Virtual Fashion Thrives in Second Life 164
Carl Bialik from WSJ writes "The game Second Life — a simulated world with more than 700,000 'residents,' or players, who sometimes refer to their offline existence as their 'first life' — is breeding a virtual world of fashion design, with the same complications as the real world of fashion, the Wall Street Journal reports: 'A continuing headache for many designers is the ease with which others can copy their creations, and several have discovered boutiques that sell knockoffs of their clothes. A well-known Second Life designer was recently accused of stealing skin textures and withdrew from Second Life after receiving harassing messages. Linden says it investigates accusations of design theft, and repeat offenders can have their online accounts closed. Some designers, like DE Designs' Mr. Hester, have taken steps to copyright their work.'"
First Post to say... (Score:1, Troll)
Re:First Post to say... (Score:5, Funny)
But I'd have to put on clothes to go there.
KFG
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Re:First Post to say... (Score:5, Funny)
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> But I'd have to put on clothes to go there.
Aight. I put on my robe and wizard hat.
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> > But I'd have to put on clothes to go there.
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>Aight. I put on my robe and wizard hat.
Laugh it up, you insensitive clod, but a sweet young thing came upon me on a hiking trail awhile ago and blurted out, "Oh! It's Gandalf."
KFG
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I couldn't agree more. In fact: I [yahoo.com] HATE [yahoo.com] FASHION [yahoo.com].
btfa (Score:4, Funny)
"We found out pretty quickly that people loved owning things," Ms. Smith says.
there you have it folks.
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There are no steps to copyright a work! (Score:5, Informative)
Like what? Creating it. Because that's all it takes. Once you create a new work, it's copyrighted. Period. You can register the copyright which helps with enforcing it, but there are basicaly no steps to copyright a work.
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Bad choice of words? (Score:2)
This is almost certainly a bad choice of words on the part of the author. The only real reason I can come up with for anyone to "take steps" to copyright their work (really, as you've said, to register the copyright) is to enforce it. Why would anyone bother to register their copyright unless they suspected they may need to prove that it was theirs? The author certainly intended to say that the designers have taken steps to prepare to enforc
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The post office is not a notary, and once you have an envelope the USPS doesn't care what you do with it -- throw on extra postage, mail a blank envelope, and then slide your SD card into it, and you've commited no crim
Copyright? (Score:3, Insightful)
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It always has. So has trademark law and a design my be protected as a mark as well as by copyright.
KFG
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Yes.
It's called a "derived work".
Same thing as one designer doing a sketch for a work in progress and another copying the sketch into cloth.
Fashion... (Score:5, Funny)
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If they really want this game to succeed (Score:2)
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second life is about creating an artificial that somewhat models real life - paying for shit with
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I mean, say I'm an aspiring archetect, and I've decided to design and sell virtual homes on Second Life. The first thing I'd do is figure out how to look like a half-way respectible member of the virtual community while investing a minimum of my own money into it. If everybody in there takes that very sensible approach, nobody can possibly make much money.
The business model
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It's very hard to be proficient at everything in it. I can think of maybe of one person who I know can build, create avatars, textures and script. Most people will specialize in one of those. So when a scripter wants a fancy home, they go to a builder.
I'd say that making a living in SL is noticeably harder than in real life. If you have decent computer skills you can get SOME kind of job fairly easily. Now, if you wanted to live on a SL business, you'd need to invest quite a
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Except, isn't one of the pleasures of the game supposed to be creating an Avatar for yourself? It was certainly the most-fun element of City of Heroes. The idea of paying somebody $3 to create a hero for me in that game would
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Same process - people buy parts, then mash them together. You can create your own parts if you want - but most people dont have the skill to be able to design say, a dress - since it requires a fairly decent amount of skill with Photoshop to get it seamless and looking good.
So, people buy the dress, then combine it with a shirt they have bought or made, etc etc.
