Filed under:
Business models,
Culture,
Opinion,
Second Life,
Virtual worlds
Second Life has a certain notoriety for the first six-to-ten hours of the user-experience being an uphill battle. We wonder, in fact, if virtual environments like
Second Life can even make do with a conventional tutorial at all. In an MMOG, at least, all you have to do is teach the user how to play the game.
Second Life, on the other hand, is more like being dropped off in a remote, busy community. You're not trying to level up - there's no experience-points and no levels; no game-trappings at all. You're trying to meet compatible people, go shopping, explore, see the sights, make money, start up a business, find educational opportunities, or learn the language.
Trying to cram that into a tutorial is like trying to produce a short accessible tutorial for Osaka, or Budapest.
Continue reading Second Life: The first hour and beyond
Second Life: The first hour and beyond originally appeared on
Massively on Mon, 31 Aug 2009 17:00:00 EST. Please see our
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