Return to Inworldz

IW Website: Somewhat “plain Jane”

There has been much said about InWorldz of late – and the camps seem to be sharply divided as to how “good” it is, so I decided it was high time I popped back (after an absence of some eight months) to take a look at things myself.

When I first reviewed InWorldz, my impressions were generally favourable – the place was just beginning to find its feet, and while it had some rough edges, the potential was there. So, what has happened since that time?

Well, rather a lot, and most of it for the good. User numbers have been growing steadily (Total user count approaching 40K, almost 900 regions online), and a growing number of SL merchants offer their wares in IW as well – of which, more anon – and an active social scene. Those running the grid have now formed a Limited Liability Company in the US – somewhat similar to a Company Limited by Guarantee in the UK – and as such, have revealed their personal details (the LLC itself has a correspondence address in Brooklyn, NY) and address is also given for DCMA issues as well. If nothing else, this should stop those who have in the past, taken pot shots at InWorldz – and OpenSim grids in general – for their “lack of accountability”.

Beyond this, the web site itself remains little changed from the last time I looked, although the range of available Viewers has increased: IW now “officially” recognises Imprudence, and also now has an SSE2-optimised version of their own viewer. Actually, the website is something that needs work; as it stands, it’s pretty unenticing, and doesn’t do IW itself justice in inviting people to come in and have a look around.

For the purposes of this review, I downloaded the latest SSE2-capable version of the IW Viewer and initially used that. For the record, the system configuration I used for this review comprises: Intel Q6600 quad-core processor, 2.4Ghz / 3Gb RAM; Window 7 with SP-1 installed; Ge9800GT GPU with 1 GB RAM supporting OpenGL 3.3 & the most recent nVidia drivers; InWorldz Viewer 1.2.7 (May 15th) or Imprudence 1.3.2; Phoenix .1102 (where specified).

Logging-in

The Coffee Station

Logging-in brought me to the familiar InWorldz Coffee Station, which is the default log-in for those new to IW or who haven’t set a home position, etc. Last year, this was subject to “heavy” (for IW at the time!) traffic, and had both masses of lag and people falling over themselves to provide assistance.

This time, the sim rezzed smoothly and at a speed comparable to SL and lag was non-existent; however, even with only five people present on the sim, I exhibited a familiar movement problem: rather than animating while walking, my avatar would simply “glide”, pose unchanged – something I frequently encountered back last year, when I was using a lower specification graphics card. This was to mark my movement wherever I went.

The first thing I did on getting logged-in was update my appearance to match my SL looks as closely as possible. As I was, until recently, using my own custom skin and am still using my own shape, this was relatively simple – just upload the skin textures (free of charge in IW), apply them via the appearance Editor & then tweak my shape and change hair colour. The results were pleasing, although I need a decent eyebrow shaper in IW to tweak the look a little more.

Yay me! (Left: IW circa Aug 2010; Centre: IW today; Right: SL today)

Search was very much lacking in IW the last time I was there – not so any more. It’s now available, if buggy, and those who remember the “old” (pre-google-ising) SL Search will feel right at home (right down to the keyword gaming that was such an issue in SL!).  Indeed, so much of the InWorldz Viewer harkens back to what was in SL several years ago, that using it is something of a pleasant trip down memory lane. That said, I’d avoid the Web Search option in Imprudence.

Phox-y Scripting

Like OSG before it, IW has forked somewhat from the “full” OS Grid standard; I understand the inventory system is being overhauled and they’ve recently introduced their own scripting language – Phox. Now, this gave me cause for concern as last year, I spent a fair amount of time working on various builds as I tried out IW, and most of these ended up scripted using LSL – so I was concerned that I’d have to go re-learn everything in order to re-do everything. However, a quick hop to a sandbox showed my fears were – so far at least! – unjustified. My rezzers worked and all the doors, lighting and other elements worked just fine. The only minor irritant I found was the repeated appearance of a line of object chat “play sound script: 45.000000”, which I couldn’t trace down.

