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OpenSim Takes a New Direction – April Fool’s Day in Perspective

I was stunned to read more of the reactions to the The Great 2009 OpenSim April Fool’s Prank. There have been people threatening legal action on the OpenSim Users mailing list. The most thought out reaction that I’ve found so far is OpenSim, You’re Losin’ Me, Punking is for Punks. I must say, I take a very different perspective.

I’ve already made my comments about being thankful for developers that give us something for free, even if they include a April Fool’s day pranks in the version of the software intended for developers. Yet the reaction seems to be so over the top, I thought I would try to put it into some context.

Back in 2007, I wrote 1994 all over again where I compared OpenSim with the dispersion of text based virtual worlds called MOOs back in the 1990s. People interested in understand online communities often read articles about LambdaMOO, the grand daddy of the MOOs, and, at least in my mind, the precursor to the three dimensional virtual worlds we now visit. Usually, they end up reading some variant of Julian Dibbell’s article A Rape in Cyberspace.

They move on to learn about how LambdaMOO dealt with community and governance issues. If they are diligent, they read LambdaMOO Takes a New Direction and the follow up LambdaMOO Takes Another Direction. One of my biggest criticisms of the folks at Linden Lab and also perhaps of many others going out and setting up their own OpenSim based virtual worlds is that they haven’t read what happened in the early text based days of virtual worlds and seem destined to repeat many of the mistakes.

Indeed, the uproar about The Great 2009 OpenSim April Fool’s Prank reminds me of so many discussions in LambdaMOO ages ago.

There is another aspect of history that people need to be aware of, and that is the history of April Fool’s pranks online. Perhaps Amy Bruckman said it best in the syllabus to a class she taught, The Design of Virtual Communities, back in 1998.

On the Internet, the most important holiday of the year is April Fools Day! Poke around the net today and gather your best April Fools' pranks. Bring them to our next class. On LambdaMOO, please note *ballot:AprilFools!

*ballot:AprilFools! starts off:

RATIONALE:
We used to have a lot of fun on April Fools Day, but now the wizards are afraid of being disputed, and wizardly pranks are minimal.

THEREFORE:
On April 1st each year, the LambdaMOO Wizards may freely make any temporary changes they like to the database and server for the amusement of the populace. These changes must be reversible, and will be undone on April 2nd. The changes also must not compromise the privacy of any individual in any way.

While @ballot:AprilFools! does not apply to OpenSim Developers, perhaps it should. I, for one, hope that every April 1st, there will be some developers prank, meeting the criteria described in the ballot.

So, with that, let’s go back to the earliest prank in a virtual world that I know of. In The Incredible Tale of LambdaMOO, Pavel Curtis, the archwizard of LambdaMOO wrote:

On the morning of April 1, 1992, when I first got to work, I checked out the transcript of my perpetual connection to LambdaMOO. Amid the usual paged questions and the like, there was a cryptic little message about how a major fire had just swept through the house. Curious, I began wandering around the core of LambdaHouse; it was marvelous. Clearly, some of my staff of wizards had been very busy preparing for this wonderful April Fool's Day hack.

At some point in my wanderings, a worried player paged me to say that it really, truly wasn't his fault, but he seemed suddenly to be a wizard! I didn't believe it, of course, but I checked it out just the same and discovered to my shock that it was true; when I inspected his player object, it clearly had the "wizard" bit on! He pointed to the latest article in the LambdaMOO newspaper; that article, written by my wizards, described the fire and said that, in order to hasten the repairs, all players had been made into wizards so that they could help out. I was utterly aghast.

There may well have been other great virtual world pranks prior to 1992 and I’m willing to bet my Google Chrome 3D Glasses and my Google TiSP spindle that there are going to be more great pranks in the virtual worlds to come.

I’m also willing to bet that the humor impaired will gripe as much about them as they have about The Great 2009 OpenSim April Fool’s Prank, and the many directions the wizards of LambdaMOO have led their community.

Meanwhile, I’ll sit back, observe, comment, and try to have as much fun myself, as I possibly can.

The Great 2009 OpenSim April Fool’s Prank

I’ve always been a bit ambivalent about April Fool’s pranks. There have been some great ones, but too often, they aren’t that funny, or end up making someone look like a fool. I missed most of them this and if it wasn’t for a flame war that erupted on the OpenSimulator mailing list, I wouldn’t have heard about The Great 2009 OpenSim April Fool’s Prank. But a flame war did emerge because some people apparently did end up looking like fools. Normally, I’d let the flame war pass without comment, but I think there are important things to be learned.

