Andrew D. Todd
The Future of Second Life
adtodd@mail.wvnet.edu
Draft-in-progress of March 18, 2009. NB. The bibliography is
still more or less flawed, and the third section needs further
development.
Second Life is a Massively Multiplayer Online Role Playing
Game
(MMORPG), a kind of website crossed with a
video game. It has special viewer software, and people use it, in
effect to "play dolls" together over the internet. There is a
certain
amount of debate going on in
the "new media studies" community about what it all means.
The basic incontrovertible fact is that there are at least some
thousands of people, of a type not previously seen in gaming, engaged
in playing Second Life, and at least some
hundreds engaged in building additional software components for greater
realism (costumes, make-up, scenery, "properties,' dance choreography
scripts, the whole baggage of theatrical production). Some of
this is
amateur, and some of it is in the form of a multitude of small
businesses
(The numbers are subject to debate, connected with commercial
stock-pumping, and I have quoted deliberately conservative figures).
Second Life is the kind of program which represents the economic future
of the computer industry-- if the computer industry has an
economic
future. That is, if one only wants to do word processing and internet
surfing, one can always get a used $100 computer. To use up serious
horsepower, costing a couple of thousand dollars, one has to get
involved with elaborate graphics. That
practically
means programs of a type where the graphics are an essential part,
rather than a pasted-on distraction.
For example, If one looks at flight simulator software,
there are two kinds. There is the kind of flight simulator
which is
sold as a game (eg.
Microsoft Flight Simulator), and there is the kind of flight
simulator
which is sold through pilot supply catalogs. The latter kind is bundled
with about a thousand dollars worth of "mock-up" instrument panel
(multiple throttle levers, flaps, landing gear, etc.), and is
viewed
as a serious training aid. In such a system, the area of the
screen
devoted to animation of the view out the windshield is only about a
quarter of what it is in Microsoft Flight Simulator. Much
more space
is devoted to the instruments than the view, because, of course,
the whole
point of a flight simulator is
to teach flying by instrument reference. One does not need a
superfast
computer simply to put dials on the screen.
The technological barriers to the adoption of virtual reality are
decreasing over time. The pattern is very similar to what
happened the
last time around, with the adoption of the personal computer in the
1980's. In the same way that a better pointing device, the mouse,
solved the navigation difficulties of early personal computers,
three-dimensional pointing devices will solve the user-interface
difficulties of virtual reality. Just as better software development
tools eased the burden of providing enough software to make
personal
computers useful, better CAD/CAM systems will enable
the production
of the costumes,stage properties, etc., which will enable
virtual
reality users to act out exactly what they want to act out. The problem
is not in the technology. The problem is in the
implications of the
idea of virtual reality. A considerable share of the early
participants in virtual reality, especially artists and small
businessmen, look to virtual reality as an escape from the fact that
the rest of society does not take them at their own valuation. However,
this escape is ultimately an escape to nowhere. In the end, virtual
reality is really only useful to people who want to create
psychological distance between their play and their own lives,
because
they are playing with things which are in the last analysis,
better
not done.
Antecedents and Technical Problems
The present technical difficulties with virtual reality programs,
animation
software, and games are not really happening for the first time.
They
are actually a rerun of what happened in the 1980's. Back in the 1980's
most of the people who were theoretically candidates to use personal
computers and word processors were not in fact ready to adopt
them.
The available word processors were not very good. The programming tools
to make things like word processors were also flawed. These problems
were eventually overcome in a messy "human wave" attack.
The development of programs like Second Life looks uniquely difficult
to those whose computing experience does not go back very far,
because
it is more difficult than the last major event, the spread of the
internet. However, this is not a fair comparison. Internet
software,
such as web browsers, is not strikingly original. It essentially
consists of pre-existing components, connected together to reduce the
workload of retrieving, mailing, and publishing documents over
the
internet. For practical purposes, if one knew how to use a word
processor, one could take to the web like a duck to water. There was
very little need for prolonged negotiation of design principles, or
training of users. It had already been established what a word
processor was supposed to look like, and the only thing required was a
little incremental modification.
The adoption of the internet was not a major change, only a
consolidation of previous changes.
The situation regarding Second Life and other virtual reality programs
is more nearly comparable to the general state of personal computing,
circa 1980. It is hard to remember now, but in 1980, not everyone
could touch-type, even in literary occupations. Of course, typing
with
a typewriter is much harder than typing with a word processor.
When
word processors became available, there was a certain "learning curve."
William Zinsser provides an interesting contemporary account of
what
it was like to switch over from a typewriter to a word processor,
complete with the inevitable accidents along the way.Zin A lot of
people
bought computers which became expensive paperweights. Many of the
buyers did not have a clear understanding of what they wanted to do
with a computer, and therefore had no real incentive to learn to use
the machine. Even in academic departments, a lot of people were not
actively writing anything. It took a year or so for a 5000-word
article to make its way into print, and probably a more or less
comparable time to set up a public lecture above the department
colloquium level, let us say a talk at a learned society
meeting.
Academic
culture was much more "oral" than it is now, centered around
discussions in department common rooms, local restaurants, etc. Most
academics, once they got tenure, reverted to the more comfortable oral
mode of communication. In a post-tenure review, a megabyte or so of
unpublished fragments was bankable, at a level second only to a book,
or five published articles (the conventional equivalent of a
book).
What the committees knew was that once words are on paper, it is not
all that difficult to edit and rewrite different fragments
together
into larger chunks, until the end result is a book. It was common
to
hear someone say "so-and-so hasn't published anything, but he really
knows such-and-such a subject." Outside the groves of
academia, in
the hardscrabble world of Grub Street, where free-lance writers were
paid so much per published word, the
science-fiction writer L. Sprague De Camp not only pointed out that it
was absolutely essential for a writer to learn to type, but also
warned writers against gathering to talk shop, after the fashion of
academics, because doing so would reduce their compulsion to put words
on paper.DeCamp This is a somewhat remote
and alien way of thinking in a
society where people commonly conduct their social life on blogs.
But we must remember that the context of the first PC's and
word
processors was a comparatively oral literary culture.
Early word processors were more or less deeply flawed, and they were
not very easy to use. It was necessary to learn a dozen or so
special
keys, just to move the cursor around the screen. Wordstar 3
was the
best of the lot, with its geometric
"control-key-diamond." Other
word processors, eg. Perfect Writer or Easy Writer, were
considerably
worse. At that date, word processors, personal computer operating
systems, and kindred programs were normally written in assembly
language. RAM memory was still very expensive, and small
differences
in code size mattered a lot. The software developer needed the precise
control to choose just the right machine language instruction
which
took up two bytes instead of three bytes, if he did not happen to need
the additional features of the three-byte instruction. Working at this
level of intimacy, it was not practical to spin out special
user
features with any speed. The Wordstar 3 user, like the owner of
the
proverbial Model T Ford, could have any formatting style he liked-- as
long as it was single-spaced block paragraphs. There were special
different word processors for groups of people who had to conform to
different stylistic conventions. It was only much later that word
processors would come to support the notion of a style sheet. Word
processors had drivers for the various different printers and graphics
displays. Here again, Wordstar was one of the best. As of version
5, circa 1988, WordStar had a semi-open driver system, in which
the user could enter byte
strings in a table ("this is the code to go into subscript mode, this
is the code to come out of subscript mode," etc.), and create a driver
for nearly any printer for which he could obtain a technical reference
manual. The different word processors did not use compatible
document
file formats, so it was difficult to exchange documents
back and
forth. In producing a composite document, written by
multiple
authors, there was inevitably a point where the production method
would revert back to photographic techniques, and "paste-up."
This simply reflected the limitations of the early word
processors.
Something similar was happening in programming languages. Here, of
course, little computers were repeating computer history. They were
starting out at the level of 1950's mainframes, working up to
1960's
mainframes, and so on. Personal computer programming finally
caught up
with mainframe programming sometime in the 1990's. At the
earlier
stages of programming, with languages like Fortran II, or even assembly
language, the emphasis was on writing programs that made things happen,
not programs which asserted propositions. The same thing happened with
the earlier forms of BASIC on the personal computer. Programming was
full of
tricks, or "hacks," bits of code which had useful effects, but which
did not mean what they said. Programmers had their own
private
libraries of subroutines which implemented concepts found in standard
handbooks of one kind or another-- for example, subroutines to compute
sines and cosines. Eventually, better programming languages
came
along, with more advanced facilities. With the right programing
language, it was possible to radically simplify programs, by
dropping
out all the tricks, and stating propositions in more or less
plain
words. If more advanced programming languages were not quite proper
supersets of the earlier programming languages they superseded, they
were nonetheless close enough that large sections of the old programs
could be more or less mechanically translated, either by hand
or by
translator program. Thus the cost of switching to a new and better
language was a good deal less than that of starting from scratch. The
process of conversion was mostly about editing out one's own imperfect
solutions to standard problems, and replacing them with references to
the newly standard methods for solving those standard problems. Thus,
over the long term, order was emerging out of chaos.
The whole development of personal computers in the 1980's was
"beta-testing" on a grand scale. It was expensive. It was messy. But it
was still better than manual copy-typing, and it went forward. Surveys
indicated that in 1985 only about ten percent of households had
computers at all, and, if truth be told, many of those were
de
facto paperweights.Kom It was
only after fifteen years of continuous
development that personal computers began to escape from the
community
of enthusiasts and people with unusually urgent needs. Most
of the
general population never did learn to memorize command codes. Their
first
computers had mice and windowing operating systems with
pulldown
menus, dialog boxes, slider bars, scalable fonts, and whatnot.
Once one recognizes that virtual reality programs are going
through
the same messy process of development, the seeming setbacks do
not
mean very much. It does not matter whether the software is securing
general adoption at this stage-- what matters is merely that
there be
enough users to engage the software developers, and steer them towards
a more perfect software. This condition seems to be amply
met for
Second Life.
A major element of the difficulties faced by Second Life,
and every
other animation or virtual reality program, is
simply the problem
of
navigating in three dimensions instead of two.
A wide variety of programs besides Second Life are notoriously
difficult to use on this account, eg. Blender, Maya, the
X-windows
version of POV-RAY, etc. Such programs are, for the time being,
restricted to people with either a lot of free time, or a more
than
usually urgent need to make the program work. Maya is proprietary and
impossibly expensive, so it is not on the front line of this issue.
However, the potential of the various open-source and consumer-priced
software is considerably blunted by the ease-of-use issue. The
user
interface difficulties arise fundamentally from using two-dimensional
pointing devices, such as mice, to refer to the three or six axes of
three-dimensional space. The result is that the user of one of these
programs has to memorize a lot of mode-change codes, and sets of keys
which function as additional arrow keys, without being labeled as such.
In short, using a virtual reality program today is very
much like
using a word processor circa 1980. One must not
forget that the mouse itself came along years after the idea of a
cursor did. It took time for the hardware to catch up with the
software. The situation is the same now, only in more
dimensions.
What is wanted, of course, is a three-dimensional (six-axis)
pointing
device. The new Nintendo Wii-Mote inertial controller is
designed to do this kind of thing. Maybe a dataglove would
have been
better, but that is as it may be. The important thing is
that
Nintendo has made the necessary manufacturing commitment, and the logic
of mass production will take over. The Wii-Mote uses the standard
Bluetooth wireless interconnect, and could be plugged into a typical
desktop computers (Windows and Linux PC's, Macintoshes). However,
the
buttons on a Wii-Mote are naturally tailored to the Nintendo game
console system. Presumably modified inertial controllers will
become available for the desktop computers, the way the
mouse spread
in the late 1980's and early 1990's.