I’ve yet to try out Phox in anger, so cannot give an honest comparison – expect that at some point in the future, perhaps.

Appearances, Shopping and Content

The general “look” of IW has come a long way as well; Windlight is enabled, allowing for eater reflections, etc., to be seen, sculpties are now very prevalent, sim extenders are commonly in use (although rather surprisingly, none of the ones I noted were set to phantom, as with SL, but they didn’t appear to create any issues with sim performance. Could this be due to the lack of any physics engine within IW at present?). Indeed, land in any developed sim in IW and allow it ro rez, and you’d be hard-pressed to tell it apart from anything similar in SL.

“Is this the real IW, or is this just SL?” (It’s IW, honest!)

The choice of shopping in IW has – due to the aforementioned influx of SL creators – dramatically increased in terms of quality and quantity. Prices in IW appear somewhat equitable to those found in SL; I visited a number of clothing stores and found prices ranging from Iz250 through to Iz600; however, given you get around twice the number of I’z that you do L$, then IW is considerably lower-cost than SL. In may respects, this is to be expected: land prices within IW remain markedly lower than SL.

Money brings me to my first gripe: currently, IW uses PayPal as the “official” mechanism for buying currency. This hurts on two counts: the additional transaction fees thrown in by PayPal themselves, plus the fact that I only have one credit card, and that is assigned to a PayPal account I *cannot* use for making personal purchases. While there is an alternative means of obtaining currency – via in-world ATMs linked to their counterparts in SL, so you can transfer L$ and Iz in either direction, it would be beneficial if a further mechanism could be provided by which those unable to use PayPal and who may not be involved in SL could obtain currency.

Content-wise, IW has the familiar PG, Mature and Adult ratings assigned to it – but in a much more logical and  user-friendly way (Rodvik, please take note!). Mainland is restricted to PG content only, with private sims available for rating as PG, Mature or Adult, according to the owner’s preference. While this does mean those wanting to run Adult-related activities are restricted to purchasing private island sims, this is not as hard as it may appear, again due to the cost of land.

Land Costs

Sims come in a variety of formats; Mainland sims are limited to 30,000 prims (twice that of SL sims), with pricing set at $60 USD a month tier, and an initial set-up fee of $60 USD. Private island sims come with prim options from 35,000-45,000, with tier set at $75 USD a month and an initial $75 USD set-up fee.

It should be noted that these prices are somewhat “introductory”, and will increase (tier at least), when IW officially goes “live”. However, those taking sims now will have their tier grandfathered at these rates for 12 months following IW going “live”.

There are other much-touted advantages to IW and grids like it beyond the prim count that sims are given: prims can be edited to a size of (on average) 128x128x128, and can be shrunk down to the size of nanoprims without the need for editing tricks as well as supporting a hollowed-out rate of 99%. While there are undoubtedly good, there are still limitations on linking prim sets (though not as restrictive as SL), and assuming LL take linksets into account when mesh is rolled out, it is probable that in terms of resizing prims, SL will be able to match IW and elsewhere for the majority of building tasks.

Show Me the Seccs!

SL has – unfairly in many respects – a “seedy” reputation. While “adult” activities do go on (just like in real life), they are hardly “in your face” as many a tabloid journo would have us believe. Truth is, if you want to find them, you have to make something of an effort and go find them.

Truth further be told, I actually see nothing wrong with much that does pertain to “adult” activities in SL; a lot of them can be downright fun. This being the case, it’s good to see the IW founders being as open-minded towards things “adult” as Linden Lab once was. As mentioned above, there is a sensible rating system (although admittedly no age verification process at this time). Given IW is a place for the over-18s, it should allow for the widest mix of activities.

