Google Lively – be excited?

I try to avoid hyperbole with new product announcements but it’s hard to avoid at least some excitement over today’s Google announcement of Lively, its virtual worlds product.

A Second Life killer it’s not, but at the very least Lively is likely to be a key driving force towards mainstreaming virtual worlds. You can view the demo here:

Is it original? No – there’s dozens of similar worlds out there. Does it have a superior feature set? Not likely. All that said, its key value proposition will be its integration with web pages, the overwhelming market dominance of Google itself (chances of a Lively demo on Google’s home page anyone?) and the likely blitz of mainstream media coverage not seen since Second Life’s golden media era of late 2006.

Dynamo colleague Feldspar Epstein will have a more detailed walk through Lively in the next 24 hours. In the meantime, what are your thoughts? Will Lively break some ground or be yet another cartoon teen hangout?

IBM and Linden Lab take the next big step for (virtual) mankind

As announced on the Linden Lab blog today, IBM and Linden Lab have successfully teleported avatars from the Second Life preview grid to an OpenSim virtual world.

Some video of the event below or read the FAQ for future plans:

It’s another noteworthy step toward the holy grail of virtual world interoperability. Linden Lab state they’ll have their own Open Grid beta this month. It’s all very cutting edge for most of us but an echo of a very interesting future in virtual worlds.

Aqros: virtual worlds on your mobile phone

I received a note today from Dr. Yesha Sivan, founder of Metaverse Labs. He pointed me to some progress made on a mobile client for virtual worlds – Aqros (across). Second Life is the focus of the initial development, with Aqros up to its first beta version.

This slideshow summarises how it works nicely:

Dr Sivan blogs further on the development here. Although there’s no graphic representation of the virtual world experience, this or one of the other applications under development is likely to be a must-have for some virtual world residents. I’m counting down the days until I land an iPhone and this application will be one of the first installed.

Twinity – what is it good for?

“Twinity – the virtual world that mashes up the real with the virtual world”, proclaims their website. However, Twinity is no more of a mashup of the real and virtual worlds than any other virtual world. It’s a world of real people meeting other real people, filled with real digital content, all set against a backdrop of digital representations of real places and places that could exist in real life. What’s new here, if anything, and where might Twinity fit in the greater scheme of things?

Chad says,"I don't understand this game at all."

Like many mashups, the main justification for their existence is convenience: bringing together multiple ideas, and associating them in a useful and time-saving manner. Twinity takes pre-existing concepts, makes a light, fluffy interface to access them, and uses what is currently a slow and buggy system to serve up the result. It doesn’t sound too good so far, but to be fair the whole system is still in Beta. However, only the flakiness of the system looks set to change, as the feature-set does not seem to be destined to change radically.

So what would make a potential user pick Twinity over another virtual world, or choose to use it despite the mass of more accessible options available for entertainment purposes?

Eye-watering green cubes turn out to be spaces for Users to express themselves artistically.

1. Lightweight interface: there’s less to learn about interacting with the world than in other virtual worlds. However, this means that the Users’ options are limited when it comes to interacting with the world (where “User” is Twinity jargon term referring to the real person at the keyboard).

2. Convenience: it puts a whole bunch of people together with some digital diversions, in a place where they can interact with other people who have an interest in the same digital material. The entertainment types are quite limited at this point and it does not look as though that is going to change substantively in the near future.

How does Twinity overlap other virtual worlds?

1. Virtual physical presence: unlike text-based solutions, Twinity gives Users visual cues from the people around them, from simply knowing who is in the room to being able to get some measure of personality from appearance.

2. Eclectic encounter-based mechanic: Users can bump into other Users and interact with them. Interactions which might never have occurred in the real world are common-place and informal in a virtual world.

3. Virtual physical proximity: Users have something immediate to talk about that they can share. Proximity to objects and entertainment sources gives Users a shared experience that can form the basis of their interactions.

