Share this on:
 E-mail
155
VIEWS
 
RECOMMENDS
9
SHARES
About this iReport
  • Not vetted for CNN

  • Click to view toyohashi's profile
    Posted December 9, 2009 by
    Location
    Japan
    Assignment
    Assignment
    This iReport is part of an assignment:
    Tech talk

    More from toyohashi

    Turning Social Networks into Virtual Worlds

     

    Human history is documented in the stories we tell. Whether by word or image, it is our underlying need to communicate for commerce, entertainment, and survival. The tools used have changed from stone carvings and colored pigmentation to binary codes and glowing electrons. From this the Internet continues to evolve our interaction habits through the influence of simulated social environments.

     

    The online game platform of Metaplace http://www.metaplace.com/ has become a perfect blend between the 3D virtual world technology of Second Life and the web-based access and community of Facebook. This innovative combination stands as a venue for creative and artistic freedom that can be shared without regard for geopolitical boundaries or economic resources.

     

    Created by Raph Koster, lead designer of Ultima Online, creative director behind Sony Online Entertainment's Star Wars Galaxies, and author of A Theory of Fun for Game Design, Metaplace translates the complexity of virtual worlds into the simplicity of surfing the web.

     

    "I enjoy creating environments for others to explore." stated private developer and beta tester veteran, Dalian Hansen. "My virtual worlds are places where people can role-play, share stories, or just hangout with friends."

     

    From early 2006, Dalian Hansen had been a successful Second Life developer, as co-creator of the SL Business Magazine and SLQuery data engine service, in addition to his science fiction novel ANIMA and as architect of several IBM island projects.

     

    "I have always explored new technologies, not for the sake of being the first to use the flavor-of-the-day software, but to help expand the media package of tools used to communicate. Like many other loyal yet disillusioned residents of Second Life, I soon found a home in Metaplace this year. It was sort of like my transition in photography, when I switched from traditional film to digital. There were quality and style issues, but over all the ability to spread my wings and fly to new levels outweighed features that I sacrificed," stated Dalian.

     

    Since his migration, Dalian Hansen has never looked back to the virtual world that gave birth to his avatar and identity. He felt that Metaplace was a new digital medium, which did not need promotional hype because its innovation was clear and obvious.

     

    "Many online communities are nice for IM communications and their open access, but social networks are generally flat and not very interactive. Static text posts with an unblinking gif icon is far fom emotionally endearing. Virtual worlds are more a immersive proprietary platform but require excessive technology to download and operate with added expenses to develop. Metaplace was a natural solution that borrowed the best elements from the two diverse properties, and spins an extra level of interaction. Residents can move their 3D avatars around a world while chatting or using the new voice technology all from the ubiquitous access of a web browser."

     

    Dalian explained that the versatility of Metaplace as a tool was an important factor in his desire to develop on the platform. "My virtual worlds can be embedded on any web page or blog. The flash-based graphics system is a perfect engine to run any scripted user-created content."

     

    The virtual worlds created by Dalian are some of the most innovative and highest ranked within Metaplace. They cover popular game themes from science fiction and fantasy to Japanese mythology. "My game Kyoto http://www.metaplace.com/Kyoto/ is a mix of medieval Japan and contemporary ghost lore for exploration, adventure, and socialization. Where as Gunkanjima http://www.metaplace.com/Gunkanjima/ is a straight-forward shoot-anything-that-moves game set in a highly stylized environment. My Steampunk http://www.metaplace.com/Steampunk/ and Starfleet http://www.metaplace.com/Starfleet/ worlds push the limits on role-play, quest, and combat interaction. I realize that no matter how cool a place looks or what adventure it offers, players still need a little corner coffee shop space where they can just meet friends and relax, so I always build those private areas."

     

    Metaplace has become a prime refuge for many loyal Second Life users who are dissatisfied with the platform's management. In contrast, Metaplace empowers the resident community with complete ownership of their virtual property. While its emerging economy has yet to develop into commercial maturity during the open beta phase, the tools to monetorize the platform are on the roadmap.

     

    Technology will always provide different opportunities, but the purpose remains the same. Whether a story is written, painted, acted, or digitally simulated, the method is meant to communicate. These tools and their place will continue to evolve in the virtual age.

    What do you think of this story?

    Select one of the options below. Your feedback will help tell CNN producers what to do with this iReport. If you'd like, you can explain your choice in the comments below.
    Be and editor! Choose an option below:
      Awesome! Put this on TV! Almost! Needs work. This submission violates iReport's community guidelines.

    Comments

    Log in to comment

    iReport welcomes a lively discussion, so comments on iReports are not pre-screened before they post. See the iReport community guidelines for details about content that is not welcome on iReport.

    Add your Story Add your Story