So, let me start off somewhere near the beginning. OpenSim is an open source project to create server software for virtual worlds, similar to Second Life. The idea of open source software is that anyone can get the source and make modifications.

Part of the culture of Open Source is that if you are getting something for free, you should try to contribute back whatever you can to the success of the project. Another part is that if you are really concerned about security or reliability, you can read the underlying program yourself to see if there is anything hidden in there that you don’t want.

For example, an April Fool’s prank.

With that, folks in the Open Source movement take appellations like ‘alpha code’ and ‘beta code’, and ‘svn branch’ much more seriously than most people. Beta code is software that is currently being tested. There may be some bugs in it, but it is probably fairly reliable. It is something worth giving to early adopter users who will test it, not flip out about bugs, and will report bugs back to the developers. ‘alpha code’ is code that is still in development. People who want to test a project in development, and give feedback to the developers about what features would be really nice or thoughts about how they might work might want to use ‘alpha code’.

The ‘svn branch’ is the place where the developers do their work. ‘svn’ is short for ‘Subversion’, a software versioning program. It is where developers store the code as they are working on it. It is sort of like a developers workbook. It is assumed that the only people using the svn branch are other people actively involved in the development process.

Well, apparently, some of the developers thought it would be a fun thing to put some code in the svn branch that would make OpenSim based regions running off of the svn branch act weird on April Fool’s day. If, in fact, it was only developers using the svn branch, this would be a cute, harmless little prank. I would have liked to have seen it. However, since I’m not actively doing development on OpenSim, I don’t have the svn branch.

Well, apparently, some fools have been using the svn branch for more than just participating in development and their grids experienced the prank. As best as I can make out from the flame war, some of them were even showing the svn branch to funders, who when they saw the prank, pulled their funding.

I have mixed feelings about this. Funders ought to have thicker skins. They should know that they are funding something in development and things like this will happen. On the other hand, I would be leery of funding a project where the project team does not appear to understand or appreciate the difference between ‘svn branches’ and ‘beta code’.

Then, to top it off, people then come on to an OpenSim users list calling the developers assholes. I’m sorry. You don’t call someone who is providing something to you for free an asshole, especially if the problem you are experiencing is of your own making.

Perhaps some of these people will leave the OpenSim community. I kind of hope so. Open Source project work better when people are committed to working together within the standards of an open source community.

You may have missed The Great 2009 OpenSim April Fool’s Prank, but hopefully this blog post will get some people to think more about their relationship to open source development, get them to behave within the norms of the community, and perhaps even give a little bit back.

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DMC World



Aldon and DMC, originally uploaded by Aldon.

Could virtual worlds become a new platform of choice for musicians? If Darryl McDaniels (DMC) is successful, it will be. Later this month, he will be launching DMC World, a virtual world running on the Worlds.com platform. He was at Engage! Expo along with Thom Kidrin, President and CEO of Worlds.com, to talk about what their new world might be like. One person who viewed it summarized it saying, “This is Club Penguin for Hip Hop”. That’s a cute summary, but I suspect it could be much more than that if they do it right.

The Worlds.com platform is highly scalable and one goal is to be able to have concerts in DMC world. Fortunate musicians might also get the opportunity to jam with him online. Yet what is perhaps more interesting is that DMC hopes to sell not only his own music there, but the music of emerging artists that catch his interest as well.

There are already good venues for buying music online, from iTunes to Snocap. You can find new artists on sites like MySpace. DMC World could take this to a new level.

Will DMC World have what it takes to succeed? There are various issues that need to be addressed. The client is a relatively small download, compared to the size of other virtual world downloads. Yet it is still a download and not yet browser based. On top of that, currently, it only runs on Windows. A MAC version is expected in about six months. It should have many of the other features that Second Life users have come to expect such as the ability to build, as well potentially the ability to upload and download content. Worlds.com is also part of the virtual worlds interoperability committee, so progress on that front will hopefully make its way into DMC world as well.

Additional features that are in the works include a port to mobile platforms and the ability to chat from DMC world to phones. All of this presents a further challenge to the existing models of music distribution. In essence, each artist has the opportunity to become their own technologically savvy micro-label, facilitated by DMC World. Will it be successful? Time will tell.