Presumably, these would incorporate a "thumb-mouse," such as is
already built into certain hand held devices (eg. laser pointers
designed for giving presentations with the aid of a laptop
computer
and a video projector). #3-D-inferface
A device of this kind solves the relatively easy problem of
hand-pointing. However, that still leaves the user in a state of
virtual immobility. The most natural and instinctive way to explore a
virtual environment
is to walk through it. This has been done, of course, with
datavisors, datagloves, and datasuits (data leotards). Such
devices
have proved to be fragile, and expensive, inasmuch as they have
to be
individually fitted. Also, there has to be a good deal of free
space
for the wearer to move around in, and someone to keep him
from
stumbling and falling flat on his face.
Fortunately, there is an alternative. The computer
mouse operates in
displacement. Think about what happens when one uses a mouse. One
pushes
the mouse an inch away from one in a horizontal direction, and
the
mouse pointer on the screen rises vertically for ten inches.
Motion
is being translated both in scale and dimension, and one's brain
is
correcting for it without conscious thought. The mistake made by the
designers of the first pointing devices, such as light pens, was
in
thinking that the motion of the pointing device had
to be
"commensurate" with motion on screen. However, the
human brain, the
primate brain, is organized around binocular vision, and it is broadly
good at solving all kinds of rate and distance problems.
Let us start with two pedals, and connect them up in some kind of
spring-loaded framework, so that each pedal can travel several inches
in any direction, or rotate ten degrees along any axis. The springing
should be such that the same muscular force which would ordinarily move
the user's foot for twenty inches will only move it for two
inches
against the springs. In a more advanced model, the springs can be
supplemented by solenoids, allowing actual force feedback.
We build
the pedal framework into the base of an
adjustable-height stool, the seat of which is mounted on a flexible
joint, again with springing. The user can walk in place, and shift his
weight from one foot to the other, or from his feet to his
seat. The
various moving parts are fitted with sensors, and physical motions
(against the springs) are scaled up about tenfold to convert to virtual
space motions. Shuffling one's feet would constitute virtual walking
around, but more energetic moves would take one into the realm of
virtual acrobatics or virtual ballet. Except for the
sensors, which
get cheaper at a Moore's law rate, this device is really no more
complicated than an exercise bicycle, and need not cost any more.
It
just uses more springs, but fewer cranks and gears. A conventional
exercise machine is essentially designed to be boring, designed
to
reduce all human motion into a speedometer/odometer reading. The
designers of the machine did not expect that anyone
would enjoy cranking away at an exercise bicycle, so
they put the odometer there "to keep the user
honest." The
machine
described here would be the reverse of all that. It would extract
as
much
information from human motion as possible, and use that to drive
a
computer program.
The additional information can be used to eliminate the need for
awkward features of the software the pointing device supports. The
various dungeons and dragons-type video games rely on what they
call "skill," and what one might more accurately call
"pseudo-skill." That is, an avatar has an assigned property which
causes it to win combats with other avatars, and this property can be
built up by the completion of routine tasks, or it can be
purchased,
overtly or covertly.#MMORPG Hence there is
something called "gold
farming,"
the wholesale employment of people in third-world countries to complete
such routine tasks on behalf of American players. Similarly, there is a
concern that a player might introduce a computer program, a
"bot," on
his own computer, and have it play for him. However, there are
games
which are designed to be "bot-proof," such as Omar Syed's "Arimaa."#Arimaa
They achieve this bot-proofness by avoiding "decision tree
pruning."
For example, when a chess piece is taken, its further moves need
not
be considered. In chess, there is the recognized phenomena
of the
endgame, in which neither player has many pieces left. An Arimaa
piece
is merely pushed aside, or dragged along, and remains in the
game.
Suppose that we combine bot-proof game design with an improved
"tactile interface." The result is an online martial art in
which
skill actually exists, and which is highly resistant to cribbing.
Of
course, there would be some kind of arrangement to limit
the rate of
moves, equivalent to taking turns in a board game. That is, the avatar
would only be allowed to move so fast, no matter how fast control
signals were coming in from the user. However, this would be a
fairly
simple problem. Likewise, the various tournament games and sports
(chess, tennis, etc.) have worked up "seeding systems" which ensure
that an advanced player cannot gain any great advantage by
trouncing
beginners. Such systems can easily be copied over into a
video game
once skill is no longer being faked.
Thus, solving the user interface problem causes a seemingly
unrelated
high-level problem in game design to go away. In theory, one could
employ an offshore ghost writer to blog for one,
but in practice, this eventuality does not seem to arise, at least on
any scale. There is none of the "my Indian
ghostwriter is more
articulate than your Indian ghostwriter" stuff.
Blog posters enjoy what they are doing, and feel no desire to "buy
a
substitute." If a blog poster could put a name to the shortcomings in
his writing, or even recognize their existence,
fixing them would be
comparatively simple. Cheating usually occurs when people are required
to do something which is at odds with what they want to do.
Of the various Art Design problems which arise in Second Life,
costume
is
one of the most formidable. Clothing, like the human body, is flexible,
and it is therefore correspondingly difficult to model. Difficult
does
not mean impossible, of course. It does, however, mean that the
game/video animator, in his quest for realism, will have to become the
leading developer of all kinds of software relating to clothing,
to
the point of solving nearly all the computer-related problems of all
the other people who take a professional interest in
clothing. That
is simply the unavoidable price of "pushing the envelope."
A point which one notes in the course of going through a sizable
collection of images derived from Second Life is that the costumes are
rather unimaginative. Nearly all the "Avatars" are wearing
"standard-issue teenage mall-rat uniforms," only, rated R to X, instead
of PG. There is very little on view which one could not buy at
Wal-Mart. By way of comparison, one can look at a few encyclopedias and
textbooks of world and historical costume. Much more varied
costumes
turn up at a Society For Creative Anachronism event than are
found in
the main areas of Second Life.#costume One
gathers that many of the people
using Second Life do not, at least at first, have exemplary computer
skills, especially in programming. In particular, they are likely to be
weak on "algorithms and data structures," abstract data types,
etc.,that is, the techniques of writing extremely versatile code.#jensen
The
design tools readily available
for Second Life costumes are fairly rudimentary, and so is the
underlying object model. This means that Second Life clothing designers
work much harder than they need to work, and they do not have very much
to show for their work. This produces a state of mind in which some of
them, especially the aspiring businessmen, do not feel
empowered, and
they do not build in versatility which they could easily build in-- for
example, setting the color of an object to be freely changeable by the
user. The designer wants to sell a red object, and a blue object,
because that way, he has more than one thing to sell, without having to
go out and actually design something. Design beyond narrow limits is
tacitly discouraged because such designs would have to be downloaded in
the form of large numbers of "primitives," or animation commands, and
such designs would therefore slow the system down to an
unacceptable degree.
Judging by quoted prices, it
would be seriously difficult to spend more than $10 (USD, or
~3000
Lindens) per day on things like costumes-- at least the kind of
costumes which are advertised for sale. Second Life users seem to have
much less effective control over their clothing than actual teenagers
at the mall.
I should like to give an example of how computer-aided design is
supposed to work, from an area where computer-aided
design is most mature, that of the boundary between computer
programming
and electrical engineering. There are certain low-level programing
languages which span this boundary. One can write a program
in such a
language, and then, according to circumstances, once can either compile
it into machine language and distribute it as an executable
program;
or one can compile the program into etching masks for an
integrated
circuit. Such a
programming language customarily comes with a library of high-level
components, so that the designer does not have to waste his time
repeating the conventional orthodoxy. It is normal for a programming
system to have a library of hundreds of different prefabricated
components (functions, classes, or objects, etc.), described in a
manual approximately the size of a dictionary or an encyclopedia. The
developer only has to work very hard when he chooses to break the
rules. It is sometimes even possible to "split the difference" between
the two kinds of output, that
is, to compile part of the program into machine language, and part of
the program into integrated circuit masks. One eventually
plugs the
manufactured integrated circuit representing one part of the program
into a computer running the
other part of the program. This sort of "duality" is the
gold
standard of computer-aided design.
For the most part, the ancestral CAD-CAM community, as
exemplified by
electrical and mechanical engineers, is traditionally interested in
areas where Second Life does not go. Second Life players do not show
any identifiable tendency to represent their avatars as mechanics
taking apart engines, or anything of that nature. Google
image
searches against an extraordinary number of terms, such
as the names of common tools, parts, etc., yield little or
no results. So Second Life does not have any engagement with the
core
areas of CAD/CAM. If anything, the striking thing about Second Life
images is how few automobiles they contain, and that the
developers
and users of Second Life have
not felt the need to model the activity of driving. The Second
Life
space is a simulacrum of the corridors of a shopping mall. If people
want to fly, the ultimate form of driving, they go get Microsoft Flight
Simulator-- they don't try to synthesize it into their Second Life
experience. The kind of goods which Second Life is interested in
are
things like clothing and furniture, whose real-world equivalents are
not very highly engineered.
In principle, tools similar to those used in electrical and
mechanical
engineering can be made for other kinds of design. One gathers
that
Second Life's available costume design software is still a good ways
from reaching this standard of perfection. However, this is not a
fundamental issue-- it is a solvable problem. The viewer
(or
"client") program has,
in effect, to capture an extensive knowledge of the ways in which
clothing is designed, assembled, and fitted. As a byproduct, the
system would be able to run much faster. Far and away the scarcest
resource in an online game is the internet connection, and to a lesser
degree, the
central server, and the higher the level of
description used, the more efficient use the system makes of the
internet. In terms of efficient
descriptions, and proper libraries, a thousand bytes is really a lot of
data. In terms of the game of "twenty questions," it is eight-thousand
successive questions, narrowing down to an answer. Much of the relevant
software actually exists, but it is "stereotyped," sold at anything up
to $20,
000 (USD) a copy to businesses which mass-produce garments. This is of
course a recurrent situation in software, and one of the major
achievements of the open-source movement has been to break
down the
conventional self-fulfilling definitions of use applied to things like
high-end graphics software (eg. Photoshop). One of the striking
characteristics of open-source software, vis-a-vis closed source
software, is that it tends to have better authoring, programming, and
design tools, built into the main program, and available for
free.
Open source does not make unnecessary distinctions between author and
audience. It is doubtful whether there would have been anything
like
as many
commercial website designers if everyone had been using Mozilla instead
of Internet Explorer from the start. Mozilla came fitted with a
reasonably serviceable HTML editor, for free, rather than making the
editor an extra-cost option, as Microsoft did. By the same analogy,
once Second Life adjusts to open-source norms, the average user
will
be able to make just about any garment he has a picture of. Likewise,
the improved Second Life authoring systems will become the first
prototyping tool for the designers of real-life clothing. The
condition for this is of course that there has to be a common
"development tree." The designer of real-world objects cannot be
asked to do work which does
not make its way into the real product, meaning that he cannot be
expected to mess around with animation primitives which have no
real-world counterparts.
In the case of architecture and interior design, there is an outside
community of people already using CAD/CAM on a large scale.
