Second Life

This is me on my second adventure in Second Life. I still hadn't managed to 'drop' the various weird clothing and objects I had picked up in my first visit. So here I found my self-- In Gitmo, wearing orange detainee jumpsuit... with shopping bag and 'sparkly skirt.' Totally absurd. I was here to do serious work and I spent half the time stuck in mid-air, my head half-way through the barracks ceiling.
I love the idea of modeling real-world conflict situations in a virtual game environment, but it has to get easier to negotiate these environments. I know this stuff is second nature for a lot of people, but ot for everyone. I see that as a challenge to attracting non-gamers to interactive experiences. How can we design an environment where users can more easily intuit the rules of the game....and not waste 20 minutes on apple+point click, scroll, scroll, scroll, left hand, drop, shopping bag.