However, I was genuinely surprised to find RLV in operation on the grid; I was totally oblivious to the fact it had been ported, only that there were rumours of people attempting to port it to “other grids”. It’s only available through those Viewers with RLV/a  implemented (such as Imprudence). Suitably themed sims are already popping up, and I noted a couple of (in)famous fetish/BDSM Groups from SL are apparently active over on IW as well.

As an RLV user, I’m pleased to see it in use elsewhere, although I’m curious as to how it will be maintained over time; presumably someone is keeping an eye on Marine’s Kelley’s development of the code – and has had the courtesy of letting her know they’re porting it elsewhere (or if it is RLV/a, letting Kitty know, if she’s not responsible herself).

Stability, Physics and Other Matters

There has been much written on IW stability and general usability, with many reporting they have issues – particularly in the areas of rezzing and crashing.

Gurl-6 is one of the well-known SL brand names with a major IW presence

While these things are highly subjective, I can only report that I leapt around over a dozen sims in my visit; I rezzed and de-rezzed items, I slid through stores, Tp’d hither and thither – and encountered few rezzing issues. Those I *did* encounter all occurred when on Mainland and when flying across sim boundaries; on several occasions things in the sim I was entering would not rez until after I’d Tp’d somewhere in-sim. This was a little disconcerting, as I’d find myself seeing furniture and plants hanging in the air just before I’d hit a wall that wasn’t there…

Viewers-wise the IW and Imprudence Viewers operated admirably well: Imprudence shoving out an average frame-rate of 30fps on sims with others around, and up to 40 on sims where I was alone. The IW Viewer banged things out for me at just *very* slightly lower rates: around 36fps when on my own, and around 25fps on sims with others. Phoenix did not fair quite as well; the frame rates were appreciably lower (22pfs when on my own, 16fps when on a sim with 1-4 others). I also routinely found I needed to force a rebake after Tps in Phoenix in order to properly rez to myself. Logging-out from Phoenix was less than elegant, as it tended to think I was connected to SL, and have been forced to log out, generating the message about viewing chat  / IMs or quitting.

One slight issue I did have when working with the various Viewers is that my inventory views didn’t always sync. I first noticed this when creating an Alpha Layer (of which, more below). I used Imprudence to create the layer, but when I re-logged to the IW Viewer, the Alpha didn’t initially show-up – I had to relog. The same issue occurred when creating a Tattoo layer in Phoenix – when I first logged back to the IW Viewer, the tattoo icon was a no-show in my inventory.

And yes, IW does support both Alpha and Tattoo layers. What it doesn’t currently support, however, is multi-attach or multi-layer clothing wear or the new SL Avatar Physics. Doubtless these will come in time, but this is still a Beta grid, so no complaints on these being absent, please!

It is true that IW lacks a physics engine (ODE doesn’t appear to be implemented, and while nVidia PhysX has been promised, it has yet to be delivered), and this is currently limiting – no cars or other modes of transport, including elevators. While not an absolute killer, there are many who do like their vehicles and things, and until physics arrives at IW, it will put people off. That said, I did encounter some odd physics-like behaviour around the grid that was similar to SL pushing. A few times when flying between locations, I’d land at a store and immediately get pushed back to the parcel boundary; if I walked across the boundary, I’d be OK, but flying would see me pushed gently back to the boundary upon landing (this was not any form of rubber-banding).

The Search bugs are a nuisance: items listed in the left-side “results list” don’t always yield information in the right-side “details” pane; annoying when trying to find something like land or go shopping, when all you get is “Land Type: (unknown)” and a blank field for the location.

But these were for me, all niggles. I don’t drive, I rarely fly with anything needing wings in-world, and while I’d like to get my elevator scripts working, that all can wait. Other upsets in IW I can deal with; over the course of a day-and-a-half I found them to be no better or worse than the tribulations I routinely face in SL.

General Impressions

IW is maturing steadily. When I was last there, crashes were frequent to the point of being able to tell the time by them every 1/4-hour or so. Today, nary a crash for me. Teleports all worked fine (although around 1/4 of the LMs I’d collected last year were now invalid, suggesting that either people have moved around, or there has been something of a mild attrition rate within IW.