4. User-created items: This is common to many virtual worlds, to a greater or lesser extent. This capacity has not yet been added to Twinity, but is expected in the near future, certainly before the product exits the Beta phase.

In which ways does Twinity not compare well with other virtual worlds?

Signs are difficult to read in Twinity unless you have your head stuck in them.

1. Broad cross-section of User backgrounds: Users are attracted to virtual worlds for a variety of reasons, and these differing reasons ensures that Users will be different from each other in some ways. However, a world with as many restrictions as Twinity is likely to filter out a number of potential Users because of the limitations on experiences and expression.

2. In-world creation tools: No in-world tools for content have been announced.

3. Limited movement and camera control options: This may be seen as a benefit by some, and a lack by others. Movement is orthogonal and diagonal only and camera controls are heavily simplified.

4. No geography: Twinity is essentially a set of rooms linked by teleportation. Outdoor spaces provide a semblance of geography, but really they are no more extensive than sound stages.

5. Windows-only client: Mac and Linux users are simply not catered for.

The lightweight simplicity of the interface may be sufficient to attract a large contingent of Users to the platform, however that very simplicity is likely to turn off users of people who have used other, more sophisticated worlds previously. In short, the platform is appropriate for people looking specifically for a lightweight chatting and entertainment solution – but don’t expect more than that.

World of Warcraft to be overtaken as largest world?

Wagner James Au, writing for GigaOM, gives some interesting details on teen virtual world Habbo Hotel’s ongoing growth. With 9.5 million active users it’s sneaking up on WoW’s more than ten million.

Any Habbo users out there that want to talk about its appeal?

World of Warcraft: 112 km squared

Did you know the whole of World of Warcraft comes out at 112 kilometres squared in real world measurement? For those interested in WoW and science, spend six minutes watching this:

Club Penguin intensifies its Australian presence

As reported in news.com.au late this week, the Australian Disney website will soon have a direct link to the incredibly popular Club Penguin virtual world for kids.

More Australian staff are expected to be employed, particularly given the future plans for virtual world products based on the Cars and Pixie Hollow franchises.

There’s certainly a momentum building in Australia with an increasing number of people being employed locally – so start polishing those CVs!

50 Twinity invitations for TMJ readers

Metaversum, creator of Twinity are kindly offering fifty Metaverse Journal readers an invitation to join its beta program.

The first fifty people to go to this link will be able to sign up. If you do register, post a comment on your experience with Twinity.

Interzone’s MMO: Interzone Futebol

Sporting virtual worlds are few and far between, so the announcement of a soccer MMO is likely to cause some interest. Interzone Futebol (futebol = soccer = football) will initially be released in Portuguese only but international versions are planned not long after.

The feature set touted is:

team-based multiplayer matches, with every character on the pitch (playing field) controlled by a different player, including goalkeepers who, until now, have always been AI-controlled. During the match, players will improve their skills and unlock new skills and moves. Players will also improve their personal rankings and their team’s rankings, earn money through salary or sponsorship, and customize their character at creation, during game play, and by buying virtual items from Interzone’s online store.

There will also be social spaces and a game invitation system. If soccer is your passion and you can speak Portuguese, then you’ll be excited by this. If this MMO delivers an immersive sporting experience, then once the international release occurs you’re likely to hear a lot more about Interzone Futebol. You’ll be able to lay your hands on a virtual black and white ball in the fourth quarter of this year.

So what’s the Australian angle on this? A team of 50 developers worked on Interzone Futebol from Perth WA where it has a design studio located. They say soccer is one of the truly international games and this virtual version is truly an example of that.

ViZiMO at Tokyo Metropolitan University

We’ve covered Hidenori Watanave’s work before and we were pointed to an interesting project recently completed at Tokyo Metropolitan University.

A three-week workshop was held with the theme ‘Translating real space into virtual space’, with eighteen students taking part. An application called ViZiMO was used to create the final works, and fascinating those works are:

You can read more here. I just love the physics of ViZiMO – much more theatrical than Second Life.

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