When I first entered Second Life in November of 2006 I was completely unaware of the state of the art in virtual world technology. Hence, I was completely blown away by the 3D world with little avatars running around and chatting with each other. It wasn't until I read Edward Castronova's book Synthetic Worlds that I realize that there were other virtual worlds - largely massively multi-player online games. In fact, Castronova barely mentions Second Life. After reading his book, I decided to become more familiar with video game virtual worlds and took the plunge into World of Warcraft. Since then, I have tried a number of other, similar, games which have provided some useful data points for comparison.
To understand what Linden Labs got right, we can compare Second Life with a MMO video game. In a MMO video game the primary purpose for users to join the game is to go on quests. A secondary goal is to socialize and that is usually for the purposes of engaging the help of others on more complicated quests. A third goal is to customize your character. This can be done initially by making some character design choices and later by acquiring better clothing. Forth, vastly more sophisticated players can create custom objects which can be used or sold to other players.
Second Life can be most easily understood in the way it treats these basic goals. First, there are no quests in Second Life. People enter the world and can do pretty much as they please. Since users are not focused on satisfying quests, the environment opens up enormous possibilities for creativity and personal exploration. Not having quests has its downsides. But, this is really the distinguishing feature of Second Life. Linden Labs got this right and only later dropped the ball.
Socializing is improved as well in Second Life. Granted IM, voice chat, and groups are not unique to Second Life. But with nothing to do but hang out and be creative, the social aspects of the virtual world move to the foreground. Whereas users come to a video game to complete quests, people come to Second Life to hang out and socialize. This leads some people to claim that Second Life is just a 3D chat room. While this may be true at some level, the impact of a customizable 3D should not be underestimated. Bringing virtual world technology to the world of social interaction was another thing the Linden Labs got right. But, it is hard to appreciate these accomplishments with the sound of all those balls dropping in the background.
Second Life truly excels in the extent to which you can customize both your avatar and the environment. And it is unequaled in the extent to which users can create in world content. These final goals and how they were handled or mishandled will be taken up next.
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