Tuesday, March 9, 2010
Building Blocks
My first trip to the sandbox was an interesting one. Spaceships, smoke machines, modern buildings, strange objects and colorful characters filled the stretching sands of the playground. As I worked my way through the sideshow of people yelling and trying to report each other, I finally found a small spot to begin. Like many gamers in SL have figured out, land is hard to come by, even when its temporary and free. So faced with this small square and some big ideas, there was no other way to go but up!
I began with stretching a rectangular prim as far as it would go, then copying it to make a row of large panels. When the pieces would overlap slightly, you could see a sort of flickering in the seems of the panels. At this point I was wishing there was a locking grid for building in SL, something to snap objects together with ease. Of course this existed, and it was only a youtube tutorial away. This is what I like and also what I don't like about second life: there's a huge database of how-to videos and written tutorials, but there needs to be because SL isn't initially very user friendly. Having an in-game building system that isn't easy to figure out on your own makes it hard for new players to get started in SL. From my experience, I'd always rather build the IKEA desk and chair without the instruction manual, its part of the fun and definitely part of the reward (unless you forget a screw.) So for me, building was mostly getting a little done, running into a snag and then hunting for the answers on Google.
Our recent SL building workshop also cleared up some questions of mine and opened up some creative doors. It was really interesting to see a momentum build up as classmates were trying to out-do each other with their creations. Lucky for us, we've all now have a sturdy foundation to build on now.
Monday, March 8, 2010
Building in Secondlife
Building for Second Life
I found the built in Second Life tools to be a little limited and frustrating to use, so I decided to see what other programs could be used to model objects for Second Life. After a quick Google search, I found out that most 3D modeling programs could be used, although getting the finished model into SL was the hard part. There is a free program called Blender (download here), another program called AC3D (here) that offers a free 14 day trial, as well as many other options that cost anywhere from $50 to $3000 or more, such as Maya.One way I discovered to get objects into SL uses AC3D. After your object is modeled, you can export it as a triangle and follow these directions here. Using the triangle importer, I was able to get my model into SL but it was in many pieces. This can be rectified by linking them all together which got frustrating because I always seemed to miss one or two pieces. There is also an artifact left from the triangle importer that has to be manually deleted one face at a time.
Another way I found to import objects was a script for Maya that would theoretically allow exporting for SL, but I was unable to get that to work. It may be that my version of Maya is outdated (it is 3 years old after all) or it could be that I was not executing it properly.
Problems aside, I really enjoyed creating objects. Building in a virtual world, whether Second Life, an animated movie, or a video game, is a fascinating experience. The possibilities are endless and, as Castronova suggests, this may truly be the next step in human evolution.
Second Life Building Experience
Saturday, March 6, 2010
CRITERIA FOR ANALYZING GAME EXPERIENCES
This is an assignment due later this week. First we have the blog entry about play and building in Second Life, and then this one. I post this to ask if anyone out there has a comment on ways of talking about gaming experiences. I am trying to get at the subjective experience of playing the game, rather than looking for a review of the game (although we will also look at those, too).
Assignment 7: CRITICAL ANALYSIS OF YOUR SUBJECTIVE EXPERIENCE PLAYING 2 GAMES
As a way of giving you some structure, think through the aspects of virtual subjectivity I suggest in the “Kino-Eye” essay:
1) Point of view
2) Self-design
3) Social relationships/interactions
4) Space and place
5) Agency
Also think about the INTERFACE, and how the game uses elements of text, cinema, and computer forms in it. (Manovich)
Finally, consider the kinds of immersion and interactivity that you experience in the game.