Entrepreneur Tackles Virtual Wild
West
By Brain Brus
The Journal Record
Norman computer-tech entrepreneur Kyle Machulis
slowly pedaled his sleek gray car to the front of his office. After he works
the bugs out, he hopes to sell the pedal-driven technology to thousands of
others so they can travel anywhere in the world by bike, car, plane and jet
pack, he said.
"It would work for
treadmills, too," he said, clicking on the car and putting it back in his
inventory directory. "It's just a matter of adjusting some connections. …
I'm working on making the speed representational of your pedaling effort as
well, because right now you move at a consistent crawl."
Machulis is an entrepreneur
in the virtual Wild West, looking to exchange his computer savvy for real cash
in a newly developing economy that exists somewhere between the keyboard and
his wallet.
He has been working for
several months on an alternative movement interface for use in the Second
Life online environment where tens of thousands of people regularly log in
to chat with each other, and more: By way of avatars - three-dimensional
representations of physical bodies - they build and rent virtual apartments,
buy fancy outfits for virtual dates at avatar-run dance clubs, and barter for a
wide variety of in-world resources. Some users, like Machulis, invest a lot of
energy in creating new applications to sell to other users' avatars.
In other online game
environments similar transactions are taking place for swords, platinum coins,
jet packs, armor and even pure adventuring experience. Hundreds of dollars at a
time, millions per year.
Although the environment may
only exist in the electron interplay of the Internet, the money exchanging
hands has tangible value.
Money for nothing?
At the beginning of the
business day on Oct. 24, a single U.S. dollar was worth 177 Second Life
dollars, or Lindens, on the LindeX exchange operated by San Francisco-based
Linden Lab. At the Internet Gaming Entertainment Ltd. Web site, a third-party
exchange registered out of Hong Kong, a trader could sell a minimum of L$5,000
for U.S.$18.50. At AnsheChung.com, named for the Second Life land
baroness who lives in real-world Germany, the trade rate was L$5,000 for
U.S.$20.99.
So if Machulis were to put
his product on the Second Life open market and sell it for, say, L$500
per application, he might be able to turn it around for U.S. $2.60 - minus
transaction fees.
The secret is in mass
consumerism. The annual Gross Domestic Product in SL is worth more than
U.S. $2 million, said Linden Lab spokeswoman Catherine Smith. Chung herself
could sell off all her SL holdings and cash out for a total of about
U.S. $80,000. A popular Oregon SL clothing designer known by the online
alias of Munchflower Zaius puts in about 40 hours a week of real-world work to
earn a high five-figure real cash income through the SL environment.
"When Linden Lab
created Second Life, the idea was to create a world or place where
people could create their own destiny," Smith said. "An economy,
based on Linden dollars, was part of that concept. We began to see people
taking off with their ideas and at one point, near the end of 2003, we gave
users the intellectual property rights to own their own content. Whatever they
created was theirs. We thought that if we gave people ownership, they'd be more
involved and invested in the world and innovate."
That's exactly what happened
in the case of an SL user who goes by the name Kermitt Quirk out of
Australia. By working within the computer code that makes SL possible, he
developed a game for avatars to play called Tringo. The game proved so
popular in SL - other player/avatars were buying copies at L$15,000 each
to host tournaments and make their own profits - that Quirk took the concept to
a real-world media company, Donner Wood. It was then licensed as a GameBoy
Advance gaming system and is expected to be released later this year.
Machulis, who operates out
of Nonpolynomial Labs in both Norman and a representational office in SL,
hasn't yet figured out his marketing strategy or sale price for his pedaling
product. By attaching a standard exercise bicycle data output to a computer
keyboard, Machulis can move his avatar or avie-driven vehicle across the SL
virtual terrain - over digitally rendered mountains, rivers, sand dunes.
Similar products are already sold for other game or exercise systems, so he
knows it's marketable. Machulis was mesmerized by the SL potential.
"You really can do
almost anything you want here," he said, pointing at his gravity-defying SL
lab on the computer screen. "Sooner or later, someone's going to do this.
It might as well be me."
Sweat it out
In a dark room in The
Village, warriors are swinging blood-stained swords and dodging magic spells.
If Mike Fernandez's character survives the current onslaught - and he probably
will, given Fernandez's gaming experience at the keyboard - he could probably
sell it on e-Bay for a few hundred dollars.
"I've been able to sell
some of my stuff for cash every so often. I sold an Everquest character
for $670," the Oklahoma City Community College student said as he checked
on a friend's progress at another terminal at the Cyber Quest center on N. May
Avenue. "Sometimes it gets to the point where the monetary value isn't
worth as much, because the prices fluctuate. I think right now the WoW
(World of Warcraft) exchange rate is $10 for 100 gold. It goes up and down
a lot. If there's too much on a server, the prices will drop. There is an
actual market for it.
"It's there, sort of
like gas prices going up and down, and you deal with it," he said.
Fernandez is a regular
customer at Cyber Quest, a LAN gaming center owned and operated by Mike Lewis.
Fernandez plays for hours a day, often forming teams with other highly skilled
gamers in what Lewis called "one of the highest-quality centers in the
Southwest."
Fernandez has no desire to
turn his hobby into a profit-making venture - "Sometimes it's fun and
sometimes it's really boring, kind of like work. … You could do it
professionally, but I wouldn't rely on it. It would take too much effort."
