Every Ozimal digirabbit in the venerable virtual world Second Life will starve to death (well, permanent hibernation) this week because a legal threat has shut down their food-server, and the virtual pets are designed so that they can only eat DRM-locked food, so the official food server's shutdown has doomed them all.
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Raph Koster is one of the world's most celebrated game designers, responsible for the design of Ultima Online, CCO of Sony during the Star Wars Galaxies era, and author of the classic Theory of Fun. Ever year, Raph gives a barn-raising/barn-burning speech at the Game Developer's Conference, one of the don't-miss moments of the conference. This year's speech is no exception.
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My generation of girls grew up sneaking around online, pretending to be older, pretending to be supernatural, in order to meet strangers -- more important than the fleeting strangers, though, our Buddy List of names, was finding ourselves.
These days, 59 percent of people who visit worlds like Second Life have engaged in sexual activity there. 11 percent of users have either paid for or sold sex in their online world, and only 22 percent have never gotten rude with other avatars before. I mean, that's what they said.
Two thirds of participants in a new, massive study of online games and virtual worlds have dated someone within a virtual world, while a quarter have gone on to form real-life dating relationships with their online partners. About the same amount visit virtual worlds together as a couples activity.
A massive study conducted in 2012 suggests that it's mostly people my age and older who still play in "the Metaverse," regularly visiting open, lawless virtual environments like Second Life. Gen Y-ers dominate the multiplayer game demographic -- which, with all its rules and goals and leveling, is generally considered distinct from "virtual worlds," according to the study, which was led by Georgia Tech/Northeastern's Celia Pearce and her colleagues. Pearce says this study is the first of its kind in scale and depth.
There's a big infographic of neat findings you can view here; the whole study is available to peruse here.
The featured image for this post on Offworld comes from Animations Rising, which sells custom looks and animations for Second Life avatars. Read the rest
Wagner James Au sez, "Meeroos, an extremely popular species of virtual, breedable animal in Second Life, are now starving, because griefers have been selling their owners unauthorized food, and Linden Lab accidentally shut them down *and* their legitimate food supplier. The creatures don't starve to death if their owners fail to feed them -- after awhile, they're just programmed to abandon their owners, presumably to find food. Linden Lab is finally addressing the issue, but Meeroos' creators say the world is still 'flooded with unauthorized food.'"
Meeroos, SL's extremely popular species of virtual, breedable animals created by Malevay Studios, are currently starving. Yesterday, reports Malevay's Catherine Farspire, unidentified griefers using variations of the avatar name "Meeroos Resident" (the company's official account) were found selling unauthorized Meeroos food in the region of Twas. (The miscreants, says Ms. Farspire, "built their own [store] in the sky selling fraudulent food".) As a result, she reports, Linden Lab has closed down the region of Twas -- and also blocked "Meeroos Resident", the legitimate Malevay Studios account: "We believe the account was blocked by Linden Lab by mistake, given all the reported accounts were variations of the same name, or the account was mistakenly reported by residents meaning to abuse report the offending avatars. We simply cannot be sure. Unfortunately, this has dealt us a crippling blow at the worst time possible."
Meeroos Starving Due to SL Griefers Selling Fraudulent Food & Linden Lab Closing Their Legitimate Food Source (UPDATE: Meeroos Account Reopened, But SL Still "Flooded With Unauthorized Food")
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