An in-world game developer creates a phenomenon, garners enormous financial success... and alters the culture of an entire society, in the process.
So I spent the last year or so predicting to anyone one who'd listen the imminent arrival of the Counter-Strike of Second Life, and when it finally gets here, I'm slow on the uptake.
In the 90's, a kid working out of his parents' basement used the level-editing tools of Half-Life to create the Counter-Strike mod. It got so popular, people began buying the original Half-Life, just because you needed to install it, to play the kid's game. It got so popular, in fact, it had a broad impact on multiplayer gaming and the game industry's attitude toward modding.
In a similar way, my prediction went, a Resident would one day create a game that's so addictive and popular, people will end up logging into Second Life just to play it. That will be the tipping point when things change-- for the Second Life community, and the way it was perceived by people outside it.
Trouble for me was, all along I had been expecting that game to resemble something like, well, Counter-Strike-- a multiplayer FPS like U:SL, for example. My own bias as a gamer had blinded me to the realization that the Counter-Strike of Second Life was really this simple, innocuous looking, casual game which involved nothing more spectacular than a bunch of people sitting around poking at two dimensional boards.
. . .
An indication of its success is not just found in the number of Tringo-related events (which on some days make up more than 25% of total events), but in the vertiable subculture of Tringo groups Residents have started up. There are at least 21 of them now, with names like Tringo Busters, Tringo Sluts, and Tringo Zombies. In essence, they're analagous to gamer clans and informal leagues, started up by enthusiasts of the game. (Somewhat related to this, Kermitt is trying to collect screenshots of Tringo as it's played in the dozens of locations and environments throughout the world. "Might put the word out for people to send photos to me," he asks me, "'cause I'll miss most of them with the time difference.")
Unsurprisingly, success means a level of in-world fame for Kermitt Quirk.
"I dunno if I'd call them fans," says Quirk. "I don't get packs of people running after me or anything. But if I turn up to Tringo games people seem very amazed to actually meet 'the creator'. But then," he adds, grinning, "they start cursing me when the right pieces don't come out for them."
Just as unsurprisingly, Tringo has its share of Resident detractors, who believe the game has come to overwhelm their society.
In a testament to its influence, Jinny Fonzarelli, a British Philosophy/Theology student and Resident who runs Thinkers, a group devoted to discussing political and metaphysical topics, now plans to dedicate an upcoming debate to "The Tringoization of Society". Which would be, if you like, a cultural debate held within a game about the mini-game that's beginning to impact the community of the larger game.
"It ain't really Tringo I object to," Fonzarellis tells me. "It's the fact that it's everywhere, all the time. Games are meant to be an escape, not where you live. Between Tringo and pointless contests, I know many people feel their Second Life has been immensely devalued."