I have been very busy with all sorts of things over the past few days... two birthdays in my real life family (yes, folks, I have one) and a build job, and a new person who requires two-way German/English translation in order to have discussions. so I hadn't spotted that Mathew Kumar had reviewed Numbakulla in his blog a week or so ago. And it isn't good.
For those of you who recently joined us, Numbakulla is a sim which is completely given over to a free-to-play game, the Pot Healer's Mystery. I was the lead for the team, wrote most of the poetry, devised much of the game play, but the build is a team build, with credits due to Baron Grayson, Cierrah Blair, Ratt Foo, Slade Onizuka, Sky Everett, Ambyance2 Anubis, Selador Cellardoor, and Moopf Murray.
Mathew's criticisms of the game seem to be mostly about his own inability to move around the world ... and this week he visits one of the FPS games in world which he says is comically bad.
As I posted in the comments to his blog, I am willing to hear any fair criticism of Numbakulla or Second Life, but it seems a bit rich to criticise the platform for one's own inability to use it. It is not by any means perfect, and no-one who has read my postings to this blog would have any reason to think that I claim it is. But it really isn't s bad as Mathew makes out it is. As for FPS games ... some work better than others, and a lot of that has to do with the scripting involved. Starax's wand game, in which players could sap strength from each other's wands, seemed to work very well.
I'm a little fed up with people who can't be bothered to acclimatise properly coming in world and then being negative about the ways in which Second Life is deficient when compared with their favourite RPG/MMORG/FPS etc. SL has lots of things which other online worlds do not have, and lots of opportunities and challenges for anyone working with the platform.
It would be nice if people concentrated on what SL does well, instead of looking for the cracks.












1. Caliandris, I'm somewhat torn by these kinds of negative reviews.
On the one hand, they suggest that the person writing the review just didn't "get" what Second Life is about. They criticize world elements like the "sit" property existing on objects that really shouldn't be sitable, or the clumsy animations, and forget the fact that the content they are experiencing is dynamic and resident created.
On the other hand, these kinds of reviews uncloak the invalid perception given by some advertising and reviews that Second Life is the "ultimate game platform". You know the ones: they give the impression that it's a driving/flying simulator, a first person shooter, and an adventure MMOG all rolled into one. In reality, it sucks at all of these things: what makes Second Life different and unique really takes a lot more effort to understand.
One of my pet theories is that a lot of the griefers and malcontents in Second Life came to the world because of that "ultimate game platform" perception. If there were more articles that debunked this perception, and talked about it more in terms of a collaborative social world with a "tinker toy" type building environment, maybe those people wouldn't come in the first place.
We really need to create better analogies between Second Life and other "play" experiences so that folks considering entering the world can more accurately choose or reject it based on their preferences.
How about this...everyone has played with toy cars at some point in their life. World of Warcraft, EverQuest and its ilk are like the incredibly detailed diecast miniatures you can buy. You can't alter them in any significant way, but they are fantastic cars and everything works with great precision. These games are the best at what they do because they do one "thing" well: if you play WoW, the way the game plays is largely immutable. Such games are what the developer makes them to be: the players are consumers, not creators.
Second Life is like a Meccano set. You can build a car- it won't be a great car, but it will recognizably be a car and will have wheels and such. But you can also build a plane, or a sky scraper, or a space ship. None of them will be great, but they can be pretty cool. In Second Life, the "game" is a creation platform, not a game at all in the conventional sense. And the residents are creators, and in fact are almost solely responsible for all of the world's content.
My little analogy is far from perfect- but more articles that explain this kind of thing well might eventually direct potential residents more effectively in or out of the world.
Posted at 3:21PM on Sep 1st 2006 by Tomas Hausdorff