April 12, 2007
Notes from a New World: An Interview with Wagner James Au (Part Two)Yesterday, I ran the first part of a two part interview with Wagner James Au, a longtime reporter on games and games culture, who is currently finishing up a book about his experiences as an "embedded journalist" in Second Life, New World Notes. Yesterday,he shared some of his thoughts about the nature of Second Life and about how he came to become some involved in this story. Today, I have asked him to respond to some of the issues which have surfaced in recent debates about the "value" of virtual worlds in general and Second Life in particular. I first met Au some years ago when he was writing a engaging little fantasy spoofing the news that Julia Roberts was a closet gamer (a fan of Halo, in fact). He had decided that "Professor Jenkins," the mild mannered protagonist who appears in accounts of my testimony before the U..S. Senate Commerce Committee and my savaging on Donahue (see Fans, Gamers, and Bloggers for the sordid details), might be an ideal figure to make an appearance inside the story and help account for Julia's fixation on violent entertainment. In his original draft, he even included a brief sexual encounter between Prof. Jenkins and America's Sweetheart (well, he had her plant a loving kiss on the top of my bald head, to be more precise) which got "censored" from the version of the story that finally appeared in Salon. All that was left was a reference to my surely uncontroversial claim that Julia Roberts is a "hotie," something I would never say, of course, but which does reflect my long-standing fascination with her screen career. As it happens, he had come to the right place, since one of my first claims to fame was that I was a student teacher for American History at Campbell High School in Smyrna, Georgia and that Julia Roberts, then a young drama geek, was a student in my class. If memory serves me correctly, I sent Julia to the principal's office for talking during class and barely missed out on the chance to see her in a high school production. So, when he heard the news, Au asked me to write my own version -- still tongue in cheek -- about the truth behind the story of Ms. Robert's fixation on Halo:
I have served as a source off and on for other, more weighty stories that Au has covered in the games space and we were lucky enough to have him speak about his perspectives on multiplayer games and learning during one of the Education Arcade conferences, which we hosted as part of E3. I consistently find him one of the most informed reporters covering games today and so I am delighted to get a chance to share this interview with you. You have, of course, been following the ongoing debate about the "value" of Second Life. How much weight -- positively or negatively-- should we place on the issue of subscriber numbers in terms of evaluating what is going on in Second Life? Are there other measures or criteria we should be using? The numbers do matter. The growth of Second Life will determine whether it becomes an important but relatively niche platform, or evolves, as some (including myself) have suggested, into an essential part of the Net's next generation. The conclusion of your book deals with the future of Second Life -- which might be seen as a core concern of the debate. How would you respond to Shirkey's argument that World of Warcraft represents a much more viable model for online experience than Second Life? The important thing to keep in mind is that Clay has little or no first-hand experience with Second Life (unless that's changed since last December, when he acknowledged as much to me) and therefore, it's important to separate out his entirely valid comments about uncritical press coverage of total user-signups, and any of his speculations about the Second Life experience which are either second hand, or depend on inferences which don't map to Second Life as it's actually experienced. There is right now one web with many participants, yet there are competing worlds in the multiverse space and there are apt to be even more competitors. Doesn't this fragmentation of worlds pose a challenge to those who might imagine something like Second Life as a future for the web? Yes, this threatens to lead to a fork in the metaverse, where user base for online worlds remains divided into numerous, incompatible worlds according to interest/preference: Google Earth, Multiverse, Croquet, Areae, traditional MMOs, revamped Asian online worlds, and the recently announced worlds from Sony and MTV. The one which succeeds most, I suspect, will be the one that's most like the Web, with open standards and interoperability. SL is heading in that direction, as is Areae and Croquet. Most likely, there will be portals between several of these open- sourced worlds, suggesting a kind of multi-metaverse where individuals maintain several avatars and a universal substrate identity. 2 CommentsHenry Jenkins is the co-founder of the MIT Comparative Media Studies Program. |
Hamlet once made a prominent challenge to me to guess how many people would subscribe to SL back in 2005. He believed the number would be way more than 40,000. I didn't. That's because we meant very different things by "subscribers" -- as most do trying to parse Second Life.
I thought in terms of premium accounts of people showing a vested interested in the world by logging in every week to collect their then $500 stipend and do something on at least 512 m2 of land. Those figures finally reached 50,000 at the end of 2006.
I was happy to be proven wrong literally by Hamlet, that sure, you got lots more than 40,000 sign-ups and try-mes and look-sees by the end of 2005, when we first debated this.
But I still think the metrics for *world* versus *game* or *web page* are still not worked out.
50,000 people doing something on land and spending money -- a figure that just reached 67,000 in the first quarter -- that's meaningful to me. And I think as with a country, you have to look at the GNP: $2 million US spent a day (a figure that might really be half as much given that it may indicate both buying and selling of Lindens).
According to the Lindens' statistic page, more than 200,000 in March spent more than a $1. OK, naturally we wonder how a mere 200,000 people inworld spending at least one Linden dollar were able, among themselves, to spend $2 million US *per day* but some people have some pretty snazzy cribs.
Anyway, the numbers matter less than the intellectual power of the technological innovation, the creativity of the people using the software, and the innovation of those making the world.
It is SLkiller story again. But there will be no SLkiller application that will kill Second Life and take its trone, as there will be no platform to be "the new web". That is media bullshit. We all know what is web and how it is functioning and that there is no company that holds the web. One should be overparanoid to think that.
And the same goes with the new web. Either we will have open standards and many platforms which we can tp from one to another without much problems and shocks, or we don't have the new web but just multitude of different games (shooting, RPing, social...).