However,
the architects use CAD/CAM to design things, such as
buildings, which
are
practically rigid, and much heavier than anything else, and which
do
not
interact with the avatar's body in any very complicated way. The result
is that the animation program does not need to know very much of
the
underlying "why" behind three-dimensional information about
buildings. The animation program has to be able to ingest
standard and
generally
prevailing file formats, but that is about as far as the requirement
goes. The more advanced goals I have described for clothing design
would of course be desirable for architecture as well, but they are not
essential. Architectural design is not comparable to the challenge of
clothing.
Let us take as a starting point a pleat.
The pleat is a fairly basic element in clothing construction. There are
variations, such as the "slashing" found in 16th-17th century
clothing, and there is a complementary process of padding. People
trying to design virtual clothing inevitably encounter the pleat, and
similar structural devices,
and try to implement them in a hit-or-miss fashion. The
correct thing to do is to implement these devices as software
"objects." First one has to provide a
specification, taking account of all the possible variations. If this
specification is good, then the job of the upstream designer
immediately becomes a lot easier. If the upstream designer finds
himself trying to circumvent, or "hack," the specification, that
is a
sign that something important was left out, and the specification
needs to be fixed. Designers can create a collective "pattern-book" of,
let us say,
sleeve sections
(eg. shoulder-joint, cuff), which can be built up into
sleeves, which
can be which can be selected for use in different garments.
Now, we can have multiple downstream
implementations of this specification. One might be a
graphics
program which goes into the game system viewer. This program
would
take the high-level representation, and generate a much more
detailed
low-level model than the designer would have the patience to do.
Another
implementation of the specification, however, might be part of a
program which transmits instructions directly to the sewing
machine.
As I shall argue later, one can have a whole suite of automatic
tools
designed to run under computer control, minimizing the requirement for
human labor.
Once Second Life has resolved its CAD/CAM problems, the
available library of freely available objects, bundled with the
standard distribution, can be expected to grow to thousands of
items,
in nested
hierarchical layers, to the point
that even knowing what was available in the library would be a
significant barrier to use. The casual user would not have
found the
time to read the equivalent of a dozen descriptive books, and would
simply not know what was out there to be chosen from.
Just as the personal computer eventually outgrew its
teething
troubles, and became ready for a mass audience, virtual reality
can be
expected to outgrow its own teething troubles. Given suitable input
devices, and methods of programming which do not require artistic ideas
to be backed up with massive financing, it will be possible to
discover what virtual reality is good for. This is the
great
unknown. In 1980, no one really foresaw many of the ways in which
the
internet could be used.
Communities and Social Problems.
The real difficulties of Second Life, and of Virtual Reality in
general,
have to do with what people want to use Virtual Reality for. A
lot of the
people
who are interested in Second Life are interested essentially
because
Second Life is new, because there are so many essential things to
be
created. Others are using Second Life as an ultimately futile
form of
denial of the computer-driven changes working through the
real-world
economy. In the last analysis, however, what virtual reality is
good
for is to do things which would not be desirable if they were
real.
As Henry Jenkins has noted,jenkins the most
interesting feature of Second Life
is that it supports a community of artists engaged in building
things. However, this contains its own limitation. The artists
are not
committed to Second Life per se, that is, to the game in which
their
creations are used. They are merely committed to Second Life by
way of
expediency. For the time being,
Second Life offers them something that no one else is offering them:
design tools of a type which they could not otherwise afford; the
opportunity "to build from the ground up;" and a venue in which to
display their work to a sympathetic audience. However, these are not
conditions which can be expected to last forever. One probable
byproduct of the production of better design tools for Second
Life is
the
incidental production of design tools which have effect in the real
world. That is, the highly structured information produced by authoring
software can be fed into automatic machines which produce
things.
Second Life will thus eventually be in the position of
competing with the real world for artists. At the same
time, artistic
work in Second Life will be reaching limits posed by intellectual
credibility.
Architecture is probably one of the fields of applied
art most resistant to the use of computers, simply due to the extent to
which actual building does not involve
automatic machines. One can build software models of a building, but in
the end, the building will be built by skilled craftsmen operating in
the medieval tradition, who may very well redesign the building
in small respects as they build it. It is true that
architecture has found
a good
deal of scope within Second Life. One of
the commentators on Clay Shirkey's "Second Life: What Are the
Real Numbers" was one Hrolf Engebretsen, an amateur architect ("not a
real life building architect" as he put it) who wanted to use Second
Life to try out design ideas.#Engebretsen
This is of course an established
tradition in Real Life architecture. Architects have commonly built
models out of balsa wood, cardboard, and cellophane. Second Life
is
just a better tool within this tradition. However, this
proceeding
has recognized limits. An architect is
ultimately supposed to be a "master builder," and as an architect
reaches a certain level of ability, he becomes a de-facto civil
engineer as well. An architect who merely draws pictures is
considered
morally suspect in many quarters. See, for example, Tom Wolfe, _From
Bauhaus to Our House_, 1981. Here is a quotation from the noted
architect Gordon Bunshaft, at a prize ceremony in 1980:
"I suppose this is something you don't
see every day, an architect
handing out money to artists. But, then, a lot of things have
changed.
We used to give prizes to architects for doing buildings. Now we
give
prizes to architects for drawing pictures." (Wolfe, p. 117, pbk.
ed.)
Many architecture schools encourage students to go out and actually
build something, anything, even if it is only a small tool
shed in a
public park. They send students out into the nearest slum to do things
like rehabilitating abandoned buildings as low-income
housing.#Metropolis Then
too,
it is recognized that architecture is experienced
kinesthetically, in
the sense of how it feels to walk up a flight of stairs.
There is a point at which the aspiring architect might decide that he
would rather use CAD/CAM to make ephemeral structures, such as tents,
rather than making purely imaginary structures. Even in a developed
country, flesh-and-blood people actually do live in tents for short
periods of time. Then there are requirements for temporary
entertainment spaces, marquees, etc.
In the case of clothing design, effects of the real world are likely to
be even more direct. When not in use, clothing, unlike buildings,
is
easily stored in a closet. Cloth per se is very
inexpensive, and
certain
types of clothlike paper are even more so. The latter would be suitable
for experimentation and "design-play." This has of course been done in
miniature (Barbie Fashion Designer), but that was limited by the
capabilities of a standard computer printer, which could not take a
sheet of material larger than 8-1/2X11 inches. Let us suppose that we
have a computer controlled machine for making clothing which embodies
the best practices in machine tool design. Cloth is mounted in large
frames, similar in principle to an embroidery frame, but much larger,
about four feet across, so that the machine can handle a large piece of
cloth in much the same way that a computer printer handles paper.
The
machine has a robotic
mechanism which can pick up various tools from a rack, use
them on
the
workpiece, and put them back again. The machine is fitted with
all the
tools which can
be used on a piece of cloth which is stretched on a frame. There is
an
inkjet printer, of course, modified to apply dye. There is a
sewing machine, for embroidery and for joining together, different
layers of cloth (mounted on multiple frames, which can be shifted
during sewing in such a way as to impart curvature to the
combined
sandwich). There is a mechanism to sew on cloth tapes and
elastic bands (with controlled tension) from a reel. There are
power scissors. There are small specialized steam
irons to put creases in cloth. There are devices to attach and
retrieve large numbers of small clamps, to hold cloth in place even
after it is cut. And there is a mechanism to apply
suitable
machine-readable markings to the cloth, for use by further
automatic
machines. Finally, there is an additional automatic
sewing machine
to
finish the assembly process. This all sounds very elaborate, of course,
but, manufactured as a consumer good, it would probably
cost less
than a thousand dollars (US). Large sections of the garment
industry,
and the associated retail sector, might have serious difficulties
competing with such a machine. Likewise, using inexpensive
disposable
materials, it would be trivial to
make actual prototypes. Faced with the power of
reality,
Second Life would have some extremely difficult competition.
The provision of a large library of artistic design components
for
Second Life would involve a comparatively small amount of
artistic
labor, on the order of tens of man-years. Under a regime in which
artists are talking effectively to programmers, they would not do
the
same boring thing over and over again, but instead, they would
tell a
programmer what their problem was, and the programmer
would make
them a tool to eliminate that boring job. What would probably
happen
would be that the artists would be able to supply design components as
fast as the programmers could implement the language in which those
design components were expressed. There would be a "Wikipedia
effect,"
similar to what happened with the famous open-source encyclopedia.
At a higher level, artistic design components are themselves a
language, a way of expressing social, political, economic, or
religious ideas. This produces a certain type of client, rather
like a
medieval churchman or a twentieth century Soviet official, who in
essence wants the
artist to produce a well defined object to order. The Second Life
artists are still at the stage of responding to clients who want
recognizable real-world objects. These are perhaps not objects which
the clients actually own, or have encountered personally in the sense
of actually touching them, but least objects which actually exist
somewhere, and of which the clients have seen pictures or films. This
is heady stuff for the artist while it lasts, but there are limits. The
artist tends over time to run out of objects to portray. There is a
point in building a dictionary where one runs out of words, and this is
also true for a visual dictionary. If the
artist were to simply invent something out of his head, it
would not
mean anything to the client, not being an element of a shared
common
language. This process will happen somewhat faster in Second Life than
it did in the real world, because animated design components, being
software, are potentially re-usable. A more serious problem is that
surges of pictorialism, often driven by a surge in technology of some
kind, tend to generate waves of iconoclasm in reaction. For example,
one of the more exciting periods in art was immediately before
the
Protestant Reformation, when men like El Greco, Michaelangelo, and
Leonardo Da Vinci, using the new perspective drawing, were working for
the Catholic church, producing ever more realistic paintings,
which a
naive viewer might confuse with reality. Eventually, the sculptor
Bernini, in the middle of the seventeenth century, probably
carried
this technique to its highest level of perfection. But by then,
Martin
Luther, and John Calvin had come along. Printing could have
involved
the mass production of color images, in an extension of medieval
illustration traditions along lines analogous to those pursued by
the
Japanese printmakers such as Hiroshige. One of the more upscale
consumer goods of the late middle ages was the "book of hours," a
personal prayerbook with large numbers of hand-painted
illustrations. From a technical standpoint, there was
no very good reason why books of hours should not have been
mass-produced. However, what happened was
altogether different. The actual form which printing
took was the mass
production of
the printed vernacular Bible, so that every man might be his own
theologian, so that every man might thumb through the bible, and
cite chapter and verse in arguments about all kinds of
secular issues. The Calvinists methodically
began removing all the illustrations from church walls, on the grounds
that such images would delude the ignorant, and distract them from
reading the Bible. Similar things are happening with computers and the
internet. There are people like Edward Tufte, the anti-PowerPoint man,
who commonly uses terms like "Stalinism" to describe the excesses of
PowerPoint. At the same time, there is an explosion of blogs with
every man being his own political philosopher.
When the dust settles, an animated model of every elemental design
object which means anything will be readily available for free, built
into the animation system library. Artists, applied or
pure, will
occupy approximately the same rather marginal position in Second Life
that pure
artists occupy in the real world. The artists shade off into the
business class of Second Life. The businessmen are not actually
there
to make money-- they are engaged in a kind of ideological performance
which makes them successors to the medieval churchman as art patron.
For
the businessmen, Second Life is a kind of final retreat, an
economic
Custer's Last Stand.