#engageexpo Day 2 Recap – Interactive Sense Making

I spent much of the second day at Engage! Expo like I did at the first; taking notes and tweeting during the sessions then heading back to the press and speakers room during the breaks to recharge my batteries and compare notes with friends. In many ways, it was an interactive way of making sense of the conference, which seems somehow appropriate, because the most important theme to me of the second day was interactive sense making.

It started off with a fireside chat with Jack Buser, Director of PlayStation Home. Jack was enthusiastic about his subject, almost to a fault, but when you got past the superlatives and the ‘That’s a great question’ responses and when you got past the lack of enthusiasm for Home by some PlayStation gamers, PlayStation Home is really an interesting idea.

Forget for a moment the comparisons to Second Life and the concerns about being able to create or upload user generated content. The real message of PlayStation Home is that gaming is a social activity. It used to be that it took place as gamers brought their consoles to friends’ living room and spent the evening gaming together. Now, with PlayStation, you can play together over the Internet without all those incontinences of travel. Yet something is lost, all the out of character discussions of which game to play, which strategy to adopt and the spilled cans of Red Bull.

PlayStation Home seeks to bring that back, so that people can gather virtually, talk together about their plans and then launch into the game. Yes, perhaps some people still gather in living rooms. Yes, perhaps some people gather on Skype or IM to work out their strategies, but Mr. Buser maintained that the three dimensional virtual world of Home is better suited for it. He pushed this further to talk not only about planning a campaign, but also to listen to music or watch videos together. He started off by talking about PlayStation Home as a social network, instead of as a game or virtual world. In that context, Home is compelling and provides an interesting opportunity for interactive sense making.

The first session after the chat that I attended was Sally Schmidt, Executive Producer of Circle 1 Network, talking about how to ‘Tap Into the Emotional Triggers Of Tweens’. They had done a study for the top sites for engaging tweens, and came up with Club Penguin and Neopets leading the list.

Looking at what made these, and other sites engaging, they came up with their Five Cs of Engagement:
Creativity, Collection, Caring, Community and Competition. Tweens want to create their look and the environment. They want to collect virtual goods. They want to care for pets in virtual worlds as well as donate to causes or find ways of being more caring for the environment. They want to be part of a community and they want to compete at games, on leader boards and so on. Ms. Schmidt noted that different sites focused on different mixes of these five Cs.

She was followed by Ted Sorom, CEO of Rixty. Rixty presents itself as “an alternative payment system for today's online youth” and Mr. Sorom presented the statistics on why Rixty was needed. There are close to 26 million youth in our country, spending $30 billion a year. $12.8 billion is spent on education, which works out to be about $10 a week per youth. So, where are youth spending their money, and how do you get them to spend it in your virtual world?

Mt. Sorom said that most youth spend money in the form of cash at local stores or malls. Much of this is because there aren’t good options for youth to be able to spend money online. Less that 3.5% of teenagers have credit cards and only about 13% have checking accounts. Even for those that do have accounts, these accounts are typically set up and monitored by parents. Youth want to spend money the way they want without being monitored by parents and spending cash at the mall is much less controlled.

The session ended with Jouni Keranen, President of iLemon talking about International Strategies: VWs Around The World. The key message was know your audience and act appropriately. He noted that the average revenue per user (RPU) in China was about 20% of the typical RPU and that Japan had very high RPUs. He spoke about the importance of having mobile as part of your strategy in Japan and being prepared for surprising sub-cultures taking over your community.

These sessions all seemed to focus on knowing your audience, but did not talk a lot about interactive sense making.

I had to leave early for a client meeting, so I only made it to one more session.

It started off with Jesse Cleverly of Connective Media talking about Narration And Engagement In Virtual Worlds: The Future Of Narrative. It was a fascinating talk. He spoke about the importance of narrative, especially as we move into a post-television era. He said the speech he was giving was very similar to one he had delivered eight years ago at MIT and that things really haven’t changed all that much. He touched on his days at the BBC working on storytelling after television.

He talked about the importance of the story and maintained that if you get caught up in the technology, or the RPUs, you are not going to be engaging. He talked about good story tellers not changing the outcomes of their stories based on what people in the audience asked for, and those same story tellers not asking the audience to make up the rest of the story.

He talked about how film had started off focusing on the base emotions in Maslow’s hierarchy of needs and only over a hundred years getting to the higher levels and suggested that perhaps it may take a long time for virtual worlds to make the same progression.

He touched on the idea of the universal stories and how stories help us make sense out of the gossip. He talked about the importance of developing the characters and choices that a character makes under pressure. Then he told a story and questioned how that story could be told in new media.

