for the residents
and
Transparency
for the company.
Second Life has neither.

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There are two things that any virtual world must have ... |
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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06-24-2006 04:54
Accountability
for the residents and Transparency for the company. Second Life has neither. ![]() _____________________
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Lewis Nerd
Nerd by name and nature!
Join date: 9 Oct 2005
Posts: 3,431
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06-24-2006 05:00
You forgot the most important thing of all.
Lewis _____________________
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Usagi Musashi
UM ™®
Join date: 24 Oct 2004
Posts: 6,083
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06-24-2006 05:01
Accountability for the residents and Transparency for the company. Second Life has neither. ![]() This is a statement that comes from a user thats knows and understands games like sl.........But with all this madness is there a end?! ![]() |
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Jonas Pierterson
Dark Harlequin
Join date: 27 Dec 2005
Posts: 3,660
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06-24-2006 05:02
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Ulrika Windang
Registered User
Join date: 10 Jun 2006
Posts: 7
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06-24-2006 05:22
Why do you say that virtual worlds must o have these properties?
Does Second Life's supposed lack of these properties mean it is not a virtual world? Do other virtual worlds have these properties? Does Cybertown? Does Active Worlds? Does There? etc. _____________________
Neuroticburg
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Gabe Lippmann
"Phone's ringing, Dude."
Join date: 14 Jun 2004
Posts: 4,219
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06-24-2006 05:24
Why do you say that virtual worlds must o have these properties? Was wondering this myself. Plus, transparencies are useless without this ![]() _____________________
go to Nocturnal Threads
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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06-24-2006 05:54
Why do you say that virtual worlds must o have these properties? Does Second Life's supposed lack of these properties mean it is not a virtual world? Do other virtual worlds have these properties? Does Cybertown? Does Active Worlds? Does There? etc. When I left one of the places you mention they were spreading threats of lawsuits around various ISPs, threatening ex-citizens, had an out of control security force and the place was pretty much a hell on earth. Add to that the necessity of pointless, repetitive jobs and you had something that could take the place of the cornfield in sl and would be a much more effective deterrent. I should, perhaps, have said, *successful* virtual worlds. I have belonged to all of them and I don't think any of the ones you mention could be regarded as a total success. _____________________
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Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
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06-24-2006 06:08
I should, perhaps, have said, *successful* virtual worlds. I have belonged to all of them and I don't think any of the ones you mention could be regarded as a total success. Which one has been successful by your metrics? _____________________
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Selador Cellardoor
Registered User
Join date: 16 Nov 2003
Posts: 3,082
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06-24-2006 07:16
I am still waiting, Moopf.
To me, a successful virtual world would be one in which the management did not take major unilateral decisions and then ignore the response among the residents, and one in which the residents were accountable, and knew that misbehaviour would have severe consequences. I have been in virtual worlds where one of these applied, but I have yet to see both of them. _____________________
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Allana Dion
Registered User
Join date: 12 Jul 2005
Posts: 1,230
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06-24-2006 07:37
I am still waiting, Moopf. To me, a successful virtual world would be one in which the management did not take major unilateral decisions and then ignore the response among the residents, and one in which the residents were accountable, and knew that misbehaviour would have severe consequences. I have been in virtual worlds where one of these applied, but I have yet to see both of them. I agree. No community/society, and on many levels thats what a virtual world is, can survive and thrive for long without these two things. _____________________
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Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
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06-24-2006 08:21
I should, perhaps, have said, *successful* virtual worlds. I have belonged to all of them and I don't think any of the ones you mention could be regarded as a total success. I was a part of There, Active Worlds and TSO. You have a great point in your OP, Selador, but the major difference between those examples and Second Life is the Linden's quest for a "user-created world" without giving us the tools for user-created enforcement. Defining our own culture (which I think has been LL's goal for 3 years now) requires that we also have the ability to police our communities (read: sims, parcels) beyond just pushing people 96m away and filing an AR. In There and TSO, the companies held the reins on complete control over policing behavior (although There gave you methods to make yourself immune from certain types of grieving -- something we're still waiting on in SL). There was never any pretense that it would be otherwise. The company ruled, the subscribers obeyed. In SL the rules have been changed, which could be a good thing but only if the tools are also enhanced to compensate. What we see is that, without those tools, users have no accountability AND Lindens have no transparency -- they're still ultimately responsible for policing ARs and suspending/banning abusers. They still will be, even if we have the most wonderful anti-griefer toolset ever imagined. At some point you have to eject the bad apples from the barrel or the whole barrel goes sour and SL becomes a victim of the fortress mentality that has already reared its head. _____________________
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