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Separation of Church and [Virtual] State
by Ian Bogost May 16, 2004
categories: Social Games

As previously discussed here on WCG, Ship of Fools is launching an online Church, called Church of Fools. The New York Times published an article today (free registration required) about the virtual church.

Dan Hunter asks an interesting question over at Terra Nova:

My question is why they go to the trouble of building this from scratch, instead of renting a server from Second Life and building a whole island retreat, or just building a church in [The Sims Online]?

The comments so far on TN suggest that such projects are subjected to massive in-world regulatory and user abuse. But I'd rather turn the objection around: a compelling reason to have a virtual church that's not contained in a larger virtual world is because VWs require a great deal more player investment just to understand the world itself. I think a great many people might be interested in a virtual church, but wouldn't have any interest in slogging through all the other VW mechanics to get there.

This might suggest that there are viable applications of small-scale VW experiences, perhaps many more than there are opportunities for full-scale virtual worlds.