Sunday, December 24, 2006

My softened position:

Second Life is actually pretty cool, but that doesn't really change much.

I'm the green one. Click to enlarge


I thought this might happen, and I said as much in my very first post. I knew that I was going to have to get to know Second Life in order to write about it intelligently, and so after spending some more time in there, I have toi admit that I don't hate it any more. It's actually pretty cool.

HOWEVER, the second life hype still disturbs me. Every day, people are talking about a vision of the internet of the future that strikes me as wildly impractical, and therefore pretty unlikely, so maybe it's not rational for me to fear it. With a whole community free to apply their own creativity, there will be applications for Second Life that no one has ever thought of, but it's not a good interface for the virtual classroom, the virtual business meeting, all that sort of thing. It's bulky, bloated, crammed with unnecessary information, and, I swear to God, it's a lot harder to master than the Linux Command Line. I'm serious.

Is Second Life a game? People argue about that, but if you go to dictionary.com, you'll find fifteen definitions for game. Definition number one is "an amusement or pasttime". Competition isn't mentioned until definition number three.

Of course it's game... but games matter! They matter economically, and they matter technically. I heard an interview on Fresh Air with Rerry Gross featuring none other than The Mighty Linus Torvalds, the inventor of the Linux Kernel, who speaks in the most extravagant terms of his admiration for those who program games.

Tuesday, December 19, 2006

"Snarky Shirkey", stop pickin' on me!

SL Critic gets Dixie Chicked

From the blog Second Thoughts, a rather personal 2809 word critique of the 1909 word article cited below. Fans of Fox News, or White House Press briefings, will recognize this approach to criticism. The author of the original piece, Clay Shirky, is attacked seven times by name, and is even psychoanalyzed:

THAT is what is prompting the sneers -- the unconscious fear that geeks just may not be as necessary as they once were. Oh, to be sure, the will still pwn the servers and the code that runs it -- but inside the world, users don't need to wait around for game gods to add new features; they make them themselves, in ways that, to be sure, range from amateur to professional -- but just as in the rest of RL, if they are not competent tekkies increasingly they can hire the help they need outworld from start-up companies or inworld from fellow residents willing to take Lindens, depending on the kind of project.

Oh yeah, that's definitely it.

more...

When I posted comments, I was warned that if I didn't use a Second Life name, I would be banned. So I did use my Second Life name (Burt Separis) and what do you know? I was banned anyway! Oh, I am so bookmarking this site!


Your Mystery Date is here!

Saturday, December 16, 2006

Second LIfe: What are the Real Numbers?

Second Life is heading towards two million users. Except it isn’t, really. We all know how this game works, and has since the earliest days of the web:

Member of the Business Press: “How many users do you have?”
CEO of Startup: (covers phone) “Hey guys, how many rows in the ‘users’ table?”
[Sound F/X: Typing]
Offstage Sysadmin: “One million nine hundred and one thousand one hundred and seventy-three.”
CEO: (Into phone) “We have one point nine million users.”

Someone who tries a social service once and bails isn’t really a user any more than someone who gets a sample spoon of ice cream and walks out is a customer.


more...

Saturday, December 9, 2006

CNN/Money: No, Second Life is not overhyped (Yes it is!)

November 10 2006 NEW YORK (Fortune) -- Second Life, the three-dimensional virtual world, has been getting tons of press lately. In the software, which anyone can download for free, you travel around as an "avatar" representing yourself (with a different name), through a huge range of spaces - beautiful natural environments, shopping malls, museums, clubs, homes, apartments and cities. So far, it's signed up 1.3 million members.

more...

There you have it again, those inflated numbers! I am actually two of those "1.3 million members", since I registered twice, although I spent maybe six hours at the most in Second Life, and can no longer remember the name of my avatar.

Friday, December 8, 2006

A responsible opposing viewpoint:

This is reprinted from the comments to Manifesto: I'm not out to ruin anybody's fun.. I decided to post it here and respond here, because that way it looks more like content... actually, it really is content. Glyn is helping me to get into the real guts of the issue.

I hope to use this blog to discuss and debate, and not just bash, Second Life. Please come back soon, Glyn (and if you post again, please tell me what gender you are, so I can refer to you with an occasional pronoun in the future.)

glyn moody said...

These are all good points. But I think it's important to distinguish between what you can use and what others can.

Certainly, it would be possible to use the Lynx browser if you really wanted sleek, lean software. But I doubt whether many people could. Indeed, I will never forget seeing my parents - well into their 70s - getting the hang of a Web browser in about a minute: this, despite the fact that practically all other software was a complete mystery and required hours of hand-holding.

That, I think, is what Second Life is about: making it easier for people who find current methods difficult. The thing is, we are social animals; anything that is modelled on our social behaviour is far easier to assimilate and adopt. I don't think IRC really manages that. Indeed, even though I've been using computers for over a quarter of a century, I never use it because I find its interface pretty, well, barbarous. But conferences in Second Life don't have this feeling: they feel natural for all their crude graphics and movement.

Arguably Second Life's biggest failing is the fact that you need to type: I don't think it will really take off until we can just talk and hear others there.

As for the super-elaborate graphics, and super-expensive computers, I think you might want to redirect your ire towards that nice Mr Ballmer: Vista looks pretty hungry in this regard, and seems to offer practically nothing over Windows 3.1. Second Life may be computationally and graphically intensive, but it is also unbelievably beyond anything that VRML, say, was offering ten years ago, so the requirements seem justified


Okay, now here are Glyn's comments again, annotated with my responses.

These are all good points. But I think it's important to distinguish between what you can use and what others can.