There is still clearly a lot of work to be put in on it before it is ready for prime time, to be sure – but the creators and their team are aware of this. The population also may be on the low side (in terms of concurrency at any given time) – but a) it is one the rise; and b) those involved in IW are some of the friendliest people on Twitter, where there is always plenty of chatter about events and the like going on in-world at IW.

It is hard to say how well IW will do compared to other grid-based VWs. Certainly, at this point it does not represent real competition to SL; rather, Avination and other OS Grids are more properly its competitors. As such, perhaps the biggest problem it faces (as does Avination and others) is how to reach out to enough users to achieve some form of critical mass; SL itself is a relatively small pond for them all to fish from, and not an easy one to gain a decent catch from at that.

Right now, the bias of use type in IW seems tipped towards content creators rather than consumers. While land costs are very favourable, there is a need to balance this out; low tier won’t matter a hoot if the traffic flow of customers doesn’t offset the cost in being in IW.

And to be sure, persuading people away from SL is no sinecure. When all is said and done, SL is established, both in terms of the platform and it warts and, more importantly, the amount of investment users have made in it over the years – not just content creators, but those consumers who have thousands of items representing hundreds of dollars of expenditure sitting in their inventory. Anyone trying to encourage these people to split their time between two ostensibly similar worlds is going to have their work cut out, plain and simple.

This is not to say IW and grids like it cannot survive. Many are attracted to them because they represent something that has been lost from SL: the frontier spirit, so to speak, and the feeling of community and being in something together. And while enticing people away from SL may not be easy, it is not inconceivable that Linden Lab themselves might spark – unintentionally or otherwise – a mass exodus from SL that could massively help the likes of IW. Let’s be honest; when it comes to user engagement the Lab does show a remarkable ability to aim a loaded handgun and aim it at their own pedal extremities before divesting themselves of a toe or two on squeezing the trigger.

Right now, IW is, alongside of Avination and (perhaps) OSG, the place to watch when it comes to OpenSim-based grids. They seem to have the leap on others, and are exhibiting a stability to make them very viable propositions. Certainly, the care being exhibited in the development speaks volumes; it would have been easy to rush to market with a “final” product (as others have tried). Taking a step-by-step approach and not being harried by dates on a calendar (which LL seemed to be half the time), the creators of InWorldz are demonstrating they are building something then intend to see last.

I know that now I’ve been back for the first time in eight months or so, what I’ve seen has whetted my appetite once more, so hopefully, I’ll be popping back there more regularly in future.

Some Recommendations

Before entering InWorldz (or returning to have a look if you’ve not been there in a while), some personal recommendations (not necessarily endorsed by the folks at IW):

  • If you have an older version of the IW viewer, de-install it / remove it from your computer and install the latest version
  • If you are using Imprudence or other Viewer to access IW, don’t overload your Viewer’s bandwidth settings – it can actually be a mistake to set your bandwidth too high; both LL and the likes of Phoenix provide information on why bigger bandwidth settings are not necessarily better; if you experience issues with IW, try dropping your bandwidth down to around the stated 1.5Mbps
  • If you are using Phoenix, consider swapping to either Imprudence or the IW Viewer – Phoenix looks like it might be a little more unpredictable.

Further Reading

Endeavour: Favourite images

I’ve already blogged about the affinity I have for the space shuttle Endeavour and how it came about, and while there are many, many photographs from NASA and others that define the space shuttle era, these are the ones that symbolise, for me, the career of the Endeavour.