Second Life started out as a competitive improvement on The Sims
Online, an Electronic Arts product which was an improvement on the
freestanding The Sims. The Sims Online provided avatars, and spaces
for them to move around in, and a "chat" system, enabling
the players
to talk back and forth, but it did not provide the full range
of
design tools which
would eventually become the signature of Second Life. A large
number
of
Second Life players continued playing in "Sims mode," not
choosing to
learn to use CAD/CAM software. In the short term, Second Life modified
some of the features of The Sims, focusing around the
things which
worked, and cutting out those which did not. Linden Labs recognized
that the play-style of The Sims was not inherently
competitive, and
chose to eliminate routine work for the sake of routine work, a concept
which The Sims had presumably carried over from combat-oriented games.
In Second Life, players could convert external money-- U.S.
dollars--
into game money-- Linden dollars. Linden Labs managed the
exchange
rate so that the price of everything for which money changed
hands was
about one hundredth of the price of the real-world equivalent.
Formally, players had to pay for objects, but practically, the prices
were not such as to impinge on their decisionmaking. Game
money was
more a matter of keeping score than of telling people they couldn't do
what they wanted to do. Second Life dropped an number of instrumental
activities, activities which could be done better by a machine, and
those which could not be made credibly realistic. For example, since
Linden Labs could not transmit the taste of food over the
internet,
they
simply dispensed with any attempt to model eating.
Business, or commerce, can be considered as a religion. That is, there
are large classes of people who take the act of engaging in business,
and being successful at it, preferably in a visible way, as evidence of
moral virtue. The pursuit of this virtue in the real world is already
being frustrated by the growth of the internet. An
increasing range
of small stores are untenable in the face of internet shopping. The
"sweet spot" of small retailing was the sale of small, portable,
highly differentiated durable goods, of which the archetype
was the
book. A merchant could easily move into available business
premises
without having to rebuild them. Government regulations were minimal
because he was not cooking or selling food. He did not have
to
compete for the most prime locations-- all he had to do was to
get
within a reasonable distance. Having gotten his premises, the
merchant
could focus on an esoteric market niche, with upscale, high-toned
customers willing to visit on the off-chance of there being
something
interesting, and to turn the place into a clubhouse. The kinds of goods
involved did not require special transportation arrangements-- the
customer could visit at lunch hour, and carry away his purchase in a
briefcase or backpack. At this level, shopkeeping was not just a
means
of making money-- it was an honorable profession.#Lucie
It brought the
shopkeeper into contact with intellectuals and
professionals of all
kinds. This extended even as far as clothing. The professions were, as
I have noted, more more oral than they are now, and professionals were
likely to have something of an actor's sense of costume.
Significantly, Ralph Johns, the Greensboro, N.C. haberdasher whose
store became a clubhouse for the future participants in the Civil
Rights sit-ins, had been out to Hollywood as a bit-part actor.Johns Thus, one has a whole nexus of shopkeeping
as theatrical performance, as an honorable profession, and as a higher
form of citizenship. However,
the characteristics which put a class of goods in the sweet spot
were
very much those which made them suitable to be sold over the internet.
The limiting factor of mail order had traditionally been
the delay,
of a month or so, circa 1980. This changed with computers and the
internet. The result of the internet has been the rise of a class of
frustrated merchants. It is significant that one notable
characteristic of Second Life is its sizable
class of merchants, who are likely to also own virtual land.
Sometimes, the roles merge, in the person of the real
estate
developer. These merchants perform a wide range of organizational
tasks not rising to the level of artwork.
As noted, the general level of prices in Second Life is about a
hundredth of the Real World equivalent. This includes the capital cost
of going into business in a visible way, that is, with a shopfront,
display window, etc., rather than going into a business operated out of
an
automobile. For example, scavenging things to resell on the
internet
is a fairly profitable business with negligible capital requirements,
but it tends to involve a fair amount of undignified scrambling
to
find goods whose owner simply wants them carted away (*). Going into
business in a physical shopfront might cost tens of thousands of U.S.
Dollars or more. The cost of the equivalent in Second Life is orders of
magnitude smaller. Second Life merchants are encouraged not to
repatriate more of their money into real world currencies
than they
strictly have to. The money is a source of visible prestige when turned
into parcels of virtual real estate. In the outside world, it
would
just be a small sum of money, comparable to the wages of a
burger-flipper. The premier capitalist within Second Life, "Anshe
Chung," who in real life is "a Chinese-born language teacher" in
Germany,
has a
fortune of about seventy-five million Lindens, or a paper value
of
$250,000 US. Given the well-documented liquidity problems of Second
Life money, $100,000 might be a more realistic valuation. Ms. Chung,
who is,
after all, an exceptional case, has put in years of at least full-time
work, and employs a "back office" in China to do her paperwork at rates
commensurate with Second Life prices.hof, chung
Taking some rough estimates of prevailing prices,
browsing time, etc.,
a virtual store would have to be visibly crowded for the proprietor to
make a real-world minimum wage. If a proprietor were to cash out
his Linden
money
into hard currency, that would amount to an admission
that he had been working for
free. On the contrary, the merchants are
encouraged in the belief that their Second Life holdings, combined with
Second Life's rate of growth, will eventually make them
hard-currency
millionaires. This seems unrealistic. Even assuming that Second
Life
will continue to grow, it
is likely that more prospective merchants will come along. Linden Labs
can manage the exchange rate between the Linden Dollar and
the U.S.
Dollar in only one direction. It can devalue the Linden Dollar,
by
selling them for U.S. Dollars at a given rate. Linden Labs
can do
this, because it has the right to print Linden Dollars. It does not,
however,
have the right to print U.S. Dollars. Linden Labs' ability
to support
its own currency is therefore very limited. If the various
national
taxation authorities begin taxing Second Life profits, this would force
many Second Lifers to cash out. Linden Labs would be forced to
either
institute its own taxation to mop up Linden Dollars, and reduce
effective tax liability (a Second Life tax would presumably be viewed
by the national taxation authorities as a kind of brokerage fee),
or
to see the exchange rate plummet to some very low figure. The
danger
is that this might destroy the merchants' illusion that they are
making money.
(*) This would be something like what Joseph Conrad called
"ability in
the abstract" in Lord Jim.
There has been a persistent pattern of commercial infatuation with the
computer, dating at least back to 1980. Computers are doubtless
marvelous things, but a computer owner whose preoccupations are with
making money often insists that computers should be
marvelous in
that direction.#Weisbecker However,
since other, similarly situated people
also
have computers, this does not work out in practice.
As early as the
1980's there was a persistent sense of grievance around the
"shareware" movement, because the shareware programmers felt they were
being
underpaid. This eventually resulted in the shareware programmers buying
into copy protection schemes which merely hastened their decline.
In a
continuation of this pattern, a large section of the Second Life
business class seems to be
antagonistic to the idea of Open Source. Open Source, and
business in
the Second Life sense of the word are competing moral values. The
ideal of Open Source says that one should give away as much as one can
reconcile with the necessity of a livelihood. Someone who is fourteen
years old, and is given everything which it is good for him to have
(ie., no motorcycles), ought to be able to devote himself
to
producing free goods without mental reservation. Idealized
business,
for want of better name, starts from the idea that
"distressed
goods," goods which are defective in some respect, get sold at
discount. Thus, the attitude of moral virtue is to take a hard line on
selling price. Large aggressive firms, such as Wal-Mart and
Microsoft
have never subscribed to this ideology. They are supremely ruthless
about price-cutting when it is to their advantage. However, we
are
referring to the mentality of the ideological small businessman, the
practitioner of business as a religious system. The strictly astute
small businessman, of course, would find something which the
computer
could not do, and which Wal-Mart could therefore not manage.
However,
the ideological small businessman's approach to computers
over the
last twenty or thirty years has been essentially backwards-looking, a
form of denial of the ways in which the world is changing.
Second
Life business is ultimately an exercise in using a computer to deny
that computers exist.
To a degree, real-world big business has expanded into Second Life,
creating employment for Second Lifers. By the standards of
business
in the real world, the cost of setting up in Second Life is
trivial,
of course. The Second Life operation does not have to make any money at
all, but can be funded as advertising. However, the caveat is
that the
business has to consider Second Life as favorable
publicity rather
than unfavorable publicity. The automakers are probably rather
ambivalent on the subject. One can imagine the jokes: "Oh, make-believe
cars! The only kind
of cars those bozos can make!" Toyota has bought
into Second Life, but Toyota has the advantage of a
sterling
reputation for
engineering, and its advertising is mostly focused in fighting
the
"goddamn foreigners stealing our jobs" stigma. It does Toyota no harm
to
make public jokes at its own expense. This does not necessarily apply
to lesser firms. In another field, when American Apparel, a
morally upscale real-world
clothing
manufacturer, set up shop in
Second Life, it refrained from behaving the way a chain store normally
behaves, ie. cutting prices to destroy small shopkeepers. Instead,
American Apparel set its prices at just about the small
shopkeeper
status quo, presumably after private discussions with Linden Labs, and
it then created linkages to a website to buy the actual garments
in
Real
Life as well. However, American Apparel's business is not
so much in making clothes as it is in the business of
projecting moral superiority by avoiding environmental
damage, use of cheap labor, etc. The firms which move into
Second Life are
self-selecting, for particular reasons having to do with their kinds
of market. The firms which are not early adopters of Second Life
are
not
simply being slow-- many of them have excellent reasons for never
doing so.
Second Life has recently gone through a crisis with the "Copybot," a
program installed by certain users which allows them to make copies of
any costumes, properties, scenery, etc which they see in
the game,
and subsequently use them without paying. Faced with demands from
frightened merchants that it Do Something, Linden Labs took the
occasion to announce that it was taking Second Life into
Open Source.
To a degree, this was a recognition that the "Copybot" was not
going
to go away, but that was simply a matter of timing. The more
fundamental issue seems to have been that the Linden Labs
staff were
getting snowed under with the work of programming Second Life,
and had
come to the conclusion that they could no longer "go it alone." They
had a long backlist of things they felt they ought to do, but had
not
been able to do. The "copybot" episode was simply a convenient occasion
to announce their considered decision. The result was further
hysteria
from some merchants, but acceptance from others, especially the more
artistic ones.#copybot
No doubt, Linden Labs can propitiate enough of the Second Life business
class to
keep going for the time being, probably by judicious
distribution of
land grants, and by steering people into businesses which are not
immediately affected by Copybot. However, many of the organizing
functions of the business class are ultimately susceptible to
better
software. Again, one must reason by analogy, but a good
hierarchical blog server (eg. Slashdot) is much more tolerant of
"flaming" than the old "flat model" servers were. Two people who
want
to simply shout at each other ad infinitum can go and build
their own
branch in the course of "exchanging compliments," and
everyone else
can simply ignore them. Someone who has followed the
disputants for
a
few rounds into their private branch tacitly agrees not to be shocked
by what else they might
say. Second Life can evolve similar functions over time.