Lewis has done his own share
of gaming, and he holds some disdain for professional sword-hackers who are
only online to "farm" easy monsters for experience and gold coins.
Unlike Second Life, most massively multiplayer online role-playing
games, or MMORPGs, have a combat goal involving character advancement and
increasingly difficult challenges. To reach the most interesting parts of a
game, a character has to be pretty powerful. And that takes hundreds of hours
of time others are willing to pay for.
For example, one U.S.-based
company, Gamersloot.net, has dozens of workers in Romania playing online games
10 hours a day for low wages, The Observer recently reported. Other
industry insiders said virtual sweatshops have been established in China and
other parts of the world.
On IGE's exchange or e-Bay's
auction sites, a fully developed superhero in City of Heroes can sell
for as much as $799; likewise for a World of Warcraft paladin or Star
Wars Galaxies Jedi knight.
Lewis is reluctant to go pro
for other reasons, however.
"Sure, you could get
away with it, but you run the risk of having your shop shut down," he
said. "Because you have to deal with tax issues. … I have to report
anything I sell, and honestly, I'm not sure how that would work out.
"And then you've got
the issue of how the gaming industry will try to clamp down on that sort of
behavior, because right now they want to collect as many licensing fees as they
can." Lewis waved his hand at the dozens of computer terminals in his
shop. "Counterstrike is the most popular game in the world, and
last year I bought 30 licenses so we could play it here. … You've got to be
very careful that you don't give them an excuse to tap into other revenue
streams."
Cyber-future
Pedaling across Second
Life's landscape, a user's avatar will find countless opportunities to
spend Linden dollars on intricately designed jewelry, tracts of virtual land,
and furniture and art for their abodes, all designed by other users, some with
big entrepreneurial dreams.
They can also buy short
programs called scripts that cause avatars to act in a certain way, vehicles
that envelope an avatar and allow quirky movement modes, and objects called
pose balls that allow avatar-to-avatar body interaction. That last class of
computer code product includes many sexual animations - made even more graphic
by the purchase of virtual genitals that can be worn by avatars. Then there are
other users selling their own services through avatar representation, usually
referring to themselves as "escorts" for the most personal service or
simply chatting for tips while performing suggestively on a virtual stage with
dance scripts.
Second Life has rules about
"mature" areas and aggressive play, and even a virtual police blotter
that shows the results of investigations from user complaints. But in many
ways, "it's like the Wild West; it can be almost anything you want it to
be," Linden spokeswoman Smith said.
In one of the tamer SL
zones, Connie Mableson set up shop of another type to address another aspect of
the virtual frontier. The Phoenix attorney has arranged a Greek forum-like
resource center to help other Second Lifers understand their rights to
intellectual properties on the Internet. One of her pavilions will include a
gallery of SL brands and logos for review by other entrepreneurs.
"The biggest issue in
the virtual world is going to be the definition of what is property,"
Mableson said in a telephone interview. "Some would argue that in dealing
with intellectual property, which protects what a mind can create, there should
be an expanded class of property rights. Obviously, real-world objects like
your car are property. Should that concept be extended to how you manipulate
the digital world? If you design or buy a virtual couch, should you have rights
to that couch as property?"
Mableson was working on
issues of cyber-law before the Internet had spawned the World Wide Web. The
clients who kicked off her career are infamous, even if most people don't
recognize their names: Martha Siegel and Lawrence Cantor, the world's first
e-mail spammers. In 1994, Siegel and Cantor, who are attorneys as well, sent
out a message to about 6,000 newsgroups on the fledgling Internet offering
assistance in obtaining U.S. green cards for anyone who replied. Although
Cantor and Siegel got plenty of business from the solicitation, to the point of
being kicked off their Internet service provider, they also received thousands
of angry e-mails. Other entrepreneurs soon followed in their footsteps.
"The Internet was
supposed to be about the free flow of information, not commercialization,"
Mableson said. "The profit motive was very limited.
"There was really no
legal advice to give at the time, because no one knew what to do about the
issue. I helped them with the aftereffects, and I ended up representing them
shortly thereafter on a matter of Internet trademark infringement," she
said.
Mableson said that ethically
she cannot give legal advice in the virtual world; her SL site is for
information purposes only.
She also mentioned another SL
user who is trying to establish a "stock market" to track and invest
in companies operating out of SL. Mableson has been discussing SEC
issues with the man because technically everything in SL is a security:
an investment of money in a common enterprise for the expectation of profit
derived by the effort of another. The user in question, who she asked to not
identify, has already been in contact with securities attorneys about potential
liabilities, she said.
"The thinking there is
that this is a game or amusement. … He's saying there are no real securities
being sold; we're dealing in funny-money Lindens. If you're playing Monopoly,
for example, and you want more money, you go out and buy a pack of Monopoly
dollars."
But usually that Monopoly
money can't be sold back for real cash, she said. The casino concept might be a
closer fit, because players can cash-out their tokens at the end of the day.
"There are no cases on
this, nothing not even close to this. … It will be interesting to see how this
plays out," she said. "It's mind-boggling."
Brian
Brus reports on metro area government, finance, agriculture and other issues.
You may reach him by phone at 278-2837 or by e-mail, brian.brus@journalrecord.com.