Ready to fly: STS-49, Endeavour’s maiden flight (Crew (L-to-r): Mission Specialist (MS) Richard J. Hieb, Pilot Kevin P. Chilton, Commander Daniel C. Brandenstein, MS Thomas D. Akers, MS Pierre J. Thuot, MS Kathryn C. Thornton, and MS Bruce E. Melnick)


STS-61: the First Hubble Servicing Mission, December 1993
The Borealis Australis, STS-59, April 1994
STS-126 night launch, November 2008
On the limb of the world, STS-130, February 2010
Final ascent: STS-134, May 2011

Endeavour – a personal memory

STS-49: Endeavour’s maiden flight

I don’t tend to write about personal stuff, but today is an exception. In my life, my Dad has been responsible for many things – most of them for the good (other than when the need to tell me off came up!). I’ve shared a lot with him over the years, but three things in particular draw us together with a shared passion: Formula 1 racing, flying, and all things related to astronomy and space exploration.

It’s the latter that prompts this blog post, as Dad has always followed the space shuttle missions. He has the official NASA videos (now all on DVD, although I can remember when he had them on VHS!) of all the major missions – the docking missions with the Russian space station Mir, the Hubble Space Telescope launch, the first “satellite rescues”; the triumphs and tragedies.

If I’m honest, I never paid much attention to these things as a child – space was a “boy” thing. That changed in 1992 when Dad dragged us to Florida to see the maiden flight of the space shuttle Endeavour. He’d seen other launches, but this was the first family trip to see one. If I’m honest, I was more interested in spending two weeks in Florida and doing everything else we’d planned (Disney, Universal Studios, driving, shopping…). As it turned out, the shuttle launch was the highlight of the trip.

Through contacts, Dad had got us a pass into the space centre on the day of the launch, and we had instructions to drive down to the Air Force base south of the space centre, where we were met (along with about 100 other cars!) by a security escort and were led up through the launch facilities to a vantage point about 4 miles from the launch pad, which was visible on the horizon, across a wide river.

We were there for hours with little to do. I remember Mum being very tolerant while Dad was like a small boy at Xmas, faced with lots of new toys. He had a 35mm camera with a huge zoom lens, another with a wide-angle lens, he charged Mum with a third and me with the video camera, and was constantly fussing and checking and re-checking them, putting batteries back on the little portable chargers, swapping the chargers in and out of the cigarette lighter socket in the car, and so on.

I remember being bored and cold a lot of the time. It was May, and the weather had been overcast, and the wind really cut across the flat land. When they mentioned a delay, and possible weather issues, I was actually ready to pack up and go back to the house we’d rented.

That changed when the countdown resumed. I really cannot describe the excitement that went through the crowd when it was announced the launch would go ahead. I do remember that distant blur on the horizon becoming the focus of everyone’s attention and the excitement running up and down the shoreline like something palpable. I also remember fighting Dad for use of his binoculars and looking at the shuttle “up close” and thinking how beautiful it looked. I think that was the point Dad’s “shuttle bug” (as Mum called it) bit me.

The launch itself was thrilling; the countdown over the speakers lining the public area reached 10, I was holding the video camera, the REC light bright in the viewfinder pressed to my eye, and seconds later I saw the faint glow of the main engines as they ignited just before the booster rockets ignited  – and the shuttle vanished in a huge, billowing cloud of smoke – then burst from it, climbing so fast I remember hurriedly zooming out and tipping the camera  – losing the shuttle in the process, but getting it in frame quickly, trying to holding the camera steady.

All around, people were whooping and cheering, the shuttle was climbing into a bronze sky and – it was absolutely silent. There wasn’t a sound from it until a crackling boom! rolled across the water, followed by the sound of about a million firecrackers going off. This was the oddest thing of all – you expect the shuttle to make a long, loud roar, but it’s nothing like that – not over a distance of 4 miles, anyway.

As the speakers gave the call, “Endeavour, go at throttle up,” I honestly remember everyone going quiet. This was the point where the Challenger had exploded. Then, with the shuttle just points of light in my viewfinder, I saw the solid rockets detach; two glowing pinpoints of light – and everyone around me started cheering and jumping, people were hugging one another; I panned the camera down as the shuttle vanished behind cloud, following this long, crooked  trail of smoke back to the empty launch pad, and then stopped filming. Dad was hugging Mum wildly, and he grabbed me, and was shouting things like “Magnificent!” and “Wonderful!” – and was wiping tears from his eyes.