In fantasy literature, there is a body of "virtual spaces," more
or
less derived from Lewis Carrol's concept of "through the looking
glass." That is, one goes though a gate of some kind, and one finds
oneself in a world which is infinitely far away from the world
one
has just left. In the more advanced forms of the fantasy
genre,
people can, more or less at will, call these alternative
spaces into
existence and walk off into them.#jane_langton
More or less
inevitably, the
Second Life program is going to have to be refitted so that it
can
manage and manipulate multiple virtual worlds at the same level
that a
web browser manages and manipulates multiple websites. That is,
the
user should be able to create a private virtual world
on his own
computer, with its own distinctive ground rules, visit it, build
things in it, etc. He should then be able to upload this world to
an
internet server having no connection with Linden Labs, and either
open
it for visits from the public, or make it available for download, so
that people could run their own copies of the virtual world on their
own machines. The program should have the ability to manage multiple
accounts on different servers, and transfer animation objects between
accounts, in much the same way that an e-mail program can manage
different mail accounts. There should be a provision for
in-virtual-world linking, so that by mutual agreement between the
operators of two virtual worlds, a user could go through a gate
from
one to the other without having to create a new avatar,
etc. These
improvements would collectively allow the Second Life program to be
used by people who could not agree on any nontechnical ground rules to
speak of. Gigantic websites, such as Geocities, have faltered
essentially because they could not satisfy the need for
local
control, by people on the spot. The same principle ultimately applies
to Second Life, and to things like YouTube.
As has been noted, the long-term tendency of Second Life is to
promote
internet shopping, and to promote high-tech do-it-yourself-ing.
Internet shopping is expanding anyway, at a rapid pace. Every
sizable
chainstore has an internet subsidiary, and sells as much merchandise as
feasible over the internet. High-tech-do-it-yourself-ing is not
generating that much activity at present, but it is on the verge of
takeoff. The effect of these is in any case to diminish the
shopkeeper, to put many shops out of business, and to reduce the
visibility and prestige of shopkeepers. When people cease to believe
that keeping shop is an intrinsically worthwhile activity, they will no
longer be willing to pay to do it in Second Life. Summing up, when the
dust of Second Life has settled, most of the
artists and the businessmen will have left. The businessmen were
providing the basis of enthusiasm, and creating the conditions
under
which the artists would feel wanted.
The sense of community will vanish as well. When personal computers
were new, communities formed around the fact of
their newness. The Homebrew Computer Club of the 1970's is famous, of
course, but there were also local user groups in the
1980's. To take
one example known to me, Cincinnati, Ohio supported a personal computer
group, the Acorn Greater Cincinnati Users Group, which had a
membership somewhere in the low hundreds, and met once a
month in the
lunchroom of a local vocational college. The group was part of
a
lecture circuit for the major technology companies; it distributed
proprietary software in beta testing, sent out by the
vendors; it
copied and distributed public domain/shareware software, the
economic
precursor of Open Source; the eminent local computer consultants
held
court, and answered questions; and the group even managed to organize a
small trade show, on a one-time basis. It was pure bad luck
that
there was a classic Midwestern thunderstorm on the day of
the show,
which drove down attendance, with the result that the show booked a
loss of a couple of thousand dollars. The group enrolled, at
least
vicariously, or by way of representation, practically everyone in
the
area who was interested in personal computers. Within several
years,
circa 1990, on-line communication had begun to spring up. This was not
yet the Internet. While the internet existed in the late 1980's,
its
access requirements were too restrictive. However, there
were
"bulletin board systems," the most famous of which was the WELL.
However, again, there were a lot of local BBS systems. These too
promoted a sense of community, based on the common problems of
connecting online. At this stage, most computer documentation was
still in paper form, and university campus computer centers
commonly
maintained Document Rooms, specialized little libraries catering
to
the special requirements of computer books (eg. rapid obsolescence, too
scarce to lend out, except for a quick visit to the photocopy
shop).
The result of course was that all the computer enthusiasts in an area
knew each other across the reading room table. However, this
community
was based on shared difficulties. It faded away as the technology
outran the requirements of most users, the level of
effective usage
reached a plateau, and computers became a commodity.
Very well, the pattern seems to be repeating itself, with minor
differences. There has emerged an extensive structure of websites
and
blogs about Second Life, covering both the political/social aspects,
and the technical aspects. Websites and blogs are proven
technology--
they Just Work. If one wants to explain, for example, how to
transfer
a picture to a virtual T-shirt, such knowledge is easier to
explain in
a blog,
more or less profusely illustrated with screenshots, than it
would be
in virtual reality. It is not virtual
reality which is creating the community of Second
Life-- it is the shared difficulties and aspirations.
If the merchant is the priest of a business religion, the shoppers are
the congregation. Second Life, as experienced by the casual user (or
"club rat") has
significant elements of the local shopping mall, Disney World, and a
college campus, as experienced by the typical academically unambitious
student ("frat rat"). Nearly all the things the casual user
might
want to buy within the game are ridiculously inexpensive, yet not
free. Money is ceremonially present, in much the same sense as when one
is playing cards for penny stakes. The players are made symbolically
rich, within the framework of the activities which the game simulates,
in
approximately the sense of being able to march into a shopping mall,
and buy anything on offer, without thinking about the cost, but not
necessarily being able to buy things which are not sold in the shopping
mall. In short, the players are rich within the conceptual horizons of
people who are not rich. But again, this bumps up against the reality
that the technology of
animation does not exist in isolation from the technology of robotic
production. One way or another, clothing is likely to become so cheap
that the symbolism of clothing as conspicuous consumption will
completely break down. It has already done so in places, of
course,
notably fur coats. If an object can be readily
manufactured by a
general-purpose computer-controlled machine, it is, for practical
purposes, software. And software is in the process of
going Open
Source. Very few manufactured objects approach the sheer
complexity of
the major operating systems. If one can make anything one wants,
more
or less at the flick of a finger, shopping is no longer
a fantasy.
It is merely a chore.
At the "club rat" level, Second Life is essentially about a certain
type of freedom without responsibility. It is about being nineteen
years old, and having more pocket money than one really knows how
to
spend, and not experiencing the kind of confusions of identity
which
actual nineteen-year-olds suffer from. In short, the "club
rat's"
Second Life is an idealized version
of being nineteen, as viewed from the perspective of either
fourteen
or thirty-five-- or, of course, from the perspective of a
computer
geek who was a young man at the age of fourteen, well on the way
to
middle age at nineteen, and never really
experienced late adolescence. Adolescence is a social construct, based
on the premise that young people have no important role to
play in
the concerns of adults, and are therefore shoved somewhere out of the
way. A whole class of teenagers has sprung up, who have essential
technical skills, and who are regularly consulted by adults upon
matters of
importance. For them, the normal teenager is somewhat alien, something
to be studied under a microscope. Second Life may be
their
microscope.
The demographics of second life players' real identities seem to
be
somewhat unclear. Of course Second Life consists of multiple different
populations, so it would be a fallacy to assume that Second Life is any
one thing. It is a comparatively open toolbox used for many
purposes.
However, the assumption of the fourteen-going-on-thirty-five
demographic would account for the casual visitors to Second
Life--
people who
manage to operate the Second Life user interface without any
great
difficulty, but whom the established residents consider to have a
poorly developed sense of etiquette, lack of social graces, etc. The
average person on the street is not quite that good at
learning
computer interfaces. Someone who can come into Second Life,
and
operate the controls well enough to be considered a boor probably
starts with the experience of having operated many other
computer
systems. This will have led to an accumulated ability to figure
out a
new system
ab initio (one of the expert "tricks of the trade" is to make and use
"cheat sheets."). This would also imply that a considerable
proportion of
the female avatars on Second Life are in fact young men (an authentic
"geekette" is generally the only girl in a roomful of boys, and
her
experience is radically different). More importantly, this explanation
would tend to
diminish the extent to which Second Life can be said to be breaking out
of the traditional computer enthusiast demographics. It would also
explain a proliferation of Second Life accounts. In one
instance, the proprietor of a Second Life establishment
complained that when he expelled people, they just created new
Second
Life accounts, and came right back; and he wondered whether
Linden
Labs could extend the system of banning to cover actual internet
(IP)
addresses.#hiro_pendragon If one refuses
to invest in the reputation of an online
persona, there is no compelling reason not to spin out additional
accounts. If Second Life is
a bunch of young male ubergeeks getting in touch with their inner frat
rat, or their inner (transgendered) sorority belle, then its growth
potential is at best unproven while Second Life retains its present
user interface. Why should new groups of users want to use an improved
version of Second Life instead of doing things in Real Life?
There are no great technical difficulties in making Second Life
work
well, and making it easier to use. The problem has to do with
what
that would be useful for. Second Life attracted a group of
people,
such as artists, frustrated businessmen, and aspiring
dandies, who
were discontented with the shape of the actual world. Their
problem
was that the world refused to take them at their own valuation. Going
into Second Life does not solve the problem-- it simply
causes Second
Life to be reputed to be the place where all the artists,
frustrated
businessmen, and aspiring dandies congregate. Their problem is now that
the more enlightened sections of the world, those not overawed by
technological tricks, will not take Second Life at its own
valuation.
The inevitable question becomes: Wherefore?
The Stage.
The fundamental problem about role-playing games is that they are
games; that is,
they are not for real. Role playing games succeed only in those
activities which are not better when done for real, or even, are better
not done
for real. All kinds of constructive activities are ultimately screened
out of the game. It is always possible to find a way to do
constructive activities in such a way as to be preludes to action
in
the real world. Role Playing Games, on the other hand, are about
working to create distance, via costumes, stage properties, etc.,
between the game and reality. Even when the technical
difficulties
are removed, there is still the burden of deciding what
kind of
costume one is going to wear, etc. It has been observed, most
notably
by Clay Shirky, that in terms of
actual numbers of participants,
Second Life is much less successful than the traditional
combat-oriented games, "First Person Shooters." Second Life's
pretensions rest almost entirely
on its purported ability to recruit "nontraditional"
players. If it
were to turn out that the nontraditional players were a
mixture of
special startup conditions and mirage, what would be left
of Second
Life? One thing that Second Life has to contribute is the
idea that
the most effective and direct method to create an aura of
seriousness
about a game is to allow the players to gamble or wager money on
the
outcome. Second
Life applies this to the buying and selling of virtual land,
after the
manner of the game of Monopoly. However, gambling could easily be
adapted to other sets of rules by requiring each player to
deposit
money with a stakeholder in order to enter the space in which a
game
is in play. An unauthorized departure, in the sense of
just pulling
the plug, forfeits the stake, of course, and if a player
wants to get
part of his stake back, he has to cash in his chips, so to speak,
according to the rules of the game, whatever
those may be decided
to be. This may run foul of internet gambling laws, but one
can resort to an alternate type of gambling, such as
requiring the loser to give money to charity, with no
possibility of a net win.
It is an often-heard complaint that online video games are not able to
break
out of the first-person-shooter demographic, that is, appealing to the
mentality of teenage boys or people who think like teenage boys.
There
are periodic suggestions about how the rules could be tinkered with to
make the game more attractive to nontraditional players, but these
ultimately come to nothing. The truth is that blasting away at onscreen
bogeymen ultimately becomes boring. The impetus for an ultimately
successful role playing game will ultimately be that of the game
being
too dangerous to be real, being transgressive in the sense that
players craft virtual identities for themselves whom they would
not
be able to live with in actuality. What this consists in will depend on
the level of the player's mentality
As Henry Jenkins and Jesse Walker note, the idea of carnival is
applicable to Second Life, but one might make a
finer
distinction, between
"light carnival," and "dark carnival." Light carnival is a release from
rules in a nonsubversive direction. Someone who merely wants to
become
publicly drunk can go someplace where the authorities make
a
business of catering to public drunkenness, the classic example being
the college fraternity. Such institutions are therefore
tolerant of
the excesses of drunks and make arrangements for the drunk to safely
sleep off his drunkenness. However, there is a dark side in carnival.
