DarkLife is reborn! The amazingly fun experience Mark and I first created in Second Life is coming back. You can read all about it on the Second Life forums. We can’t wait to see it all happen and we’re looking forward to launch day in arond 6 weeks (maybe less). We have a huge area devoted just to DarkLife, imagine what we can do with it?
All posts by TinyPirate
DarkLife is reborn! All Systems Go!
Posted by TinyPirate on October 24, 2004
https://tinypirate.com/2004/10/24/darklife-is-reborn-all-systems-go/
Toying around in Second Life
I had a good bit of time in Second Life just now, waiting for my collaborators to appear online. While I was hanging around I went off and did some exploring. Finding some plane shops I picked up a couple of units. This beauty works both underwater and in the air and has extending wings when in flight and so-on. Clever work and fun too! Thanks Cubey Terra for a great plane!
Posted by TinyPirate on October 24, 2004
https://tinypirate.com/2004/10/24/toying-around-in-second-life/
Dad’s new car.
My dad has gone and bought himself a new (second hand) car. It’s a Smart car by Mercedes and they are not yet released in New Zealand. It does about 100k (60 miles) on 4lt. (1 gallon) of petrol and has all sorts of other wizzyness about it. Dad tells us he bought it to make a statement!
Dad’s new car!
Posted by TinyPirate on October 23, 2004
https://tinypirate.com/2004/10/23/dads-new-car/
Some news from Second Life
It is looking quite likely that we’ll see some action on the DarkLife front. This is exciting for Mark and I as the project is a lot of fun and people respond very well to it. I’ll post more news when I can.
Posted by TinyPirate on October 23, 2004
https://tinypirate.com/2004/10/23/some-news-from-second-life/
What is a game? The fate of the world is in your hands!
What is a game? Why do people play them? Where does the obsession for them come from that we see in so many people? First, lets think about what a game is. A mathematical definition is that games are:
A model of a competitive situation that identifies interested parties and stipulates rules governing all aspects of the competition, used in game theory to determine the optimal course of action for an interested party.
The mathematical definition is my favorite because it reaches close to what I believe the essence of what a game is. However, I believe this particular definition misses something, or at least doesn’t highlight it enough. A game involves a series of choices within a rule set and these and subsequent choices can often be predicted. It is the interplay between the rules and a series of choices that ultimately makes a game involving to players, an interesting mental diversion. This is because the visible boundaries to our actions (created by the rules) and the generally finite, often predictable choices combine to produce a comforting and secure realm of possibility where we have almost complete control, unlike the real world.
An ancient game like chess is perhaps the best example of how rules and choices combine. The rules are simple and clear and the choices on each turn are finite. That the range of choices a player has ranges from zero to dozens on each particular turn (depending on board state) is one of the fascinating aspects of the game. However, above all other principles it is the finite and controllable nature of this world that underlies its appeal. For example chess puzzles in newspapers are popular because, bound by the rules, there is a ‘solution’ to a problem that simply requires analysis. That chess and similar games are ancient only highlights for us how natural it is for man to enjoy making choices in a controllable and controlled environment where success and failure are rewarded based on our clear thinking.
Of course, the real world is not so easy to contain or predict and you may be as likely to lose as win, regardless of your strategy. Perhaps this is why, as the world seemingly grows more chaotic, there is increasing interest in games of all kinds. War, famine, economic upheaval are instantly reported and the plights of millions who had no choice to participate in world events are piped directly into our homes. Games give us back control and we can find worlds at our fingertips. While we are bound by the rules we are expected to eventually succeed and our success empowers us with feelings of a job well done. We can have complete control, we can predict the outcomes and we can plan in advance to achieve them. This explains why we are often more relieved than surprised when we do succeed at a game.
If we accept that games give us control and this is compelling then why is it that massively multiplayer gamers seem the most dedicated? Online games are more unpredictable than offline ones right? And yet, across all kinds of games, computer, card, casino, board, there would hardly be a more dedicated group and multiplayer online gamers. Everquest players average around forty hours play time a week and this figure is likely to be broadly similar for other games in the genre. While many computer gamers play a lot I can’t imagine many non-MMOG games are played as often as Everquest. Yet, if we think about the appeal of games a reason becomes more apparent. MMOGs are set within a world that can be controlled and predicted and where success is rewarded by public recognition.