Since then, the Endeavour has remained his “favourite” shuttle; he has every DVD NASA has released of her missions. And today marks the start of her final flight, 19 years to the day that she completed that maiden mission in 1992, when she landed in California.

STS-134: Endeavour’s final mission

It would have been wonderful to be in Florida to witness her final launch, but it was not to be. Instead, with her final flight – and with then entire shuttle era, something that has run the greater part of my life amazingly enough, coming to a close,  it’s time to recall some facts about this, the “baby” of the shuttle fleet.

  • Endeavour is the “youngest” shuttle of the surviving fleet, built to replace the lost Challenger
  • Endeavour was the first shuttle to be fitted with systems to enable long duration missions (up to 28 days in space) to be undertaken
  • Endeavour performed the first Hubble Servicing mission
  • Endeavour brought the Space Station “into being” with the delivery of the Unity module in 1998
  • Endeavour lifted the first African-American woman into space (Mae Jemison), the shuttle’s first Japanese astronaut (Mamoru Mohri) and the first married couple to fly on the same space mission (Mark Lee and Jan Davis)
  • Endeavour flew Barbara Morgan, originally the back-up for Teacher-in-Space Susan Christa McAuliffe who was killed in the Challenger disaster, in August 2007 on mission STS-118
  • Undertook the longest-ever space shuttle mission, STS-126, lasting 15 days, 20 hours, 30 minutes and 34 seconds
  • Only shuttle to ever land on the “temporary runway” at Edwards Air Force Base, requiring a unique braking technique to be used
  • Became the only shuttle prepped for a “triple role” launch option: as the launch vehicle for STS-127 mission, and as the rescue vehicle for either the Discovery on STS-119 (rescue mission coded STS-327) or the Atlantis on STS-125 (rescue mission coded STS-400)
  • Was the last shuttle to occupy Launch Pad 39B
  • Endeavour undertook that final night launch for the shuttle fleet on the 8th February 2010 during mission STS-130.

During STS-134, Endeavour will achieve two final “firsts”:

  • She will perform the first-ever “dual rendezvous” with the space station: one will be to dock with the station to undertake the main elements of her mission; the second will be a rendezvous that will terminate prior to docking, to test new navigation sensors that will be used in future space vehicles
  • Her crew will undertake the final spacewalks during a shuttle mission, when they install the Alpha Magnet Spectrometer-2 and the Express Logistics Carrier-3.

There is still one more mission to come, STS-135 with the Atlantis, but for me, personally, this is the mission that holds the greatest resonance as the shuttle era comes to an end.

Godspeed to Endeavour and her crew.

Blue Mars: on the slate

Avatar Reality are causing something of a kerfuffle over their announcement to move into – and essentially exclusively- the world of mobile devices.

It’s an interesting – daring? – move to say the least, given the current size of the mobile device market (16 million worldwide). Even given the projected growth to some 50-60 million units of various descriptions by the end of the year, together with projections for faster, more capable devices such as tablets and slates – Motorola is about to launch the dual-core Xoom, already regarded by some as an “iPad” killer, and rumours circulating as to a dual-core iPad not too far down the road, while even Microsoft are moving more towards the SOC environment as well – it’s hard to see the benefits of going “purely” hand-held, as Jim Sink, the outgoing CEO of Avatar Reality states is the case.

Granted the desktop client is a hefty thing to run – those complaining about SL’s viewer performance on older machines should try to give Blue Mars a go – but it was still usable, and provided the necessary access. Even with the graphics rendered elsewhere than the client, there is still a huge amount of data to be downloaded at times, and with service provisioning and net neutrality now being revised, one has to one as to what compromises will have to be made in the future in order for a fast, efficient and accessible service to be delivered to mobile devices that isn’t going to end up costing an arm or leg – or both.