If one looks at one of those contemporary pictures of
medieval/renaissance carnivals (eg. Brueghel), one will notice
that
nearly every man present has a knife at his
belt, ranging from a Bowie-knife to something like a
machete. The
actuality of carnival was something like Dodge City or Laredo-- the
American equivalent-- with a certain number of dead bodies in the
street. Occasionally, of course, a carnival would evolve into a pogrom.
More commonly, it would merely have the potential of doing so,
and the
carnival's effect would derive in part from the widespread
understanding that
it could go out of control.
Dark carnival, or theater of blood, is about symbolically running amok.
Robert Darnton's "Great Cat Massacre" would be a classic example
of
dark carnival. There was a group of workmen-- printers,
some of them
apprentices, some journeymen-- in eighteenth century Paris.
They
were living under dormitory conditions in the employer's house
with
meals included, so they were inclined to resent the mistress,
because
she was the one who economized on their food. One day, they
staged a
charade of sorts which involved actually hunting down the mistress's
pet
cat and killing it. The cat was a symbolic extension or representation
of the woman, who felt immensely threatened and became
enraged.
Darnton cautions the reader against taking the episode too
literally,
as a prelude to the French Revolution. However, even if the
episode is not viewed as a dress rehearsal for the public and
quasi-official sex killing of the Princess de Lamballe,
but it illustrated the tensions present in society. A modern example
would be the single player game Grand Theft
Auto, in which the
player pretends to
be a street gang member, drug dealer, carjacker, serial
killer, pimp,
etc.
The game provokes outraged reactions and attempts at censorship,
in
much the same way that "gangsta" rap singers do. That is a
clear demonstration of its threatening character. People who did not
play Grand Theft Auto could be panicked into believing that little boys
who played it would suddenly become hoodlums. The publishers
responded by trying to tame the game down a bit, by manipulating the
rules, riding a fine line between danger and tameness. The game
publisher is a business. It cannot afford to take the
risks
that an individual author could take.
Second Life has not yet managed to achieve anything really rising to
the level of dark carnival, partly because it bans "griefers"
(depending on circumstances, a griefer can be a schoolyard bully, a
political heckler, or a computer saboteur exploiting the bugginess of
Second Life's new and untested systems). There are periodic
demonstrations against
marginal businesses and quasi-marginal political interests which
attempt to set up shop in Second Life (American Apparel, John Edwards,
and Jean-Marie Le Pen, the French right-winger). However, it is not
possible to destroy actual property, or actually injure someone. No one
confuses this kind of thing with real life anarchists battling
the
police in Seattle in the late 1990's, let alone the more
dangerous
possibilities of the last several years. There is a strong
"rebel
without a cause" quality
to the Second Life demonstrations. Likewise, the failed
politicians in Second Life are ultimately meaningless. By setting up in
Second Life, John
Edwards had merely revealed that he is the new Harold Stassen,
retreating into make-believe to find what he cannot win in
reality,
and no one much cared if someone caused a large mythological animal to
void its bowels all over the Edwards Second Life campaign
headquarters. There is no honor to be gained by pulling a Stassen's
tail, and the act does not have much power to project fear either.
Similarly, American Apparel is a small, fairly obscure firm,
selling
comparatively expensive women's clothing of conventional type, which is
untainted by cheap labor. That is a somewhat irrelevant
distinction,
once the consumer-grade automated sewing machines get going. The
real action is in confronting Wal-Mart. One of Second Life's favorite
celebrities, Anshe Chung, has been pelted, of
course (what in English stage tradition is called "giving an actor the
bird"), but in the last analysis, Anshe Chung is no more than a stage
character played by anonymous actress. One can make a case that the
extraordinary "liveness" of real-world politics in the last five years
or so is a byproduct of Moore's law breaking out into reality
(eg.
computer-driven offshoring), but the political movements in Second Life
are remarkable for being disconnected from what is happening in
the
real world, and of course in the blogosphere. Companies worry about
being targeted by the blogs with accusations which are at least
plausible, and which are impossible to contain by traditional
methods. Alternatively, they worry that someone might come up
with a
method to supersede their businesses by open-source methods.
Companies
which are not internally sclerotic do
not worry very much about make-believe demonstrations in
Second Life.
They may prudently decide to stay out of Second Life, but they are not
going to go into Second Life and then start publicly howling with rage
because of the way they are treated.
In any event, carnival does not attract participants of the highest
caliber. The
drama, on the other hand does. The action of great drama is mostly
psychological, rather than
physical. Drama's action depends mostly on one player's estimate of how
another
player will react to a given circumstance. Treachery is the very stuff
of tragedy, and preferably double and treble layers of treachery. For
example, player A is not quite sure whether player B intends to
assassinate him, or to join with him in assassinating player C, or
whether refusing to join player B in assassinating player C might cause
player B to assassinate player A instead, or whether, once player
A
and player B have assassinated player C, player B might
decide to
assassinate player A. In great tragedy, the major
characters are
generally
of a type who have no significant unsatisfied material wants. The
characters are all conventionally noble types, kings and
suchlike,
with only the odd comic beggar on the sidelines. The players are far
enough up the Maslow needs hierarchy that material considerations do
not govern them. They do
whatever it is they do, largely in order to establish an idea of
themselves.
This is true, to a lesser extent, of the comedy, as well. The drama is
about people trying to use the real world as a
psychodrama. Thus great drama has a very close fit to the
economics
of cyberspace.
There is a distinction between the staged play and the
active drama. The active drama is one in which players get to decide
for themselves what value they place on other players' rhetoric, and to
respond freely. This process might operate at much the same level as a
blog. There are a few cases, notably the mob in
Shakespeare's
classical plays, where a voting machine might be necessary to supersede
verbal action. Each member of the audience would have a switch he could
set to "yes," "no," and the starting position, "maybe." If
a member
of the audience changed his mind, he could change the
switch again,
until such time as "yes" or "no" got, say, seventy-five percent of the
vote, approximately the point at which real-life members of a crowd
would start to worry about getting lynched by the majority. However,
this would be an exceptional case. In most cases, players can simply
make their own decisions, and act on them.
The weapons used by the players have to be limited in scope, so
that
they do not outrange the voice, or at least, the means of public
communication. The historical Charlotte Corday got in to see Marat, got
within knife range, by promising to inform on people, and being
understandably reluctant to do it in public. That is somewhat similar
to the way in which the historical Ramon Mercador took out Trotsky. He
ostensibly needed to consult on the writing of propaganda. That was
what happened to Julius Caesar, as well. A group of people clustered
around him, arguing, turned out to be in a conspiracy with daggers. A
successful assassination with daggers depends either on the target
allowing someone to stand very close to him, or on a group of people
surrounding the target from all directions. The weapons themselves are
trivial. It is assumed that everyone has a knife, or can get one
without much fuss, and can conceal it on his person.
Elaborate game
mechanics are not required, as a rule. Most of the problems
are ones
which have already been solved within the context of "dungeons and
dragons" games. If anything, what is required is to recognize that the
drama is not necessarily improved by the introduction of machine guns.
Within the kind of game we are talking about, short of life
and
death, the only thing that counts is to gain the respect,
esteem,
goodwill, etc. of the other players and/or the audience. Someone who is
primarily interested in purely interior mental goals, Maslow's highest
stage, will probably not want to play a role-playing-game
anyway, or
at least, not enough to devote great effort to mastering it, in the
sense of memorizing long lists of rules, or to
organizing everyone else to play along with him. Rules to
work out the comparative value of different kinds of material
belongings are simply irrelevant. The scope for programming the rules
of such games of drama is fairly limited, because the essential action
is not taking place at that level. Most of the code required
already
exists, but is locked up in proprietary software and "hard coding,"
that is, programs which solve particular problems instead of treating
problems as special cases of more universal problems with
more
universal solutions. Assuming that Second Life follows the pattern of
other Open Source projects, much of this existing software will
eventually be donated, and rewritten. There was a point at which
it
became impossible to
make a much better word processor than already existed, because
the
users were no longer interested. Once Second Life
completes its
"tidying up of loose ends," there may not be much more scope for
further programming.
Second Life, is, or will be, when its construction is completed,
a
very fine tool for the conducting of drama and theatrical performances.
That is at once its virtue and its limitation. Most activities of life
are not appropriately conducted as drama. Referring to someone as a
dramatist is usually a term of derision. Drama is more or less
synonymous with things going colossally wrong.
Home Index
Notes.
The Context of the Personal
Computer
William
Zinsser, _Writing
with a Word Processor_,
Harper and Row (Harper
Colophon). New York, 1983.
Zinsser was a professional journalist, even though he had done a stint
teaching writing at Yale. His natural home, however, was the newsroom.
One of the concerns Zinsser raised was the temptation for an editor
with a networked word processor, and a looming deadline, to simply fix
prose style defects in a reporter's story and pass it along to the
printers, rather than red-penciling the story and rubbing the
reporter's nose in these faults by making him rewrite the story.
L. Sprague De Camp and Catherine Crook De
Camp, _Science Fiction
Handbook, Revised: How to Write and Sell Imaginative
Stories_,
McGraw-Hill, New York, 1975.
See p. 83 for discussion of the importance of typing, p.
194 for the importance of not talking.
Joe Weisbecker, _Home Computers Can Make You
Rich_, 1980.
T. (Ted) G. Lewis, How to
Profit from Your Personal Computer,
1978
(both published by Hayden Book Company, Inc., Rochelle Park, N.J.)
These are "self-help" books, with a remarkable turn of optimism. For
example, there is the suggestion that with a word processor,
becoming
an extensively published author is routine. Alternatively, there
is a
superficial description of how to set up a computer system for a bank,
with no discussion of the actual accounting/regulatory complexities
involved. These books are to be taken as an indication of the
general
level of euphoria prevailing at the time.
Robert Kominski ,Computer Use In the United States:
1984, U.S. Department of Commerce, Bureau of the Census (Current
Population Reports, Special Studies, Series P-23, No. 155), March 1988.
In 1984, about eight percent of
households had computers and something like three-quarters of
those had been acquired in 1983 or 1984. The single most common use of
home computers reported was "learning to use," followed by "video
games," which at this date would have meant something like Pac-Man. The
third category was "household records." Now, in theory, it
is possible to set up a database maintaining a count of the
number of cans of soup on the kitchen shelf, but this use
is so obviously impractical that it must have been at the level of
aspiration rather than actuality. About a third of home users, two and
a half million people, or one percent of the general population,
claimed to use their home computers for word processing, one of the few
productive computer uses which was really feasible. Median computer
usage was two to three days a week. In sum, the vast majority of
people who had computers were still learning to use them,
or had given up for the time being. Of course, when
interviewed, they naturally claimed to be using their computers a
little more effectively than they actually were. (pp. 9, 16)
Three
Dimensional Interfaces and Ease of Use
Material on the Wi-Mote game
controller:
Slashdot Thread, 2007/02/04
, the Wikipedia entry, [wikipedia], and a
documentation site, [harry.hchen]
Rita Street, _Computer
Animation: A Whole New World_,
Rockport Publishers, Inc., Glouster, Mass., 1998. A general sampler of
animation practices at the major animation studios
of the time. Includes a couple of photos of actors in
datasuits,
including one of an actor with multiple devices pasted to his
face in
order to capture his expressions.
