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Second Life: The Official GuideDecember 2006
Publisher:
  • SYBEX Inc.
  • 2021 Challenger Drive Alameda, CA
  • United States
ISBN:978-0-470-09608-6
Published:01 December 2006
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Abstract

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Contributors
  • Linden Lab.
  • Linden Lab.

Reviews

Shihong Huang

If one hasn’t been paying attention to the explosion in popularity of massively multiplayer online games (MMOs), then one probably hasn’t heard of a life simulator otherwise known as Second Life. Second Life is a popular, free MMO where players are able to be anyone they want to, and create objects that parallel real life. For some people, the experience of getting into any type of complicated video game can be overwhelming. This book addresses such issues. The book’s target audience is people who are brand new to Second Life, and who may be overwhelmed with the complexity of the online virtual world. It is suited to people who don’t usually play too many games on their computers, or aren’t too computer savvy. It is a good read for experienced players who want to brush up on basic skills in coding and animating, or who are looking for new ideas to try. The book is broken up into three parts consisting of several chapters. Part 1 covers the basics: what Second Life is, how it works, the basic concepts of the game (for example, system requirements, camera control, groups, and land), and, finally, a tour of various locations that can be found in the game. It provides useful basic information that players should be familiar with before trying to delve deeper into the game’s more complex concepts. Information is not only presented by the authors, but also by actual players of Second Life. It’s a nice touch that readers are able to learn bits and pieces from actual players instead of just the writers of the guide. Part 2 is more interesting to read, and requires more effort in order to fully understand it. It concentrates on important in-game mechanics, such as changing your appearance, using your inventory, and building objects using primitives and the Linden scripting language (LSL). In terms of usefulness, readers will be able to apply the information provided as long as the interface and game concepts do not change. If and when new features are added to the game, the book will become more and more dated. This is inevitable considering the online and malleable nature of MMOs such as Second Life. However, it is fair to say that the information given is detailed enough so that readers will be able to easily adapt to any major changes made to the current version. Part 3 is my favorite section. It concentrates on success in Second Life, a very open-ended term that encompasses concepts such as in-game popularity and culture, ways to make real-life money from the game, and famous celebrities of Second Life. The last chapter concentrates on the future and impact of Second Life. It’s an interesting read, and should be essential reading to anyone who wishes to enjoy playing the game. The chapter on making money in Second Life is no lie. Players can make money in the virtual world by selling commodities. The book also provides a glimpse into the type of players that inhabit the game (a wide array of characters including musicians, real estate agents, and even vampires). The history of the game is interesting for new players, and provides them with an idea of how it has evolved. Overall, the book is a great read for anyone interested in the game, especially those that have recently started playing. The only downside is that the information can be found freely online, and, unlike the print version, the online information is kept up to date. Online Computing Reviews Service

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