While randomness exists it is often the most loathed part of the game and intensive efforts are made to remove it. MMOG gamers are able frighteningly capable of predicting battle outcomes, devising the most efficient strategies and organizing to achieve the highest successes. For many people this is a lot more satisfying than the real world where success seems so far away and hard to reach. The playing field is level in an online game and time and a nominal fee are all that are required to compete. In the real world it may seem impossible to achieve outcomes equal to one’s peers, not so in an online world. In an online world we can experience the success we want and we can make this evident to other living, breathing, human beings. Your CPU doesn’t care if you just completed a 3 month quest arc, other people, however, are impressed, reinforcing the player’s feelings of success and self-worth. Why else do people shout ‘ding!’ when they level a character and enjoy a round ‘gratz’ and ‘well done’? Social affirmation of success, success built through results driven by predictable choices are what make MMOGs incredibly compelling.
Perhaps it would be interesting to study how many hard-core multiplayer online gamers feel they’ve had more real-life successes than online ones? I can only hypothesize that the more hard-core the player the less rewarding real life has been. Conversely, those who play infrequently or quickly get bored of MOGs may find that real-world successes are simply more satisfying and so essentially chose these rewarding experiences rather than ‘imaginary’ ones. How a person defines success would also be fascinating to compare to their online behavior.
What does this mean for our future? Perhaps as the complexity of online worlds increase many people will increasingly shun the real world. After all, it is entirely possible to make a living through playing online games and most bills and needs can be satisfied with a bank account, a credit card and an internet account. Why struggle in the real world when the online world can lead to more predictable success?
If this trend continues will we see the real world change as our societies respond to the changing expectations of the citizens? Will complex systems such as government and law be broken down to less complex systems to encourage participation? Perhaps a reluctance to involve oneself with anything overly complex or unpredictable will slowly erode mankind’s ability to innovate? Perhaps I should stop eating cheese before bedtime. Have a think and let me know!
Posted by TinyPirate on October 21, 2004
https://tinypirate.com/2004/10/21/what-is-a-game-the-fate-of-the-world-is-in-your-hands/
Second Life blog: aLife and sLife
Phillip Linden, one of the Second Life founders, has a nice blog entry on “aLife and sLife”. Emergent systems are already being seen in Second Life and they are a fascinating part of the code being written by users. To date most of these systems have been fairly one-dimensional (objects that wander around and act like vacuum cleaners, or objects with simple talk scripts), however the potential for objects that interact with other objects and with users is nearly unlimited. I hope some coders are inspired and we see some fun experiments!
Posted by TinyPirate on October 20, 2004
https://tinypirate.com/2004/10/20/second-life-blog-alife-and-slife/
Second Life, no! DarkLife, yes!
Second Life is a unique world created by Linden Labs. It’s a world with content and purpose entirely defined by the players. Last year a friend, Bram, and I worked on a project to make and build a working roleplaying game inside this world. Titled DarkLife it was one of the few really strong interactive projects and we had a lot of interest and support.
In the end we both got too busy to support it and we let things slide before we completed the project. However, we’ve both got a bit of time again (more importantly, Bram does, as he’s the coder!) and we’re getting back into Second Life to get Dark Life going again. It will be an interesting experiment!
Posted by TinyPirate on October 20, 2004
https://tinypirate.com/2004/10/20/second-life-no-darklife-yes/
Adrian is great!
Adrian, an old arty chum of mine, has graciously let me use some of his
web space to host the odd image and whatnot for this blog. This should
help me make it a bit more interesting! Thanks Adrian! If you’ve never
seen Adrian’s art you should go here and have a look, he’s a talented artist, website designer and general all-round creative god. Hire him!
Posted by TinyPirate on October 20, 2004
https://tinypirate.com/2004/10/20/adrian-is-great/
About Netconcepts and my new job.
NetConcepts is my new employer. NetConcepts is an interesting company that specialises in helping companies get visible on the web via search engines and whatnot. There’s also some great email marketing guff and other technological wizzardy. Worth a look!
Posted by TinyPirate on October 19, 2004
https://tinypirate.com/2004/10/19/about-netconcepts-and-my-new-job/
Dominions 3 coming!
My new current favorite game, Dominions 2, is expecting a sequel. Kind of predictable really but still enjoyable. You can read the Press Release for some more info on Dominions 3.
If you haven’t tried the game yet you really should if you enjoy good strategy gaming. The best part is you can easily play it multiplayer either by email or by connecting to a server and playing your turn when you have some time. Very cool!
Posted by TinyPirate on October 19, 2004
https://tinypirate.com/2004/10/19/dominions-3-coming/