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Well, more complete explanation: You can roll your own (human one) for free by adjusting sliders, but that only goes so far. You can get clothes and stuff for free, and you can buy that too. Now, if you want something truly fancy, you'll need some custom work. Looking like Neo is easy and can be done for free, looking like a dragon is going to take lots of time or paying for it because no slider combina
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I felt the same way you describe when I started SL, but feel totally different now. Here's why.
For weeks when I first started I never bought anything. I built and scriped everything I needed. It was a matter of principle, a matter of
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There are a lot of people playing SL who are primarily consumers. More than content creators, in fact. Linden's CEO estimates about 75% of the players are primarily consumers. As for the comparison to MySpace: there's something special about having a virtual presence, an
Re:If they really want this game to succeed (Score:4, Insightful)
The neat thing about SL is that you get both of those aspects in one package, so you can sort of float between them at your lesiure. Then add in the fact that a basic, yet very capable SL account is free, and they've ended up with a decently sized userbase, and a solid in-game economy.
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You can play second life 24/7 without spending a dime of real cash on the game. You have to pay a subscription fee if you want to own "land" within the game. On land that you own, you have some privledges that you don't
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Judging by your comment about sweat-shop gold farms.. sounds like you have no idea what
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Odd how this mimics real life.
Since designs are just intellectual property (both in this game and in the real world), what does it say about things in the real world that are IP, like OSS and music? Can the same 'arguments' be used for both? Example: The designers are just selling IP. If someone copies their work, how is that depriving them of anything?
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You are probably thinking of There.com. LL does not take a cut on each item copy (there is a fee for using their currency exchange when you cash out, but you aren't forced to use theirs and there are alternatives).
I'd like to point out that the catalyst behind this particular instance of net-drama was with an issue of fair use, not
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Yes, SL is full of hypocrites and prima donnas... that's why I played it for a week to see what it was like and the account remains lifeless now. It's an interesting character study though, to see a bunch of copyright infringers clamoring for DRM.
preschool taught me not to share (Score:1)
The result was that the children did not bug each other or whine about not getting as
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However, I do remember a few scattered bits and pieces about the later grades (1-4), and one thing I learned in school was to never bring anything to school that you didn't want to share with the entire class (food, etc.), because the teacher would force you to. It was also a good lesson on the problems with communism, resource-sharing, etc. One candy bar or whatever would be great if you kept it to yourself, or maybe shared it with one friend. But when you had to share it
What if...? (Score:1, Funny)
What if I'm caught walking the streets in my "First Life" wearing, like, a skin texture that, like was created in "Second Life"? Will I be sued in my "First Life", or, like, in my "Second Life"?
I'm, like, totally confused! You know, like???
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free focus groups (Score:5, Insightful)
Representative focus groups? (Score:2)
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step 1:: gather data on the small percentage of population that REALLLLLY like MMORPGs step 2:: ???? step 3:: PROFIT
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That only proves whether or not the demographic that inhabits SL is open to your design. The question is whether or not that demographic is one that can be isolated and targeted in the real world.
An additional factor is tha
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Things you see in SL: People carrying katanas and various other weapons, robots, furries, very non-western clothes, people with more jewelry than Mr. T, strange things like a fish that swims circles above your head, hair styles that'd take lots of time and money to do in reality...
but...do you REALLY want their input? (Score:2)
2007 fashions, as a result, are predicted to consist entirely of micro bikinis, Robotech suits, and "Furry" costumes with gender-appropriate orifices/prostheses.
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(I kid, I kid!)
This would be of limited value (Score:2)
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-Eric
Dead end job (Score:2, Funny)
So when the game eventually ends or goes under because no one is playing any more not only will Ms. LaRoche not have a job she won't have any marketable skills either.