Slashdot thread: The Wii's MEMS Inventor on Future Technology, [2007/03/02].
Summed up: make it smaller, cheaper, lighter, more ubiquitous. However,
the inventor is still
thinking in terms of putting it inside garments, etc. That is, he is
not addressing the question of how to accommodate energetic
virtual movement without the actual player having the use
of a gymnasium.
Mitch Wagner, Linden Lab Details Plans For Voice In Second Life,
February 28, 2007. Describes provision of VOIP, so that the users
can
talk to each
other
instead of typing messages. There is a mechanism to
simulate
distance,
but there is apparently no mechanism for modifying voice tones. This,
of course, would be easy to add, as would a mechanism for
computing
stereo sound channels. The article mentions
underage users without giving any indication of their numbers. [DDJ
Feb 28 2007] See also: Slashdot Thread: Voice Chat Can
Really Kill the Mood. [2007/06/19]
Some of the commentators raise more subtle arguments, eg. that
the greater freedom of communication gives the impostor more chances to
give himself away, etc.
Chris Kohler, "Snowboarding With A Homemade Wii 'Balance Board'" [Wired,
2007/08] A step in the right direction, but still a good way
to go.
The Major
MMORPG games, as measured by hard-core
participation.
EVE Online-- Another game,
more or less typical of the
MMORPG type.
It is built on the premise that players are all in
their own
spaceships, which they cannot leave, which means the system does not
have to do any very complex graphics. Note the definition of "skill,"
as something you buy, then activate, and it becomes complete a certain
period later-- rather like installing a piece of software. The
composite pattern is something like a cross between Chess and Monopoly.
[eve-online],
[eve-online/faq_01],
[eve-online/faq_02]
, Slashdot Thread, [2007/02/22]
See also: Slashdot thread: EVE Online Answers Your Questions,
2007/03/15 in which a developer discusses the high-stakes
nature of
play in a certain type
of combat game.
World of Warcraft: A player can belong to one of eight races, and
one of nine
classes (sets of numerical combat attributes), making about fifty
combinations. A player can have two 2 primary professions out of
ten possibilities, and any number of secondary
professions. Professions consist of the ability to make things, that
is, to take the requisite quantities
of raw materials from one's storage area, and likewise the tools,
and sometimes a
plan-- the materials are used up, tools and plan conserved, and
one now has
the thing in question in one's storage area, and can use or sell it.
One can give things (items) to other players, or sell them (by
e-bay
style auction, by terminal trading, or by e-mail ("COD")). World of
Warcraft might be described as Chinese restaurant menu customization.
People
can select clothing, arms, and accouterments from a list, but cannot
actually design them. [worldofwarcraft],
[images.google.com
world+of+warcraft]
The Sims Online: wiki/The_Sims_Online]
[wiki/The_Sims]
Different Kinds of Game.
Omar Syed's
"Arimaa."
[wiki/Arimaa]. Here is
an example of a martial art which runs along rather similar
lines: [wiki/Pushing_hands]
Second Life
Clothing, and its relation to
Real-World Clothing
Paper books on Costume:
Braun & Schneider, Historic Costume in Pictures, Dover Books, 1975.
A reprint of plates from Costumes of All Nations, 1907 [1861-1890]
Christabel Williams-Mitchell, Dressed For the Job: The Story of
Occupational Costume, Blandford Books Ltd., Poole, Dorset, UK,
1982.
Doreen Yarwood, The Encyclopedia of World Costume, (Scribner) 1978,
Bonanza Books, New York, 1986.
Jack Cassin-Scot, _Costume and Fashion in Color, 1760-1920_, The
MacMillan Company, New York; Blandford Press, Ltd., London,
UK, 1971
Carl Kohler, A History of Costume, edited and augmented by Emma
Von
Sichert, trans. Alexander K. Dallas, 1928 [Dover reprint,1963, earliest
versions, 1871, 1877]. Two of the archetypal methodical German
scholars (Von Ranke's "Als es eigentlich war.") who measure everything
they can measure, examine surviving costumes, reproduce patterns, etc.
Douglas Gorsline, What People Wore, A Visual History of Dress, Bonanza
Books, New York, orig. pub. (Viking) 1951,
1952. A collection of line drawings, derived by the author from a wide
range of visual source material, ranging from book illustrations to
paintings to collections of early photographs. For a book of this
type
(artist's vade meccum), this work is somewhat unusual in that it has a
bibliographic apparatus.
Michael and Ariane Batterberry, Fashion: The Mirror of History,
(Holt,
Rinehart, Winston)1977, Greenwich House/Crown Publishers,
New York,
1982.
A major effort towards a social history of clothing.
I. T. Schick,, ed. (Introduction by [Alun,] Lord Chalfont),
Battledress: The Uniforms of the World's Great
Armies-- 1700 to the Present, (Weidenfeld and Nicholson) 1978,
Peerage
Books, London, 1983.
Here are two additional books of a somewhat different type, which
may
be useful for gaining an understanding of the deeper nature of Second
Life:
Kennedy Fraser, _The Fashionable Mind: Reflections on Fashion,
1970-1982_, Nonpareil Books (David R. Godine), Boston,1985. A
collection of essays, originally published in The
New Yorker. Looks at fashion as a way of thinking about the
world.
Mary Ellen Roach and Joanne Bubolz Eicher, eds., _Dress,
Adornment,
and the Social Order_, John Wiley & Sons, New York,
1965. An
anthology, broadly covering the
anthropological literature of clothing.
Craig Jensen, _The Craft of Computer
Programming: How to Write Quality Software in Any Language_, Warner
Books, New York, 1985. A primer for those programmers who have never
had occasion to study computer science systematically. Covers things
like linked lists, B-trees, etc.
Internet Sources:
Some large assortments of images from Second Life:
[from
google]
[sluniverse]
(sluniverse/pics])
[2ndlook]
Gwyneth Llewelyn, A tool to aid designing clothes, [visual1layout]
, see also, [Beginners_Guide]
Natalia's Second Life Diary Blog-- hints about how to make things in
Second Life. [slnatalia]
A Second Life Fashion Blog. [lindenlifestyles]
Report by Roland Piquepaille on a French research project in
clothing
design software. [emergingtech]
Report by an adopter of commercial software (industrial goods)
[fashion-incubator]
A package of standard designs, geared to home sewing:
[livingsoftnw]
A costumers' site:
[costumes]
Marco Cadioli, AMERICAN APPAREAL IN SECOND LIFE. An interview with
Aimee Weber, the
designer who set up the American Apparel store. Emphasis on AA's
not
doing labor exploitation, etc. American Apparel sells clothes of
the
simplest and most unremarkable kind, ie. jeans, T-shirts, etc., which
carry moral cachet instead. They really do not pose any great design or
animation problems. [digicult]
[Weber's
site] ,[http://www.myfirstsecondlife.com/]
SLBoutique. A search engine/Portal for selling items in Second Life.
This would be the approximate equivalent of a Sears catalog. It may not
be definitive, but it still gives a fairly good idea of what kinds of
costumes and properties people use, and what they pay for them. [slboutique]
Henry Jenkins, "Get a (Second) Life!" jenkins_get_a
socond
------------, "A Second Look at Second Life," jenkins_a_second_look
The Architectural Context of
Second Life:
Hrolf
Engebretsen, comment on uses of Second
Life for design, in Clay Shirky, "Second Life: What are the
Real Numbers?" Corante, [second_life...numbers]
(post 58) [post
58]
Tom Wolfe, _From
Bauhaus to Our House_, 1981.
Metropolis magazine, October 1997, Theme
Issue: "How to Educate an Architect." Various articles forming a
tour of significant tendencies in architectural education. See
especially: Robert Neuwirth, "the Sandlot Education"; Margie
Borschke, "From Thinking to Making"; Michael Webb, "An
Established Experiment"; and Andrew Cocke, "Goodbye, Mr. Kahn."
Dick Eades, a bona fide architect (the kind who actually puts up
buildings) contacted the Second Life people to talk about whether he
could import stuff from a real CAD/CAM program into Second Life for
purposes of prototyping. importing
models
Howard Hibbard, _Bernini_, Penguin Books, Harmondsworth, Middlesex,
England, 1965, ch. 3. See especially the coverage of
the Cornaro Chapel (Ecstasy of St. Teresa), in which groups of
sculpted figures look at each other over the heads of the human
audience. This is an early form of virtual reality.
Business and Second Life:
Slashdot thread: Coldwell
Banker To Sell Second Life Properties, [2007/03/24].
Discussion of the fictive character of Second Life property values.
Slashdot Thread: Bank Run in Second Life. [07/08/08]
An unregulated bank, which was run by a single anonymous
individual, and which was paying something like 100% interest,
apparently in classic Ponzi fashion, had a bank run. Apparently, this
man is still taking deposits, even while unable to pay withdrawals.
Debatable suggestion that he may have been lending to the SL
casinos.
Edward Lucie-Smith, The First London
Catalogue, Paddington Press, Ltd, New York, 1974. A
rhapsodic catalog of the shops of London, those which sold various
kinds of consumer goods, with excursions into hobbies and various
kinds of valuable collectables. Does not cover objects of
occupational use in any very extended way.
Greensboro Sit-ins: Launch of a Civil Rights
Movement. [sitins];
John Shelton Reed, Southern Discomfort, Reason Magazine, January 1994.
Review of a book containing material on Ralph Johns. [reason_94_05]
Jonathan V. Last, Get a (Second) Life!: The avatars are coming, The Weekly Standard, 10/01/2007,
Volume 013, Issue 03. [weeklystandard]
Information on Anshe Chung under her true identity. Hat Tip
http://en.wikipedia.org/wiki/Anshe_Chung
"The New Avatar In Town: Korea's Nexon and others are edging onto
Second Life's turf, using simplified features," _Business Week_,
MARCH 26, 2007 [New_Avatar]
A cut-price competitor to Second Life, easier to
use, but presumably less versatile.
Reena Jana, "Siemens' New Game Strategy: The German engineering giant's
video-game-based modeling tool will allow companies to design factory
equipment in a fraction of the time," _Business Week_, March 7, 2007,
10:47AM EST [Jana]
Using video game technology as a "poor man's
modeling" system for factory process design, with an emphasis on
improving semi-manned production systems.
Robert D. Hof, "COVER STORY: My Virtual Life:
A journey into a place in
cyberspace where thousands of people have imaginary lives. Some even
make a good living. Big advertisers are taking notice," _Business
Week_, MAY 1, 2006 [Hof_2];
Robert D. Hof, interview with Anshe Chung, "Virtual Land, Real
Money: Second Life is an online world where a savvy avatar can make a
bundle. Its best known "land" developer explains how," _Business Week_,
MAY 1, 2006 [Hof_3]
A focus on people who are making money in Second
Life, most notably Anshe Chung. Rather uncritical about the extent to
which they have transcended the minimum wage.
"INSIDE INNOVATION-- IN SIDE: Second Life Lessons: You may have heard
the hype about popular 3D online universe Second Life, but setting up
shop there presents unique challenges," _Business Week_, NOVEMBER 27,
2006 [Overview]
Overview of Second Life.
Catherine Holahan, "News Analysis: The Dark Side of Second Life:
Software that lets residents copy others' possessions is the latest
reminder that this virtual world may need tougher law enforcement,"
_Business Week_, November 21, 2006, 12:00AM EST [Holahan]
This article expresses a hope that Second Life will
replicate the folly of the RIAA, that it will find means--
somehow-- to prevent copying of costumes, properties, etc. Of
course, Linden Labs had realized the implications of Open Source, and
were acting on it.