Given the overall state of flux, this is a decision that may yet come back to bite Avatar Reality, and bite them hard.

So where does this leave Second Life? Certainly, Linden Lab would be foolish to ignore the emerging market, assuming it does grow as rapidly as anticipated, both in numbers and technology. But by the same measure, abandoning the desktop altogether is something that LL should do at their peril.

If LL are going to enter the market effectively and efficiently, they’re going to have to come up with an application that works to the strengths of mobile devices and the wireless medium – and this is potentially a tall order for the company, given its inability to actually identify and understand its core market (i.e. thee and me). In doing so, they are also going to have to resist the temptation to start blindly chasing yet another perceived audience for their wares, something which seems to have been a hallmark of their meanderings over the past few years (first it was Big Business, then it was the New Users, currently it seems to be the Teenage Gamers). Of course, the danger here is what happens if Avatar Reality appear to have a modicum of success? Will LL blindly chase after them, forsaken rhyme and reason?

One would hope not. Rather, given the arrival of a new CEO and the recognition that mobile devices could be an additional string to the Second Life fiddle, one would hope that saner minds will prevail in LL and see dedicated tablet / slate / mobile device access as complementing the current Viewer access through the desktop / laptop / netbook, and not as something to outright replace these.

Such an approach would benefit all – providing LL have the wherewithal to manage it – and open Second Life to widest of all potential technology markets, rather than pushing it into what is – at least for the immediate future – something of a “niche” market – even if it is one that is emerging into something sustainable for the future.

Blizzard’s backpedal: not so Real after all

After creating no small furore with their announcement about real IDs being displayed in their forums, Blizzard have performed a 180-degree volte-face with this announcement, from the CEO:

I’d like to take some time to speak with all of you regarding our desire to make the Blizzard forums a better place for players to discuss our games. We’ve been constantly monitoring the feedback you’ve given us, as well as internally discussing your concerns about the use of real names on our forums. As a result of those discussions, we’ve decided at this time that real names will not be required for posting on official Blizzard forums.

Given the speed with which the announcement has come – barely three days after the original was made – one can only come to one of three conclusions:

  1. People still have power….and when many speak in one voice very loudly, corporate ears cannot help but hear…and act.
  2. Blizzard were potentially testing the water to see how people would respond.
  3. Some ideas only look bright at 3:00am in the marketing dept’s meeting room.

Certainly, WoW have a large enough user-base for the former to potentially have impact; and I’d venture to say they are in a tougher marketplace when it comes to the risk of losing players to a rival than Second Life / LL; so if the voices are loud, persistent and demanding enough, it might shake the tree sufficiently to encourage a climb-down. But after three days? Hardly.

No, the clue is in the final sentence, we’ve decided at this time. This strikes me very much as confirming that Blizzard were dipping their toe in the waters of “privacy is no longer the norm”. As has been pointed out, games companies, as well as technologists in general, seem to be falling in love with the idea that privacy is no longer a “good” thing. Whether Blizzard fall into line with this remains to be seen. However, the announcement does make it clear Blizzard appear to consider game play anonymity as and entirely separate issue to that of forum identity, as the announcement also states:

I want to make sure it’s clear that our plans for the forums are completely separate from our plans for the optional in-game Real ID system now live with World of Warcraft and launching soon with StarCraft II. We believe that the powerful communications functionality enabled by Real ID, such as cross-game and cross-realm chat, make Battle.net a great place for players to stay connected to real-life friends and family while playing Blizzard games. And of course, you’ll still be able to keep your relationships at the anonymous, character level if you so choose when you communicate with other players in game.

Note the distinction there: anonymous interaction is defined in terms of “in game” [sic]….

Even so, while it may only be a respite, rather than a complete abandonment of the idea, Blizzard’s reversal on the matter is no doubt more than welcome among the legion of WoW players – and the rest of us should draw at least a small measure of comfort from it.

