In the early days of Second Life, a game called Bloodlines
emerged—a vampire-based system built around bloodsucking and a kind of
“multi-level marketing” approach to reputation and rank. I was among the
earliest players, and even now, despite not having played in years, I’m still
considered an elder vampire based solely on my age within the game.
That said, Bloodlines had some serious issues. Feeding
required permission, which resulted in people being spammed with bite requests.
It became so disruptive that many clubs and businesses across Second Life
outright banned the game. On top of that was the feeding requirement itself: if
you didn’t feed, you perished. As bans increased, many players either starved
or resorted to buying blood from farms or dolls. Eventually, I purchased a
“forever charm” and stopped playing altogether.
Fast forward to today and the arrival of a rival game called
BloodLust. Right away, the similarities are obvious—not just in name,
but in the networking-style family tree system. However, that’s largely where
the similarities end.
BloodLust expands far beyond just vampires and lycans. There
are 38 playable races, ranging from vampires and succubi to nephilim and
more. Each race has unique feeding requirements, and becoming one isn’t as
simple as clicking a menu option. You must find someone capable of facilitating
the transformation, a process that’s complex enough to warrant its own
explanation.
Another major improvement is feeding. BloodLust does not
require permission. You can scan, target, approach, and feed without the other
person even knowing—unless they’re actively playing the game themselves.
Feeding doesn’t affect non-players, which means populated sims provide plenty
of opportunities without disruption.
The game also includes houses and clans that help build
communities around shared goals or interests. There’s farming for food, wells
for water, fermentation systems for brewing wine, and a mining system for
gathering raw materials. There’s a lot of depth here, and overall, I’ve
genuinely enjoyed the game.
However, BloodLust has one major flaw—and for me, it’s a huge
one. The game offers no way to toggle PvP on or off. Once you’re
playing, you’re fair game to any hunter or supernatural who comes across you.
This creates serious problems for professionals and social players alike. Want
to go dancing with friends and be left alone? You can be attacked and killed.
Go AFK on a beach? Same result. Working quietly in a sandbox? Still fair game.
One of my progeny was dancing at a club with her BloodLust
HUD off when someone teleported directly on top of her and attacked. She was
killed in-game without even realizing what had happened—and she never returned
to the game. More recently, I was customizing a boat in a sandbox due to low
prims at home. Suddenly, another player teleported beside me and attacked. He
had a follow HUD, so I couldn’t escape. Each time I teleported away and
returned, he was there again. I eventually had to abandon my work for half an
hour before I could safely come back.
This brings me to why I stopped actively promoting the game.
When I raised these concerns with the BloodLust community, the responses
completely missed the point. Suggestions like “build at home” or “bring friends
for protection” ignored the reality that not everyone has those options—and
they shouldn’t be required just to enjoy casual time in Second Life without
harassment. After repeated discussions went nowhere, I wrote to the creator and
my Sire and formally took a leave of absence.
I like BloodLust. I really do. It has depth,
creativity, and enormous potential. But the inability to opt in or out of
PvP—and the community’s dismissive attitude toward this concern—left me
genuinely stunned.
If I were to rate the game, I’d give it 3 out of 5 stars.
The foundation is strong, but for casual players like me, its biggest flaw
significantly limits enjoyment. My hope is that BloodLust eventually introduces
an optional PvP system. If that happens, I’d happily sing its praises.

No comments:
Post a Comment