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C. ONDREJKA
Linden Lab, USA
Abstract. Digital worlds exist as synthetic models and have no need for the constraints of
the real world. This freedom allows digital worlds a vast design space of representational
choices, ranging from near correspondence to the real world to complete abstraction. The
digital world Second Life was designed to allow its residents enormous creative freedom and
to be as broadly appealing as possible. Second Life chose to mirror the real world in many
important aspects in order to provide a place that felt familiar and comfortable, while
granting freedoms not possible in the real world. This Article will cover the environment of
Second Life, the reasons for the choice and the challenges that arose.
1. Choices
Digital worlds have been imagined in many forms, from the “lines of light” of Gibson’s
cyberspace (1984) to the real world of Stephenson’s “Street” (1996). Freed from the limitations
of real-world geometry and physics, digital worlds can choose any topological, representational
or physical rules that they want. The forty-odd years of networked gaming and digital worlds
indicate that many options were explored (Koster 2002), from early examples that used text and
hyperlinked worlds through space simulations with graphics and physics, all the way to Second
Life’s simulation of real world rigid body dynamics, fluid flow and visual appearance.
Launched in 2003, Second Life is a digital world unlike any other. It was designed to allow
residents to control nearly every aspect of their world. From the shape of their avatars to the
design of their homes, from how they spend their time to what types of affinity groups they form;
Second Life’s design was focused on fostering creativity and self-expression in order to create a
vibrant and dynamic world full of interesting content. One of the most important sets of
decisions involved the design and presentation of the world itself. Built upon a unique grid and
streaming architecture (Rosedale and Ondrejka 2003), Second Life’s technology is uniquely
suited to the requirements of user creation.
These requirements were to make the world user-created while still maximally interesting and
approachable for new users, to foster community and to scale smoothly with population growth.
A digital world that mirrored the real world was chosen because it provided the best solutions to
these diverse requirements. Before delving into the requirements, some background on Second
Life is needed.
A PIECE OF PLACE 2
order to educate the population about the world. Several groups are raising virtual currency in
order to auction it for real-world currency and then make donations to non-profit groups (VERTU
2004 and Lindens for Life 2004). Residents currently engage in hundreds of thousands of player-
to-player transactions per month, generate over US$40,000 in real-world wealth per month
through the auction of virtual currency and spend tens or hundreds of US$ per month in order to
own virtual real estate within Second Life. Armed with an understanding of Second Life, it is
time to delve into the reasons for modelling it on the real world.
Travel in Second Life occurs in one of several ways. Your avatar can walk over the terrain; fly
like a superhero; utilize land, sea or air vehicles; or utilize the telehub system. Telehubs are the
public transportation system within Second Life and allow a resident to teleport from one location
to another. However, rather than arriving directly at the destination, they instead arrive at the
telehub and can then walk or fly the remainder of their journey. Telehubs provide a place for
residents to meet each other, locations for announcements and, most importantly, create non-
uniform land value. Land near telehubs receives more traffic and is easier to reach. It would be
more valuable for someone setting up a shop. On the other hand, a private retreat should be on
land as far away from telehubs as possible. The exclusion of random point-to-point teleports is
an important component of giving place meaning within the world and allows telehubs to act as
population and commerce centers as the world expands.
The ability to build vehicles that make travel more interesting also has created a market for
vehicles of all kinds, from balloons to motorcycles. Skydiving has become a popular pastime and
many different types of vehicles have been invented to support that activity.
The tabula rasa of new land has also proven to be a powerful motivator. Second Life
computes a full rigid-body simulation of the world, but when creating, residents are free to ignore
most real-world physical constraints, such as gravity and collision between objects. In addition,
since virtually no creation or duplication costs exist, the only significant limiting factors are user
creativity and time. This allows creation to be an incredibly expressive process and leads to
residents who want to build in the digital world what the real world denies them (Au 2003).
Empty land calls out for a park, a home, a game or a business, and residents, unencumbered by
the economic and physical limitations of the real world, realize that they can create all of these.
4. Real-World Challenges
Modelling on the real world, combined with Second Life’s size and complexity, has resulted in
some challenges. The most important challenges related to place are navigation and zoning.
Navigation is difficult because on top of the normal challenges, the world is incredibly
dynamic, so landmarks vanish, people move to new locations and stores change inventory with
much greater frequency than the real world. As the world grows, this will continue to be a
problem. Currently, Second Life relies on a combination of searchable descriptions, tracking of
resident movement patterns and a rotating list of points of interest to reduce the problem.
Zoning has also transferred from the real-world. Second Life only imposes two types of
zoning on its users, Rating and Safety. 16-acre regions can be rated either “PG” or “Mature” in
order to limit what types of adult activity and content take place within them. In addition, regions
can be “Safe” or “Unsafe”, which determines whether player-to-player combat is allowed and
whether or not your avatar can die. As expected, residents would like additional zoning options
and the ability to enforce their zoning decisions on other users. While those features have not
been added to the system, some groups of users have managed to purchase enough land to create
and manage their own zoning rules.
5. What’s Next?
Second Life has been live for about a year and has just scratched the surface of creating place
within a digital world. As the representational fidelity and population increases, what new uses
will residents find for Second Life? With nearly a dozen university classes from disciplines as
diverse as urban planning and game design having used Second Life, will broader education and
research be next? Will the rapid prototyping potential be leveraged by architects, social scientists
and augmented reality researchers? Modelling Second Life on the real world has led to a broadly
appealing digital world with an incredibly diverse set of residents and behaviours. These
residents, their creations and their communities are a deep vein of knowledge and creation
waiting to be mined.
References
Au, WJ: 2003, Home for the Homeless, at <http://secondlife.com/notes/2003_05_05_archive.php#20030509> (last
visited on June 6, 2004)
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