As I listened to him, I thought of Neil Postman and building a bridge to the eighteenth century. If the technology isn’t helping us grapple with the fundamental issues of life, what good is it? He was a great speaker and I appreciated much of what he said, but something didn’t seem right to me.

Mr. Cleverly was followed by Philippe Moitroux, CEO of TAATU. Mr. Moitroux spoke quickly and far from the mic. He was hard to understand, and was in the unenviable position of speaking after Mr. Cleverly. He asked the question, “Can old media be the pain-killer for new media?” It is a good question and one that I want to write more about. I think it applies very well to what is going on with newspapers. Blogs, Twitter and other online tools can provide ways to increase engagement in newspapers. It also started to crystallize my reaction to Mr. Cleverly.

Mr. Moitroux was followed by Daniel Buelhoff, Head of Business Development and Community Management for sMeet. Like Mr. Moitroux, Mr. Buelhoff spoke about people gathering in community to interactively make sense of what they were encountering in the traditional media. This is where things started taking more shape. Mr. Cleverly was talking about interactive narrative and how it was failing in virtual worlds. Yet perhaps it isn’t interactive narrative that matters but the interactive sense making, which includes reacting to narrative, that matters in virtual worlds.

I asked him what he thought about this idea and he responded that virtual worlds currently have no stories in them to make sense out of. He compared them to fancy movie theatres with no movies in them. Instead, he believes virtual worlds should have stories that can be explored, perhaps like Brave New MOO so many years ago.

A key concern for him was to have the story teller control the story. Yet when I tried to look at this from a larger perspective, it raised the underlying question. Do we believe that we control our own stories, or are we simply the victims of fate? As I thought more about it, I thought of the anthropologists trying to capture stories in the wild. Their presence and efforts to gather the stories, change the stories. Perhaps this fits to stories told in virtual worlds. Perhaps, by telling the stories, we change them. Perhaps this is part of what motivates political activism, the hope that one can change the stories.

There is much more to explore about this, but for now, I want to end with a final thought. Perhaps virtual worlds should be nothing more than great theatres with no stories. Sure, they can provide a stage, costumes, props and the like, but the people themselves come and act out the stories, just as we act out the stories in our daily lives.

Perhaps, Mr. Cleverly’s desire for the storyteller to maintain control over his own story is little different than the desire that we all feel in trying to control the stories of our lives.

How do we interactively make sense out of all of this? I’m not sure. Writing this blog post is part of the process, as will be responding to any comments or emails I receive. The discussions on Twitter and in the press room are all part of this same interactive sense making and by focusing on interactive sense making, that might even change the stories, perhaps we can come up with a better response to the engaged existentialist.

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My Interview with a Gremlin


At Engage! Expo, I had my first opportunity to Interview a Gremlin. It all happened fairly quickly and all I had was an old camera take a tape of a laptop screen, so I apologize for the low quality video. However, it does give a sense of what is coming with some fascinating interfaces.

Perhaps the most interesting vendor to me at Engage Expo was Animazoo. They have a motion capture suit that you can wear which can capture a person’s motions and use it to control an avatar. Their current version is a high end, expensive device, but they are working on a consumer version which should become available around Feb 2011 for around $400. Developer’s models, which will be more expensive should start becoming available in Dec 2009.

I spent a bit of time talking with the folks involved. First, I spoke with the folks at the booth. Then, they had their connection to their lab back in England up and running, so I spent a bit of time talking with Matt the Gremlin in the UK. As we talked I thought, this would make a great interview. If we were doing it scripted and planned ahead, I could have set up something like Fraps to capture the screen. Instead, it was completely ad hoc and off the cuff. I asked permission, took out my beat up old video camera and did a quick video.

It isn’t high quality, but it illustrates, quite nicely I believe, what can be done with this motion capture suit and a little bit of software. If we could do this, using a $400 device, existing software, and no planning, just imagine what you could do with an art department creating some fascinating avatars and carefully scripting and storyboarding the action. Let’s push it a little further. Think about what you could do with a dozen people in these sort of motion capture suits; a football game between the orcs and elves; a fascinating dance party for seven year old girls, all of this coming to the consumer market. The possibilities are endless. What are your thoughts?

So, the quality of my first interview with a gremlin may not be all that high quality, but it certainly was memorable, and I’ll treasure this experience of my first interview with a gremlin.

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