Interviewer: So, I see you have been working for yourself for the past 2 years. What business
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As silly as it seems right now, the succesful Second Life clothier might be the metaverse-based tycoon of the future.... or ho
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As silly as it seems right now, the succesful Second Life clothier might be the metaverse-based tycoon of the future.... or homele
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Admittedly it's quite likely that an interviewer for most positions will simp
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Setting up a business in SL is very, very hard work. You've got to figure it out, make a design within the limits of SL (if your project requires scripting then the constraints are quite similar to what these days would be pretty much a microcontroller. Slow execution and 16K memory). Then you've got to market it, and sell it at prices far below what most goods sell in the real world.
Consider this: You need to make either huge amounts of something, or make it truly amazing. Getting rich at $0.5 per
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Um, whatever. At the very least she will have skills doing 3D design. Creating models and skins for someone else's game for free (in this case, a Quake mod) was how one of my friends launched a career in the gaming industry doing 3D modelling and such. It's definitely a marketable skill. Not saying she's got a golden ticket or anything, bu
fashion, or fashionistas? (Score:2)
And right along with that is the herds of fashionistas, strutting and posing. It's ironic that despite being a "virtual" world, Second life is one of the most shallow, materialistic communities I've ever experienced.
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There are lots of sub-communities. They're not all materialistic (is virtual materialism really materialism?) Certainly there's a big contengent of preening avatar appearance whores running around. But there's tons of other people doing tons of other things, too. Look at boat racing, miniature golf, or investigate becomming a dragon for glimpses of less self-absorbed community.
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much like real life knockoffs (Score:1)
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In the real world, they're cheap knockoffs. They're made from substandard materials and I'm sure the craftsmanship is not as good. But in a game like Second Life, stealing a texture to use on your own outfit has the SAME quality as the original, so there's no reason for a potential buyer to get the knockoff as opposed to the original.
Second life demographics... (Score:2)
Second Life Clothing Market (Score:4, Insightful)
I honestly played second life for like 2 days, to see what all the fuss was about. Not only was the game slow, and unresponsive, but it was dull as shit too.
It was basically a giant SHOPPING MALL. you could go to remote islands, and shop. You could go to the desert, and shop. All the while spending 'real' money for virtual clothes, so other people could watch you 'shop' in style. [As an added bonus, you could sell your virtual life $$ for 'real' money, allowing chinese etc. money laundering and farming.]
You are given an allowance of Lydon(sp) dollars every week. and my first (and only) $250 went to buy a t-shirt that said 'you all suck' on it, of course, I didn't get that
So not only can you SHOP online, but you can get ripped off online too.
The company is just biding its time trying to get series-A funding. Something to drive the price up so the CEO can retire, or sell to warner brothers or something.
Now, its also well known that Second Life has a HUGE gay following, its like
Re:Second Life Clothing Market (Score:5, Interesting)
For what it's worth, the T-shirt was probably inside the box... Putting stuff in boxes is a pretty typical way to sell things. Not that you care, but just FYI.
I signed up for Second Life months ago. I was never interested in actually "playing" it (meaning, I suppose, meeting people, making friends, wearing furry costumes, having virtual sex, etc), but instead, I had a great time making and scripting objects, and subsequently selling them.
Seriously, tell me one other place where you can make your very own casino game, rent floor space, and make (or lose) real US dollars by having people play your game? Not everyone can make and sell clothing for real money, but you can in SL. There's something to be said for that.
Myself, I've made a few casino/dance club type games, as well as some treasure hunt type stuff, and have made a couple hundred bucks over the summer. Nothing to retire on, but, on some level, more rewarding than the time I spent playing WoW...
Adman
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Also, it's painfully obvious that a large part of the SL grid is devoted to shopping, but look around -- it's a reflection of the real world. I would guess that the spending ratios between things like clothing, toys, gadgets, education, real estate, and investment may be very similar between the two worlds.
And the spending reflects the amount of activiti
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So not only can you SHOP online, but you can get ripped off online too."
So not only were you just a passer-by, but you didn't even take the time to learn how to remove stuff from boxes, and wore the box instead of its contents. Yeah, you really know your stuff.
