It's saturday night. Just a few days ago we were all watching the grid with great anticipation to see what would be the outcome of the first CSI:NY
goes Second Life show. There's many blogs out that that voice an opinion, but I'd pick out Ambling in Second Life over almost any other blog.
Here's Aleister's views:
As the hubbub starts to subside on the whole CSI:NY thing, I thought I would record some of the stuff that’s been rattling around in my head over the last few days.
My first reaction when I read all the hullabaloo coming out of the Virtual Worlds Conference was: “Meh.” However, folks with a far keener interest and knowledge of the entertainment and media industry were at pains to assure me that this was groundbreaking stuff, and that is was “game changing.” I thought I should wait and see. The impression given was that this represented a real leap forward in the pursuit of convergent media, and is the way of the Future. To quote Mr Zuiker, proud owner of the CSI franchise: “What’s the future of television? It is as follows: TV, online, mobile, and gaming.”
As for Linden Lab, CEO Phil Rosedale’s take, as quoted at Ugotrade was: “I think it is a great project. We don’t look for traffic for Second Life in general we more look for opportunities to present Second Life to people in a more obvious way to people who don’t understand it, or haven’t experienced it.”
So… a major leap in convergent media – and good exposure for Linden Lab.What could possibly go wrong?
The big risk we all knew about was grid overload, but so far (touch wood) this has not happened, in part because the invasion of newcomers simply has not happened on anything like the anticipated scale.
However, what I think has gone wrong is, frankly, the whole shebang. What I’ve noted, rather than a magical blending and blurring of the lines between reality and virtuality, is simply the co-opting of Second Life to act as a games
platform. A role for which it is particularly inappropriate – and for which CSI has no need, since such platforms exist already. Now, I’m not trying to be precious about SL here. In the whole wide metaverse there is clearly a large need for entertainment and, indeed, for gaming. But to be blunt, Second Life cannot offer the level of gameplay that seasoned gamers have good reason to expect.
And this leads to my next point. TV is an illusion, where it is necessary to tweak reality (and in this case, virtuality) in the interests of entertainment. CSI was not out to make a documentary about Second Life, and was bound to present it in a way designed to extract the maximum entertainment value. And this has led to 2 basic lies. First, that the Second Life virtual world is smooth, fast and beautifully detailed. This would be fine if newcomers weren’t then invited to come and try it out. The gulf between the TV version and the horribly laggy, grey, slow-rezzing virtuality cannot, to my mind, be called
“good exposure for Second Life”. The second lie is that Second Life is a sleazy game, populated by players. This lie was not necessary to the plot, and is the one with which I have the single biggest issue.
In common with many of the readers of this blog, I spend a great deal of time in Real Life extolling the features and benefits of Second Life and virtual worlds in general. Through this one piece of unnecessary scripting I feel like I’ve been thrown back a year in my own evangelising efforts; back to the days of: “Second Life? It’s just a game isn’t it? Full of sleazeballs and geeks.”
Again, how this view of Second Life can be viewed as “good exposure” I am at a loss to explain. This might also explain the less-than-impressive uptake of new accounts.
On a lighter note – I was tempted to call this piece: CISCO:NY. As I have mentioned previously, the grossly over-the-top “Ciscofication” was – to me at least – a complete turn-off.
I think Linden Lab have done themselves no favours here. It is not true that “all publicity is good publicity.” I am dismayed at the short-termism shown by Linden in going along with this farrago. Also, in handing over the source of the viewer to Electric Sheep we have the interesting situation where the open source code has been re-skinned, a few neat, new features added, and the whole thing seemingly locked up again as a proprietary product. Well that’s what I think.
So what did I get wrong?
The ciscofication maybe was a bit over the top, but here in Europe with tv stations like the BBC and public broadcasting companies in the Netherlands we do have a slightly different opinion of such blunt advertising. But seriously,
There's several blogs that have been negative over the amount of traffic generated by the CSI show. Well, it was aired in different timezones, people came in in several runs. And in the days after. True enough, these 16 million viewers didn't push the SL headcount from 9 to 10 million overnight, but it's too early to tell. There's a lot of speculation on how many came in. Prokovy Neva states (on the first timezone run):
"But the numbers of people on those sims, for the three
hours I watched them before, during, and after the CSINY show, couldn't have beat 5,000 concomittant, and no more than 20,000 max total arrivals. In fact, it's probably far lower."
For exact numbers we either have to wait for CSI or the Electric Sheep Company to come with traffic stats and onRez viewer downloads and compare them to next weeks' Headcount by Tareru Nino. I do believe though that the average number of concurrent logins is higher these days. I'm not saying it was a smashing success. The massive number of islands, the fuzz upfront made us expect a lot. Again, too early to tell. There may well be ROI's made, but not sure which. I hope it'll continue though. Haven't had time to start solving the murder yet, but I for one like the concept. Me liking something isn't a guarantee that it'll make you millions though.
Labels: bbc, cisco, csi, electric sheep company, entertainment, hollywood, linden lab, roi, second life, television, ugotrade, virtual worlds