BEER Ch. 7, part 2: point of DeepArcher
Heikki Raudaskoski
hraudask at sun3.oulu.fi
Tue Oct 29 17:35:25 CDT 2013
Sorry for another belated message.
Wandering "around a spectacularly detailed environment" manages to
make me shiver, as I remember how my daughter started playing this
kind of software in either the fall 2000 or spring 2001... She was
seven, about the same age as Maxine's sons. The Hotelli Kultakala
(Hotel Goldfish) software was implemented by two dudes from Helsinki
for young people. For the international version, they changed the name
to Habbo Hotel, later just Habbo.
http://en.wikipedia.org/wiki/Habbo
I remember how thrilled my daughter was to have an avatar of her own
and make friends in that virtual world. I enjoyed the occasions when
she allowed me to visit the Hotel with her...
Yet this software was soon corrupted by commercialism, as kids were
lured to acquire more and more features in that world. (My daughter
left Habbo after a year or two.) Then, credit-stealing hackers; fake
avatars by adults to rob the kids; pedophile spottings... A sad story
indeed.
Heikki
Quoting Monte Davis <montedavis at verizon.net>:
> No namecheck for the Miller brothers' Myst
> <http://en.wikipedia.org/wiki/Myst> (1993), but that's as clear a precedent
> as any for this "wander around a spectacularly detailed environment"
> software - that plus Second Life <http://en.wikipedia.org/wiki/Second_Life>
> , which combined multi-user interaction, avatars, and the ability for users
> to contribute new elements to the virtual world. Second Life didn't launch
> until 2003, but as the Wikipedia article notes:
>
>
>
> "During a 2001 meeting with investors, Rosedale noticed that the
> participants were particularly responsive to the collaborative, creative
> potential of Second Life. As a result, the initial objective-driven, gaming
> focus of Second Life was shifted to a more user-created, community-driven
> experience."
>
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