Korea's Nexon and others are edging onto Second Life's turf, using simplified featuresCyndi Lester, 20, recalls her first meeting with future husband, Frank: "My avatar walked past his. He noticed me and typed: I like your hair." After their real-life wedding last year, Cyndi and Frank bought digital rings and staged a second, virtual-world wedding.
It all happened in MapleStory—a fantastical online game where players hunt cartoon monsters and communicate in text. For Lester, a Huntington (W.Va.) homemaker who devotes three to six hours a day exploring this two-dimensional universe, the allure of MapleStory is more about show than shoot-'em-up. She spends up to $100 a month buying new clothes (at 9 cents to $7 apiece) and hairstyles ($5.70) for her digital double.
Suddenly it looks as if Second Life, that 3D virtual world that last year became a favorite hangout for hard-core techies and trend-watching corporations, has competition. A new crop of online multiplayer games is coming, targeting a broader audience with simpler navigation and customization than Second Life. These games also rule out lewd behavior. The companies behind them have a novel way of making money, selling digital goods such as avatars and their outfits. The games themselves are free.
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