Olga Kharif, "News Analysis: Big Media Gets a Second Life: Wired
magazine is just the latest in a string of media outlets staking their
online claims in the popular virtual-world game," _Business Week_,
October 17, 2006, 12:0AM EST [Kharif_2]
The gist is that all kinds of media outlets are
setting up Second Life presences, meaning approximately the ability to
go and interview people through Second Life's texting system, or to
post content accessible from Second Life, with a bit of incidental
decor. What the author does not grasp is that this really
does not rise above the level of a file conversion system. All
the big advertising agencies are doing the same thing, as are
some of their clients, but the author exaggerates the amount of
commitment implied thereby.
_Business Week_
Special Report April 16, 2007:
Robert Hof, "The Coming Virtual Web: In the future, the Internet is
almost certain to look more realistic, interactive, and social—a lot
like a virtual world," _Business Week_, April 16, 2007, 12:01AM EST [Hof_1]
Discussing the enthusiast claim that Virtual Reality
will become the new standard for internet access.
Douglas MacMillan, "Big Spenders of Second Life: Virtual world
residents shell out real dollars for nonexistent clothes, cars, and
real estate. Will real-world luxury brands capitalize?" _Business
Week_, April 16, 2007, 12:01AM EST [MacMillan]
A discussion of the difficulties of making objects
of conspicuous consumption which cannot easily be copied, presumably by
legitimate means, rather than by Copybot. With extreme difficulty, it
is possible to get a status symbol costing up to $40 US.
Olga Kharif, "The Virtual Meeting Room: Intel, Raytheon, and other
companies are dabbling in technology that enables 3D conferencing, but
will employees take to avatar exchanges?," _Business Week_, April 16,
2007. [Kharif_1]
Describes the use of virtual reality for business
meetings, and then, gently, suggests that videoconferencing might be
better. Does not take the next step, of pointing out that in a
properly functioning organization, people can proceed on the basis of
the written word.
E.C. Hoffman III, "Tip Sheet: When Griefers Attack: How to prevent
virtual-world vandalism and what to do when your property comes under
fire," _Business Week_, April 16, 2007. [Hoffman]
Sensible advice, which boils down to not
taking Second Life too seriously.
Francesca Di Meglio, "I Was a Second Life B-School Student:
Undergraduate programs already have a presence in this virtual world,
but INSEAD is one of the first management programs to break ground,"
_Business Week_, April 16, 2007, 12:01AM EST [Di_Meglio]
Brief description of Business School activities in
Second Life. No reference to the B-school core of accounting,
economics, operations research, etc.
Reena Jana and Aili McConnon, "Digital Suburbia: Kaneva aims to bring
social networking to a relatively cautious, upscale crowd more
interested in making real-world connection than in building fantasies
online," _Business Week_, April 16, 2007, 12:01AM EST [Jana]
An attempt to build a sanitized equivalent of
Second Life which is attractive to admen, and which does not allow
disruptions, etc.
Open Sourcing of Second Life
Slashdot thread: First Technical
Look at the Second Life Client [2007/03/29/1742254]
links to: Peter Seebach, "Second life client, Part 1: Hacking
Second Life" [Seebach]
Slashdot thread: Second Life To Open Source Server Code, [2007/04/19]
Slashdot Thread: Standards for Interconnecting Virtual
Worlds [2007/09/19]
Linden Labs deals with defining interfaces between different
virtual worlds on servers owned by different people.
----------------------------------
A Second Life users' discussion of the
implications of
open-sourcing:
Second Life and Open Source
http://lwn.net/Articles/214426/
[cory-lindens-town-hall-transcript]
in: [blog.secondlife]
----------------------------------------------------------------------------
The open source code documentation Wiki, at present in simply awful
state, full of references to things which are not defined, or not cross
referenced, etc. The first task will necessarily be just to document
the code properly before anything else can be done.
[secondlife
Documentation]
See also: [secondlife.com/wiki]
[secondlife/developers]
Slashdot thread: Introduction to Linden Scripting Language, [2007/02/25],
[ddj/197008520]
[can you cut out the session ID] Link to a Dr. Dobbs's article on the
subject, which was rather severely critiqued for stressing basic
grammar, rather than the things which render LSL distinctive.
// end of sorted section
Kerry Howley, Michael Gerson
Discovers Second Life (and Furries), Reason Hit&Run, July 6, 2007,
3:34pm [121252]
cites
----------------------------
Slashdot Thread: Are Marketers Abandoning Second Life? [07/07/14/1732240]
Frank Rose, How Madison Avenue Is Wasting Millions on a Deserted Second
Life, Wired, (ISSUE 15.08, 07.24.07, 2:00 AM), [ff_sheep]
Deals with CocaCola's blunders into Second Life, and how they
operate on false analogies with real life.
Michael Dobson, Let him be Caesar! London Review of Books, Vol. 29 No.
15 dated 2 August 2007, review of: The Shakespeare Riots:
Revenge, Drama and Death in 19th-Century America by Nigel Cliff
· Random House, 312 pp, $26.95 [lrb] cited in: [hnn]
Two rival Shakespearean actors with different poliitcs, playing in New
York City in the year 1849, had
working-class fan clubs (pit rather than peanut gallery). What would
now be called a football riot ensued.
------------------------------------
Techdirt thread: Second Life On Mission To Purge All The Fun [techdirt],
links to "Bestiality May Be Knackered In Second Life." [bestiality]
------------------------------------
Slashdot thread: Second Life & WoW Terrorist Training Camps?
http://yro.slashdot.org/yro/07/08/01/1253209.shtml
------------------------------------
------------------------------------------------------------
Alice v2.0: Learn to Program Interactive 3D Graphics
http://www.alice.org/
-----------------------------------------------------------
Female impersonation tarts up online games
by Reuters , CNET News.com | 7/29/06
http://articles.techrepublic.com.com/2100-3513_11-6100065.html
------------------------------------------------------------
Slashdot Thread: Rethinking the MMOG
2007/03/26/1721256.shtml
--------------------------------------------------------------
Robert Darnton, The Great Cat Massacre and
Other Episodes in
French Cultural History, Vintage Books, 1985, orig. pub. 1984
See also, George Pernoud and Sabine Flaissier,
_History in the Making: The French Revolution_,
1960, "The September Massacres." See the record of
the judicial interrogation of one Jacques-Charles Hervelin (pp.
154-160, pbk. ed.), about certain things he had done on September
2-4, 1792. This interogation, took place on 7 Floreal An 3
(approx. April 27-29, 1795), two-and-a-half years later, after the
Terror was safely over. At length, the magistrate
got to the point, and swept aside Hervelin's evasions:
"Q: Is not the real motive of his wife in refusing to live
with him the fact that he took part in the murder of
the ci-devant Princesse de Lamballe, that he went around
with her head and her sexual organs and that he
ate her heart, after having roasted it on a cook-stove in a
wine-shop?" (p. 159)
--------------------------------------------------------------
Wkipedia entry, Grand Theft Auto (series)
http://en.wikipedia.org/wiki/Grand_Theft_Auto_(series)
------------------------------------------------------
The Road to Ruin
David Kushner from Wired magazine Email 03.29.07 | 5:00 AM
http://www.wired.com/gaming/gamingreviews/news/2007/03/FF_160_rockstar
A short history of Rockstar Games, the publisher of Grand Theft Auto.
Mostly about the cumulative legal difficulties dumb kids get into
when
they try to run a public company.
-
-------
=============================================================
------------------------------------------------------------------------------------------------
Alex Veiga(AP Business Writer), Virtual Designers Busy in Online
Worlds, Feb 26 2007, 9:26 AM EST [Viega]
(link may not be permanent). An article about people who are
making money as consultants by
assisting big
businesses to set up their own Second Life areas. Two companies are
cited in the text: [millionsofus] [electricsheep]
------------------------------------------------------------------------------------------------
Slashdot thread: Game Profitability Under Threat, 2007/02/27
Mentions the need for things
like better programming systems.
Slashdot thread: Looking Inside the Second Life Data Centers, 2007/03/11.
The number of simultaneous users is up to 36,000, and the server
is experiencing growing pains. There is no
mention of redefining capabilities out to the client, but
slashdot
comments allude to the need to improve the scripting
languages.
=================================================================
Slashdot thread: Online Higher Education in Second Life?
http://ask.slashdot.org/askslashdot/07/03/23/043251.shtml
-----------------------------------------------------------------
Ref: http://alphavilleherald.com/
-----------------------------------------------------------
Edward Castronova, Arden: The World of Shakespeare
http://www.swi.indiana.edu/ardenworld.htm
http://en.wikipedia.org/wiki/Arden:_The_World_of_Shakespeare
-----------------------------
Coelacanth Seurat (pseud?), Shakespeare Comes To Second Life. An
account of casting a Shakespeare play (Romeo and Juliet). This involved
developing a program to automatically feed the text of the play through
to a text window, and synchronize the flow to the avatars' motions. The
effect is rather like a troupe of mimes acting out a silent play for
subsequent voice-dubbing.
[slatenight]
----------------------------------------------------------------------------------------------
Jesse Walker's summary Blog Note:
http://www.reason.com/blog/show/118457.html
and his Hobbies in Cyberspace, Reason, April, 2004,
http://www.reason.com/news/show/29096.html
Hiro Pendragon, "Combat In SL: Is It
Upon Us?," A plea for a
combat
system in which the land owner can write the rules from A to Z,
according to his lights, rather than having to conform to any
standard
system.
[combat]
Note: as second life is open-sourced, this objective can just as well
be met by multiple independently owned Second Life universes (grids)
at different domain names.
-----------------------------------------------------------------------------
Wagner James Au, "Feature: The Gamer s Rough Guide to Pwning Second
Life. "How to avoid the Parts of Second Life that "just seemed
like
The Sims Online in 3D, all these blinged-out club rats just standing
around chatting. Like, WTF?"
[-the-gamers-rough-guide-to-pwning-second-life]
http://www.kotaku.com/
------------------------------------------------------------------------
Official Wiki Page: Combat
http://wiki.secondlife.com/wiki/Combat
----------------------------------------------------------------------
Pixeleen Mistral, Better Bashing in Gorean Sims Could Hurt Role Play,
http://www.secondlifeherald.com/slh/2006/11/by_heartun_brea_1.html
---------------------------------------------------------
-------------------------------------------------------------------------------
http://www.wired.com/wired/archive/14.10/sloverview.html
http://www.wired.com/wired/archive/14.04/second.html
----------------------------------------------------------------------
Jane Langton, "The Weak Place in the
Cloth," in: Robert H.
Boyer and
Kenneth J. Zahorski, Fantasists on Fantasy: A Collection of
Critical
Reflections By Eighteen Masters of the Art, Avon Books, New
York,
1984. A discussion of the mechanics of switching between levels
of
reality from the point of view of a writer.
----------------------------------------------------------
Slashdot thread: Radical Transparency at NASA Via Second Life [2007/04/10].
See comment by Eggy Lippmann [18684865]
and his Second Life history website: [slhistory].
http://games.slashdot.org/article.pl?sid=07/11/30/181248
http://www.reason.com/blog/show/124991.html
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