Friday, May 25, 2007

Second Life suffers from Sequel Syndrome

I'll admit, I'm not an aficionado of Warren Ellis. Aside from a few random comic series and an episode of Justice League Unlimited, the most I know about Ellis comes from his guest appearance in Powers. Mostly known for being an incredible blend of pompous ass and storytelling master, his work really puts the "ook" in comic books without stretching the medium incredibly. But then again, not everybody can be an insane Scottish genius.

So it surprised me that Ellis would do tackle something as mundane as digital world correspondent for Reuters. But then again, perhaps it's the closest the creator could get to merging with his creation. In any case, the column is a surprisingly intriguing read. But pouring over old and new entries, I began to wonder: why on god's green earth would anyone want to live Second Life?

When I was in high school, we didn't even have MMOs. We had MUDs, essentially multiplayer Zork. Then, like now, you worked your way through quests, killing creatures, earning gold and buying things. There was always a certain goal in mind and a way to go about it. Nowadays, MMOs offer a narrative to go along with the activities, I suppose to placate those who can't put the effort into creating their own story. But it's still the same.

But in Second Life, the goals mirror those of, well, First Life: offer goods/services for something of hopefully equal value. There's no overarching quest, it's quite literally whatever you want it do be. And the more time you put into it, the more potential return there is. This is fine in theory, if not for the central problem of time.

Homo Sapiens are living longer thanks to advancements in medicine and sanitation. But we essentially still have a very limited time in which to experience life. Some people never experience meat. Some people never have sex or get married., and this was 30 years ago. When you add in the added distraction of a simulated world that offers more freedom and control than one's real existence, the once slightly troubling desire to escape reality becomes a driving reason in creating isolation.

Why doesn't this apply to other video games? Most interactive media is meant to stimulate oneself on a certain level, brief forays into an alternate situation that intrigues or distracts the mind. Engrossing stories, brain challenges, competition can found in all sorts of mediums, games included. But there has never been a question that such activities, books, movies, sports, music, video games, have always been meant to supplement life, not supplant it.

People earn a living playing game after game of online poker. Friends text and chat with each other abundantly, even when sitting next to each other (usually for laughs, but still!). Teens return to their respective homes in order to play online together rather than hang out together.

Thankfully, I haven't heard of someone giving up life outside to live exclusively online, and for the most part such an occurrence is still laughable. But the next generation is already living in a world where computer literacy is a primary skill and the Internet is a staple of everyday life. Who knows how they would view such an existence?

The point is, First Life is superior to Second Life in nearly every way. The rewards of engaging the tactile senses far outweigh the brief humor one might feel from making it rain dildos. As a distraction, SL might be fun for a brief time, but the people that herald it as a revolutionary breakthrough in human communication and lifestyle are either misguided or insane (in the bad way).

There's just nothing really unique to be gained from SL. Selling avatar clothes? It might take a while, but go to school and try your hand at fashion design. Selling property? Real estate licenses are pretty easy to come by. Selling physical services? Okay, this one I think is preferable online if only for fear of STDs. Just don't tell anyone whom you want to respect you that you're an online whore.

I haven't played the game, so my view is biased in that way, but the only business advantage I can see is that it's easier to start up (if you consider 3D modeling easier). But it has the exact same amount of difficulty to succeed. Less, actually, if you count the decreased population.

At any rate, Second Life the video game is just that: a game, a recreational activity, and a boring one at that (phallic storms notwithstanding). Anybody who tries to tell you otherwise, that you can pay your bills (not just supplement your income) by devoting all or most of your time to it while still coming away feeling enriched by the experience is selling something.

Of course, soon afterwards, I stumbled upon a news article detailing Playboy's plan to enter SL. No word yet about what they plan to trade in to make a profit, but if it's the laughable idea of selling sexy avatars or the images thereof, they've already been beaten to the punch.

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