These are all entries bearing the tag second life.

  • Persistent Worlds, User-Created Content and the Failure of Second Life
    Posted on December 18 2007 — game design, persistent worlds, mmorpg, second life — 4 comments

    I'm a great fan of persistent world games. Some would call them "MMORPGs" or "MMOs", but I'd like to avoid some of the unnecessary connotations of that term (what exactly makes a game "massively multiplayer"?) and call them persistent world games (PWGs; I have a sneaking suspicion that Raph Koster may have been advocating this very same term independently), sticking to the element that unites them: They take place in a dynamic world that stays even when no players are playing.

    Today, we're going to talk about something that both excites and dismays me: User-created content. What does it mean, how do you do it, and why do I think it's partly a failure?