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![]() Chicago Tribune
More options for more players
By Eric Gwinn: December 4, 2003
In the massively multiplayer online universe, it used to be all you could do
was shoot bad guys and slay dragons. Now you can zoom around in jet packs,
float on hoverboards and buy with real-world abandon.
There.com and SecondLife.com are taking the Sims Online concept to the next
level. As with the Sims, There and Second Life let you create animated
characters -- complete with personality quirks, skills and body types -- and
set them loose in the world to mingle with other simulated folks. Walk your
character up to others and start typing to chat. There even lets you do back
flips to indicate excitement or bat your eyelashes coyly to indicate
interest. No simulated sex, however.
Where the Sims Online lost players' interest because there was little to do
other than chat, There and Second Life offer a chance to attend concerts,
play games and earn virtual bucks by winning contests or building
attractions and charging admission.
Second Life will run you $14.95 a month. There has a limited-time special
offer of $4.95 a month, plus a one-time activation fee of $19.95. Each is
offering a free trial: Second Life's is for a week, There's is for two.
These places are not for the faint of computer. In addition to broadband
Internet access, you need Windows XP or Windows 2000 and a processor of 800
mHz and 256 megabytes of RAM and a better-than-decent graphics card.
ARE YOU LINKED TO THE ELITE?
"There is clearly a technology elite in the United States," reports the Pew
Internet and American Life Project (PewInternet.org), which says that only
31 percent of the population (Internet and non-Internet users alike) are the
most voracious consumers of information goods and services. The Pew Project
broke it down this way: "Wired Generation Xers" (average age 36) make up 60
percent of the technology elite. "The Young Tech Elites" (average age 22)
make up 20 percent of the technology elite. "Older Wired Baby Boomers"
(average age 52) make up the remaining 20 percent. Sixty-nine percent of
Americans said they lacked time, interest and money to pursue tech services
and gadgets.
Computers and the Internet are encroaching on the TV and landline telephone
as important ways to share information, especially for those in their 20s.
The Pew Project, a non-profit initiative of the Pew Research Center for
People and the Press, also found that, of the 8 percent of Internet users
who pay for online content, the Young Tech Elites and Wired GenXers are more
likely to do so. The study was based on a survey of 1,677 Americans in
October 2002.
KAZAA TAKES A HIT -- 2.4 MILLION OF 'EM
Download.com reports that, for the week ending Nov. 24, Kazaa remained the
most popular downloaded program, with 2.4 million downloads that week. The
software-sharing program has been downloaded more than 20 million times
since the RIAA launched its lawsuits against file-sharers in September.
TODAY, IT'S NO LONGER CHILD'S PLAY
Man, I feel old. Check out this exchange among 12- and 13-year-olds playing
Pong, as editors of Electronic Gaming Monthly watched:
Andrew: This is a lot like that game. Um, whatchamacallit -- air hockey.
Sheldon: Except worse.
Andrew: Blip. Blip. Blip. Blip.
Becky: I don't even see the point of having sound on this.
Andrew: Wow. The score is tied. It's so exhilarating . . . .
EGM corralled the kids to answer the question, "Would today's tykes tolerate
the classic games you grew up with?" To read the
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