This just in... (Score:1)
The one thing nobody talks about... (Score:1)
I hope they upgrade their hardware soon, because I'm willing to give it another go.
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Set processor affinity to a single core - that will fix it. SL likes jumping between cores at every opportunity which absolutely kills the performance on high end machines. (That being said, performance still isnt brilliant - user created content tends to lead to unoptimised areas)
Another tip is to lower your draw distance if performance still sucks - preferences -> graphics -> draw distance - set to 64 (Default is 128), worst case that will give you a good framerate.
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So much for that experiment... (Score:2, Interesting)
What I find so amusing/ironic/sad is that Linden Labs had built 2nd Life on a kind of cool idea - a pseudo-utopian experiment where they were going to build the world and, as I understood it, essentially keep their hands off, letting the social systems and communities grow organically.
Until something doesn't fit their PC-vision of what utopia should be, apparently.
Like utopian socialists whose Pollyanna ideals of "from each...to each..." don't quite survive thei
2nd Life fashion better protected than 1st life? (Score:3, Informative)
DRM angle (Score:2)
Here's where the DRM comes in. The item was sold "no modify" (as many or most clothing items are) meaning you can't edit it, you can't change it. However, we a
A step closer to the matrix. (Score:2)
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But will these games take over the world? I doubt it. A game is limited to its game designers, sooner or later most (but not all, of course) will get bored with the game's content. The real world on the other hand, is far huger and offers way
Second Life could have been amazing... (Score:2)
Kinds of SL Encounters (Score:2)
ip irony (Score:2)
IP??? in a virtual world? it don't even make no sense in the real world. Except in the interest of keeping people with busi-ness -- we don't need IP and the world would be better without ownership of ideas.
I took about 30 minutes in 2nd life to realize it was the RL equivalent of a massive strip mall.
I'd just like to say... (Score:2)
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Still, there are decent clothes to be found. The best suits in SL (complete with flexiprim ties!) come from Blaze, and they also sell good casual menswear. I found more decent menswear at Swell Second Life, including khaki pants and a polo shirt. Blaze is also good for formal wear, and Simone sells a high-class tu
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Precisely. The nubuck shoes come with "shoe fit" inserts that ensure a good fit, and you don't have to set your foot size to 0 to make them look right, unlike other shoes I've seen (and own). They also have customizable sole and lace colors, and built-in "walk" animations which are useful if you don't already have a good animat
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BTW.. for the best eyes in SL check out DarkSkye Designs in Neverwhere.
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You know, lots of women actually use computers too. It's not like the Imsai or Apple I or Commodore PET days when there was a grain of truth to what you're thinking.
"Every computer program" is hyperbol
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You mean copyright isn't ENFORCED by the GAME OPERATORS.
Copyright exists in the countries of the real world in which the game is embedded, and can be enforced on the players by the legal system of those countries' governments.
Exception would be if the players had explicitly contracted away their copyrights as a condition of participating. In which case copyright could STILL be enforced - but enforcement would only be of interest when somebody without the rights to waive e
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1.) Practice designing clothes. Why wouldn't this translate directly to real-world fashion design?
2.) Programming skills. You have to "make" the clothes, mostly by writing the algorithms that generate them. I hear some people pay good money to people who can make computers do stuff.
3.) Marketing and administration. Sure, it's a sandbox, but at least some of the business operations skills you learn in Second Life can carry back to real life.
So, i
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Actually, clothing is all photoshop work. There is scripting in the game, but fashion doesn't use scripting.
Proof in the Pudding (Score:2)
People are paying Linden dollars (which are convertible to real money) for them. That's all the proof I need to say it's worth real money. Still, the greater point is that people pay for non-corporeal stuff all the time. They pay to play MMO games. They pay for rides on a rollercoaster. They pay to visit a zoo. They pay to watch a boxing match. The simple fact is, if getting cool clothes on an avatar in