Google Lively is a web-based 3D virtual environment. It's new and
undergoing a lot of changes currently. It's quite obvious to relate
this game with Second Life, both of them are open to the creation and
change of end users (players). However,there are several design
decisions that are made differently, I am going to discuss the pros and
cons of them.
- How real the characters should be?
Lively provides more options of characters on the spectrum from
human and cartoonish representations. It's interesting to compare this
design choice with "There", in which the subtlety of social interaction
(such as gestures, facial expressions) is praised by previous
researches (e.g. Isbister, 2005). It's hard to say that the more
realistic character is, the more social interaction is stimulated. For
me, the fun of playing a cartoonish characters is to be comfortable to
interact with other players by more physically, like huging or
punching, which will not happen if I am using a human-like avatar to
interact with strangers, even in a virtual world. Comparing with the
example of MUD community LambdaMOO as
described by Curtis, there is no graphical representation of the
characters. However, the intensity of the social interaction is high.
(refer to the example that a college student delayed visiting his
parents on Christmas because of MUD). Curtis noticed the detachment
between the self-description that usually involve role play and more
direct and normal discourse that players quickly turned to. And he also
cited the case of PernMUSH in
which the role-playing happened due to the single-minded feature, which
each of the player having the common ground of the story. What I
learned here is that, role-playing is a social and collective behavior.
This makes me think about the diversity of the representation styles
provided in Lively, which seems to provide more option to the players.
However, it does not has a consistent role-playing storyline or common
ground knowledge. Eventually, the interaction falls back to the
text-based chat assisted with expessions accompanying certain texts you
typed. The fun of using different characters are constraint to personal
choice, instead of contributing to change the dynamics of social
interaction. One possible change is to give different abilities for
different characters, and set some mini-games or tasks in the virtual
world to require players with different abilities to cooperate with
each other.
- Creating and sharing: Lively, as a web-based virtual
environment, fits well with the web2.0 model. In particular, Lively
provides the openness of creating places to share with friends. Google
is definitely embracing the value of user-created content as they
usually do. A lot of the lessons learned from previous multiplayer
online game community are taken as the fundamental design principles by
default, such as "Detailed central planning is impossible", "An
object-oriented data representation is essential" (Morningstar and
Farmer). However, in Lively, there is not enough tools for building
user-generated content, which become a bottleneck for the growth of the
online community. Write now, there is not much you can do in the
virtual world except decorating your own room by dragging and placing
objects from the library, and chat with people arround. Instead of
creating more playgrounds by the developers, I believe they should
focus more about giving the tools to build playable objects. Only by
doing so, the virtual world can reach the kind of play that "games were
made up, changed, and reconfigured by groups of ordinary people in
site-specific, socially and culturally specific contexts." (Pearce,
2006) MUD is a good example here. It is substantially easier for
players to give themselves vivid, detailed, and interesting
descriptions (and to do the same for the descriptions and behavior of
the new objects they create) in a text-based system than in a
graphics-based one (Curtis). The ease of creating new objects
corresponds with the richness of social behaviors, including both laws
(Mnookin) and crimes (Dibbell). In LambdaMOO, the involvement of users
push the interplay between the system technology and politics futhrer
by the petition process (Mnookin). This partial democracy replaced the
top-down centered control by the wizard.
- Structure of spaces and places in Lively: In lively, players are free
to create "rooms" either private or public. Different from There or
Wow, in which space are more constraint to their physical
representations, Lively is more similar to MUD, in the sense that the
spaces are basically infinite, although you can not embed a room to
another. This structure of spaces and places allows infinite numbers of
"residents" to the online world, each of them are only one step away
from each other. One of the exciting features about publishing and
sharing the room in Lively is that you can embed the room in websites,
blogs, or facebook profiles. Also you can attach Youtube video or
pictures to some of the objects in the game world. I believe this is
where the potential of Lively is.I will see it will be more likely to
be used among friends who you already know, like what instant messaging
does.However, will the individual-centered space creation mechanism
conflict with the folk art and culture that's based on the collective
contribution (e.g. the Myst/Uru Diaspora as described in Pearce, 2006)?
By looking at the list of rooms that's been built on Lively, many of
them are very much like a party house with differnt themes (such as
festivals, cultures). However, it still adopts the model of one central
control and less fun to play with.
K Isbister, Better Game Characters by Design, Elsevier, 2005.
Yan Xu, yxu7@gatech.edu
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