
When game developer Robin Hunicke told me about Journey, the acclaimed 2012 game she produced that's finally available to play on the PC via Steam, she mentioned an interesting origin story: It was conceived at first as a kind of MMO/virtual world experience. I just heard from Journey director Jenova Chen, who shared these amazing images he created, from when Journey was first conceived:
"It's 2006 I did these paintings imaging an MMO where nameless, genderless, and ageless characters are all searching for the promised land that is unknown," Jenova tells me. "You can see many of these robed figures are traveling in pairs and groups, which later influenced Journey and Sky: Children of the Light." (That's Chen's new game; more on that another time.)
I've long had a pet theory that Journey's gameplay, in which the player must travel up a steep mountain, was inspired by Philip K. Dick's Mercerism in Do Androids Dream of Electric Sheep? I.E.:
The trend of increased empathy has coincidentally motivated a new technology-based religion called Mercerism, which uses "empathy boxes" to link users simultaneously to a virtual reality of collective suffering, centered on a martyr-like character, Wilbur Mercer, who eternally climbs up a hill while being hit with crashing stones.
Chen says otherwise, when I ask if that was an influence:
Second Life Usage Now Higher Than Its 2007 Hype Level Period?
Interesting comment from Amanda Dallin, reflecting on SL's recently reported "pandemic boost":
This sounds right. 2007 saw a lot more churn due to massively promoted events like a cross-over experience for the television show CSI, mostly from people who were unable to install the program or get past the orientation. However, the definition of a monthly active user has definitely changed since 2007 -- back then, Linden Lab would mainly refer to "Total Residents", i.e. anyone who signed up for an account, whether or not they even installed the program and went in-world.
The definition that hasn't changed is the amount of concurrent users, and that is indisputably much larger now than it was in 2007:
Continue reading "Second Life Usage Now Higher Than Its 2007 Hype Level Period?" »
Posted on Monday, June 22, 2020 at 02:50 PM in Comment of the Week, DEMOGRAPHICS, Economics of SL | Permalink | Comments (3)
|
|