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Home | | Griefers
Second Life Terrorists and Bombings
Raw Story reports that a group called the Second Life Liberation Army (SLLA) have set off bombs inside the virtual world Second Life.
People controlling animated avatar members of a self-proclaimed Second Life Liberation Army (SLLA) have set off computer-code versions of atomic bombs at virtual world stores in the past six months -- with their own manifesto.
The SLLA claims to be an "in-world military wing of a national liberation movement" devoted to replacing the rule of Second Life creator Linden Labs with a democracy representing the nearly four million residents.
"As Linden Labs is functioning as an authoritarian government the only appropriate response is to fight," the SLLA said in a message on its website at http://secondlla.googlepages.com.
"When the SLLA succeeds in its aims it will disband and hand power back to the political wing of the movement."
Creative dissent is welcomed in Second Life as long as it doesn't interfere with the ability of other residents to enjoy the virtual world, according to San Francisco-based Linden.
Second Life said it stopped charging a tax on items created by residents after avatars fashioned in the images of American revolutionaries recreated the Boston Tea Party in the virtual world about three years ago.
The article also describes what the explosions look like.
The virtual bomb blasts in Second Life explode in hazy white balls, blotting out portions of a screen and battering nearby avatars, animated figures that are residents' proxies in the virtual world.
Linden Labs says they want to allow creative expression but they do penalize major disruptors with temporary banishment. They won't tolerate griefing.
Posted on March 12, 2007
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Second Life Attacked by Replicating Rings
The BBC is reporting that replicating gold rings have slowed down the Second Life persistent online world.
The self-replicating worm planted spinning gold rings around the virtual world, which is inhabited by more than a million users.
Players treated the attack with a mixture of mirth and anger.
"Can this game get any more unpredictable and exciting?" asked one user, Loretta Lurra on the official Second Life blog.
As users interacted with the rings they replicated, resulting in a slowdown on the servers used by Second Life's creators Linden Lab, in California.
Joystiq reports that the "rings" were similar to the rings found in Sonic games. Last month Boing Boing had posted that the grey goo attacked was started by a griefer. Wired's Game|Life blogs that Second Life can expect many more griefers if they can't get a handle of this problem. The Guardian says the replicating goo has raised the CopyBot issue. The CopyBot allows copies of part or all of Second Life objects to be made which threatens Second Life designs and economy. This simple question from the Guardian explains the problems a CopyBot could pose for the virtual economy: "What would happen to business and society if you could easily make a copy of anything - not just MP3s and DVDs, but clothes, chairs and even houses?"
Posted on November 24, 2006
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Self-Governing Could Limit Griefing
The Guardian has a great article about griefers and what gamers and game developers are doing about them. Griefers are the trolls of the online gaming world. They intentionally wreck havoc in MMORPGs and persistent online worlds and ruin the game for others. The Guardian explains the bad things griefers do:
The gaming community calls them "griefers": people who like nothing better than to kill team-mates or obstruct the game's objectives. Griefers scam, cheat and abuse, often victimising the weakest and newest players. In games that attempt to encourage complex and enduring interactions among thousands of players, "griefing" has evolved from being an isolated nuisance to a social disease.
The article says a strong community system is required to counter the griefers but even that doesn't always work. The Guardian article describes one incident WOW that was essentially an MMORPG mass murder.
The players of World of Warcraft were left with a similar conundrum in March, when a group of gamers performed an act whose only purpose was to cause emotional pain. The death of a member of the community inspired her fellow gamers to hold a virtual funeral, which was raided by a malicious mob that made short work of the mourners, all of whom had relinquished their weapons as a sign of respect. Since the funeral was naively held in a zone designed for combat, few could question the legitimacy of the attack within the game's rules. None the less, the mourners were outraged, not at the penalties their characters would have to suffer, but at the brazen attack on their feelings.
The article says WOW banned over 5,000 accounts in April for griefing. Second Life has the corn field for suspensions and eventually griefers will be permanently banned. However, this can really cost the game developer as they lose subscription fees. What may really be needed is a form of self-policing or self-governing. This is what Scott Jennings, author of Massively Multiplayer Games For Dummies, told The Guardian.
"I expect we'll see more and more self-government," says Scott Jennings, game developer and author of Massively Multiplayer Games For Dummies. "The reason is fairly obvious if not particularly noble: it's less expensive for game companies to have their customers police themselves than hire people to do it. The trick, and why you don't see it generally, is to construct self-policing schemes in such a way that they don't enable unscrupulous players to use them as tools of grief."
The article mentions a game called Seed that has a form of government. It lets players elect other players to be administrators. As griefing becomes part of the game itself you can bet more user-created laws, guilds and governments will arise to control them. Gamers will have to cooperate and partner to protect the worlds they love. There is a good discussion going on about the griefer problem here on Scott Jennings' Broken Toys blog.
Posted on June 26, 2006
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Cyber Criminals Targeting Gamers
Spammers and criminals always try and ruin everyone's fun and online gaming is no exception. A VNU article says cyber-criminals are targeting gamers' virtual assets with malware. Games that convert virtual cash to real money are especially targeted by cyber-crooks.
The criminals are trying to rob players of virtual assets obtained in the games, such as 'money' that players can use to buy weapons and goods, according to security firm Panda Software.
Given the effort required to obtain these items, there are many people prepared to pay for them as an easy way to reach higher levels and increase their reputations.
As a result, the virtual economy of the game translates into real profits for the cyber-crook, even more so with new games that allow real-world funds to be transferred into the game for use in the virtual world.
According to Panda, the malware that most frequently affects games are Trojans. In one example the Lineage virus steals player log-in details, allowing another player to steal virtual money to buy weapons, privileges or abilities within the game.
The article mentions a couple specific viruses that target gamers like the Legmir Trojan that targets Legend of Mir gamers and the Trj/WoW virus that targets World of Warcraft gamers. More details can be found in this press relase from Panda Software.
Posted on May 19, 2006
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Misbehaving Second Life Players Banished to Corn Field
Clickable Culture reports that players in the Second Life online game are banished to The Corn Field if they misbehave in the game.
Nimrod Yaffle, a resident of the virtual world Second Life, has revealed details of a bizarre and dark prison Second Life's maker Linden Lab is now using to lock up criminal avatars. Dubbed the "The Corn Field," the moonlit environment contains only rows of corn, two television sets, an aging tractor and a one-way teleport terminal allowing no escape. It exists as an alternative to standard disciplinary measures, which traditionally prevent access to Second Life completely.
After breaking Second Life's rules, Yaffle was informed via email by Linden Lab that he was being sent to The Corn Field. "I thought it was a joke," Yaffle told me in-world. "I never even knew it existed before I went there, and by the looks of it, a lot of other people didn't either." Rumour and speculation about the prison has been running amok in the Second Life community since word of The Corn Field spread, but until recently the prison simulator hadn't been officially confirmed.
The Corn Field was apparently only a rumor at first but Clickable Culture says it was recently confirmed when a Linden Lab's Senior VP of Community and Support wrote a note in the Second Life discussion forums.
"Sometimes when someone is suspended for a short time they are sent to the cornfield," Linden Lab's Senior VP of Community and Support wrote on the official Second Life discussion forums yesterday, adding that building the cornfield didn't require any significant development work and reassuring the community that "Once someone is permanently banned they are no longer welcome in Second Life, anywhere, including the cornfield."
Sounds like you better shape up if you are sent to the cornfield. Is that clear Nimrod? (Via Boing Boing)
Posted on January 12, 2006
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