Making it Real (ID)

As is being widely reported, Blizzard, the makers of World of Warcraft have announced an upcoming change to their forum posting policy to the effect that forum users will soon only be able to post “using their Real ID — that is, their real-life first and last name — with the option to also display the name of their primary in-game character alongside it.” With the initial change commencing with the StarCraft II forums on the 27th July, and then being rolled-out to most of  the rest of WoW’s forums at some point thereafter.

Blizzard cite the major reason for implementing this change as being an attempt to stamp out flame wars, trolling, etc., – certainly a laudable aim in many respects. However, while the move is being hailed by some users, it appears it is generating considerable ire among others who fear the wider and potentially negative impact of “rl outing”.

I’m not a user of WoW – I’m not a “gamer”, period, and other than OS Grids and an initial foray in Blue Mars, I’ve never ventured very far from Second Life. Certainly, WoW has had absolutely no appeal due to the emphasis (to my untutored eyes) on “war”. But, be that as it may, I don’t need to be a player to understand the concerns that have been voiced by, among others, Before Its News, who provide a neat summary.

What is particularly interesting is that – as BiN states, the Real ID system has, until now been optional – players opt-in (as I understand it from skim-reading a number of articles on the subject) if they want to have their real life name linked to their avatar / character. Under the terms of the announcement, it appears that the linking will shortly be mandatory – if only initially on the majority of WoW forums (Blizzard state a few “classic forums” will not be affected). However, one does wonder where this may end up going, particularly, again as Sean Brooks on BiN points out, Blizzard’s privacy policy reserves the right for the company to, “enhance or merge the personal information collected at a Blizzard site with data from third parties. Blizzard may also provide your personal information to other companies or organizations that offer products or services that may be of interest to you”. Again, while there is currently a opt-out of this dissemination, and there is justifiable concern being expressed that the mandatory use of real life names in the forums could be something of the “thin end of the wedge”.

A wider concern I have with this move (and again, I’m speaking as a non-WoW user), is something Ciaran Laval taps upon – the manner in which our ability to maintain on-line privacy is being eroded by corporations seemingly bent on making Mark Zuckerberg’s belief that “privacy is no longer a social norm” a reality – whether we agree or not. This is a deeply insidious and cynical view for many reasons – not the least of which is that those preaching and/or pushing this mantra tend to exclude themselves from the equation and continue to protect their privacy. In this it is interesting to note that Blizzard are already, it appears, looking to possibly exempt their own forum moderators from having their names displayed on-screen for pretty much the same reasons as those upset by the move has raised as concerns themselves.

Of course, a forum moderator making an unpopular decision might end up a more prominent target for rl “reprisals” than your ordinary Joe Schmo who makes an idiotic or inflammatory remark. However, this doesn’t mean the associated risks in Joe Schmo being “outed” aren’t worthy of equal consideration.

There is absolutely no suggestion that LL are looking in this direction, and it is interesting to note that initial reaction to the news has been fairly mild. Whether it would remain so *were* such a policy to be announced, is a matter of conjecture. If I’m honest, my personal feeling is not even LL would be foolish enough to make any public linking of real life information with Avatars mandatory; certainly, it would fly in the face of all that has come before – and even Mark Kingdon, during the height of the so-called “Facebook pushing” was at pains to point out that any disclosure would remain under the control of the individual residents concerned. But the past is never any guarantee of the future.

It is probable that other providers of on-line games will be watching Blizzard to see if the change brings about the publicly stated goal of reducing the flame wars, trolling, etc., – after all, these are not solely an issue for WoW. The likelihood is probably that it will – if only because the most passionate have opted to vanish into other forums where their anonymity remains secure. Then the concern becomes that of emulation elsewhere (“well if it worked for Blizzard, it can work for us…”). If that were to happen, things might get very messy around the virtual globe…