Virtual World Business And Development Information

Virtual Utopia Takes An Evil Turn To Terrorism

Posted by SIM on March 5, 2007

Monday, 03/05/07

Players in the online game Second Life can watch a Nissan Sentra commercial or even receive a virtual version of a Sentra to use while they play the game. Some longtime players object to corporations paying to appear in the game.

Like any pioneer, Marshal Cahill arrived in a new world eager to sample its diversions. Over time, though, he saw an elite few grabbing more than their share.

They bought all the plum real estate. They awarded building contracts to friends. They stifled free speech.

Cahill saw a bleak future but felt powerless to stop them. So he detonated an atomic bomb outside an American Apparel outlet. Then another outside a Reebok store.

As political officer for the Second Life Liberation Army, Cahill is passionately committed to righting what he considers the wrongs of a world that exists only on the computer servers of Linden Lab in San Francisco.

Linden is the company behind Second Life, a virtual world in which Internet users act out parallel fantasy lives. They date. They build houses. They work. Some players support themselves in real life by selling goods or services in the game.

Some see the space as a utopia free of real-world constraints, where they can build their vision of a perfect realm from scratch. It’s a place where denizens can reinvent themselves as a supermodel or a rodent, own an island, or fly . . . with no plane necessary.

In the past year, the number of people who had visited Second Life skyrocketed from 100,000 to 2 million. But the Web site is facing the problem that many would-be utopias have faced before it. When building the ideal world, it’s impossible to change while remaining perfect in everyone’s eyes.

Cahill and his compatriots say they don’t necessarily mind the new residents, but they want more influence in deciding the future of the virtual world. Most important, they want Linden Lab to allow voting on issues affecting their in-world experience.

“The population of the world should have a say in the running of the world,” Cahill said during an in-world interview. Cahill is this participant’s online name, incidentally. He declined to reveal his real-world name for fear of banishment from Second Life.

The army has staged a number of protests in Second Life to publicize its position. Three gun-toting members shot customers outside American Apparel and Reebok stores last year; bullet wounds in Second Life are not fatal but merely disrupt a user’s experience.

Then they stepped up the campaign, exploding nukes, which manifested themselves in swirling fireballs that thrust users at the scene into motionless limbo.

Cahill said the group targeted in-world corporate locations to draw real-world attention to its cause.

But the malcontents and pranksters — and there are many, even outside Cahill’s organization — make for a dangerous environment. Land sharks try to drive users off certain properties, and mafias have been known to harass users. Giant male genitals have crashed events, bouncing around and distracting participants. A recent posting in the Second Life Herald called the space “the freaking wild wild west.”

For some users, these events illuminate how much Second Life has changed. Some early users in particular point to corporations as the culprits. They began to build their presence in Second Life as the population grew.

“The utopian age has passed,” said Peter Ludlow, professor of linguistics and philosophy at the University of Michigan and editor of Crypto Anarchy, Cyberstates and Pirate Utopias. Ludlow, whose Second Life persona, or avatar, is named Urizenus Sklar, compares Second Life’s current status to the ending of the Lord of the Rings trilogy, in which the Shire, previously untouched by the outside world, is destroyed.

Ludlow is the author of a venomous Internet post complaining that companies lack creativity in a world that many participants entered for the sole purpose of living creatively. Chain stores such as American Apparel are being dropped into “this fantasy world with unicorns and flying elephants,” he said. “It’s an eyesore.”

Meanwhile, Linden Lab is caught in a bind. To survive, it needs the revenue that comes with more users and corporations buying “land” on the “grid,” as Second Life’s online space is called. But it wants the creativity of its original users to flourish.

Linden Lab sees the importance of companies using Second Life to interact with customers, Director of Marketing Catherine Smith said in a statement. “This will require balancing the concerns of early adopters and other niche demographics.”

That’s not how Manhattanite Catherine Fitzpatrick, a Russian translator, sees it. Fitzpatrick, who in the game is a man named Prokofy Neva, worries that corporations will force small businesses in Second Life to close.

Fitzpatrick, 50, joined Second Life to explore her creative side and meet like-minded people and eventually got involved in selling real estate. She built a nice home for herself with an ocean view, which she said was ruined when someone moved in next door and built a giant refrigerator that blocked her light.

The disruptions avatars are experiencing are like those faced by residents of the Soviet Union as it industrialized quickly, Fitzpatrick said.

“One day, the elves were banging on their drums and making elf tunics,” she said. “And the next thing you know, Nissan comes in and starts giving away free cars.”

It’s not just the corporations that are drawing the ire of original players. Some long-term residents say the functioning of Second Life has been eroded by the increase in users. Those who choose not to pay the $9.95 fee for upgraded membership come in for special criticism, accused of clogging the system without contributing anything.

But letting in new users might be key to Second Life’s survival. Every GM, American Apparel and IBM that sets up shop in Second Life contributes much-needed real dollars to a company that Chief Financial Officer John Zdanowski said only recently became profitable.

“It’s impossible for Second Life to continue to exist without rapidly growing the user base and involving real-world companies in their economy,” said Sibley Verbeck, chief executive of Washington-based Electric Sheep Co., which helps corporations set up shop in Second Life. Verbeck, whose avatar is named Sibley Hathor, said corporate capital enhanced the user experience by providing Linden Lab with the means to improve the virtual world.

To be sure, many Second Life players are happy to adapt to the changes and see where they take the virtual world. Longtime Second Life user Ilya Vedrashko, for instance, is skeptical when he hears friends talk about the good old days. He thinks the changes are just part of a natural progression as Second Life grows out of being a small, close-knit community and into a metropolis.



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