive DJ booth. Instead of the usual two turntables (or
iPods for uber-hipsters), he had built a set up that works like
a stripped-down music loop program. You can mix and match loops
while the crowd dances to your creations. You will also be able
to import your own loops and throw them into the mix. Once you start
playing, the crowd can rate your skills via scoreboard hanging on
the wall. If your skills don’t pay the bills, then you're
liable to be 86’d from the DJ booth.
You can also create and play darts, chess or any other game that
pops into your head. If you have superior technical skills, you
will be able to create cars and sell them to people who want to
strike up a race. The possibilities are endless.
In fact, you can do so many things in this game, people may feel
overwhelmed by the infinite possibilities. Second Life is
in such an early stage, however, that it’s hard to draw a
definite conclusion.
The user interface bears a distant resemblance to that in The
Sims. You can click on an object and select an action from a
wheel of possibilities. It seems like beginning gamers will be able
to catch on to the controls rather quickly. There are numerous options
for a person’s appearance, probably more than any game has
offered to date. Each body part can be altered in at least six to
seven ways by moving a handy slider. Your favorite gestures and
phrases can be programmed to hot keys, so if you like to blow kisses
at everything that comes your way, you can do it with a mere press
of a button.
Second
Life will contain more advanced controls as well, and as of
now, they seem to carry a sizeable learning curve. This is especially
true for the design tool, which can be used to create anything your
heart desires. Rosedale created a quick coffee table as a demonstration
and the interface vaguely reminded me of AutoCAD, the popular drafting
program. I know people who have had to take classes to learn the
program, and even in its simplified state, it still seems very technical.
Rosedale says he expects people will buy and sell furniture more
often than create it. It's similar to games that ship with development
kits -- not everyone will be up for the task.
Rosedale's baby looks like it's ready to change the world
of online gaming. The game should be available for general consumption
in summer 2003. Then we'll see if online gamers are ready to live
though Second Life.
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