User-generated content and Virtual worlds

I think Vincenzo Scuccimarra has nailed it: as long as you seek amusement, entertainment and thought-provoking experiences, you need to be somehow detached from yourself and taken somewhere else, where your imagination alone would have not been able to take you. And this is why free-form virtual worlds like Second Life look boring. To keep it short, to be seriously entertained you need a specialist: a novelist, a music writer or a movie maker, or even a creative mind from an immature expressive form like videogames are.

In this regard, Second Life provides a poor entertaining experience when compared to other Multiplayer Online Role Playing Games such as World of Warcraft. But if we think of Second Life in terms of a virtual world which is open for user-generated content, where anybody is able to program the behavior of objects, buildings and islands (well, not exactly anybody: it takes a lot of effort), then – together with its weakness – we can also appreciate one of its main attractives and the apparent reason for its success.

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