Sure, but it seems to me a "given" that, for purposes of this discussion, the point of view represented by me is my point of view, and the point of view represnted by you is your point of view. If I hate second life, that's my prerogative, and if you love Second Life, that's yours. (You've never actually said that you love Second Life, I'm presenting it here as a hypothetical.) Neither position requires a moral justification, and neither positition is morally superior to the other.

Certainly, it would be possible to use the Lynx browser if you really wanted sleek, lean software. But I doubt whether many people could. Indeed, I will never forget seeing my parents - well into their 70s - getting the hang of a Web browser in about a minute: this, despite the fact that practically all other software was a complete mystery and required hours of hand-holding.

For anyone not familiar with Lynx, it works in Linux/Unix systems. It's a text browser for the web, which means that it does't display graphics or support a mouse, but it runs from the command line and is very fast. I like to do my writing from the console, where there are few distractions, and so I inevitably use Lynx from time to time. It's a pretty Spartan affair, and only a true geek would love such spare simplicity. You get no pictures, no logos, no javascript, no graphics of any kind, just white text on a black background... or, occasionally, black text on a white background.

As an example, Lynx is both the same and different than Second Life. It's the same because, like Second Life, it represents an extreme, even though it's the opposite extreme. If Second Life were to become common coin of interaction with the net, to the extent that I would have to use it, I'd feel about the same way about that I'd feel if I were forced to use Lynx. It's different because, unlike Second Life, it doesn't demand its own standard. Lynx looks different from Firefox or Internet Explorer, but it interprets the same html.


That, I think, is what Second Life is about: making it easier for people who find current methods difficult.

Perhaps "difficult" isn't the word you wanted to use. Second Life is like using IRC and playing PacMan at the same time. How can anyone who finds IRC difficult find Second Life easy?

The thing is, we are social animals; anything that is modelled on our social behaviour is far easier to assimilate and adopt. I don't think IRC really manages that. Indeed, even though I've been using computers for over a quarter of a century, I never use it because I find its interface pretty, well, barbarous. But conferences in Second Life don't have this feeling: they feel natural for all their crude graphics and movement.

This is where you are wrong-- not because your perceptions aren't valid, but because you assign them to the entire species, assuming that's what you meant by "social animals". Second life doesn't feel natural for "people". It feels natural for a type of person, maybe someone who has played a lot of video games, I really don't know. Maybe I could learn to experience second life as you do-- but if it has to be learned, that's the definition of user unfriendliness, is it not? I mean, once you've learned it, anything becomes user-friendly, right?

Arguably, Second Life's biggest failing is the fact that you need to type: I don't think it will really take off until we can just talk and hear others there.

You've reminded me of the fact that voice chat has been available in IRC for at least as long as I've been using it, since 2002, and yet I've never seen it used, not once. I've got a microphone and speakers, I suppose I could have used it myself if it I'd wanted to. Could it be that there's really a lack of interest in voice chat? Perhaps it interferes with the sense of privacy that computing affords, the quiet concentration. Could it be that everybody speaking at once would just be too difficult to process? I don't know, but just because voice chat was a nonstarter for IRC doesn't mean it wouldn't take off in second life. I only know, that, for me, the prospect of voice chat makes Second Life seem less, not more, attractive.

As for the super-elaborate graphics, and super-expensive computers, I think you might want to redirect your ire towards that nice Mr Ballmer: Vista looks pretty hungry in this regard, and seems to offer practically nothing over Windows 3.1. Second Life may be computationally and graphically intensive, but it is also unbelievably beyond anything that VRML, say, was offering ten years ago, so the requirements seem justified.

I would argue that it's perfectly reasonable and appropriate that elaborate graphics should be
required for games; it's not reasonable and appropriate that elaborate graphics should be required for human communication, at least if they're not necessary.

My question is: do you know of anyone who found the Second Life interface "easy" who didn't have some kind of gaming background? My hypothesis is that if you get into second life, it's not because we're social animals or because it "mirrors social behavior", or anything so universal, its because you have a gaming background. A capacity to enjoy Second Life is not a distinguishing characteristics of the human species. You like it, I hate, and yet you and I have the same number of chromosomes.

One characteristic of second life hype is to imbue SL with characteristics that speak to our fundamental human characteristics, Sure, we're "social creatures", and that's part of the appeal of SL, but the same can be said of scores of human activities from New England Barn raising to kareoke bars to addicts sharing needles.

You're trying to sound like you're saying more than you're actually saying. There's a word for that, and the word is hype. Hype hype hypetty hype.

Thursday, December 7, 2006

'Second Life Liberation Army' Targets Brands

The SLLA, consisting of about a dozen veteran members, is believed to be the first national liberation movement of its kind seeking political rights for virtual characters, known as avatars. The group really pulled into action when Linden Lab, the creator of Second Life, allowed the creation of unverified accounts.

more...

Wednesday, December 6, 2006

Tech Digest: Second Life ""not just a white middle-class geek tool any more"

“Second Life is very much about real people living virtual lives,” he said. “We find that when people go in for the first time, they tend to create a wild crazy avatar with blue hair and all that. But over time they tend to mould it to be more like them. This isn’t a game. The relationships you form in there are real relationships.”

This is only creepy if a second Life relationship is somehow considered more real than a pen pal or a chat buddy. Either way, I'm skeptical. The context of fantasy means that what would otherwise be a lie isn't really a lie anymore, it's just part of the game, right?
more...

Monday, December 4, 2006

The Forge: What Do Paris Hilton and Second Life have in common



Indeed, Second Life is the Paris Hilton of virtual worlds at this point. It is famous for being famous, and little else. Linden Labs, its creator, likes to constantly trumpet the idea that SL represents new opportunities for real-world companies to make money virtually, but that’s simply a flat-out lie. Watch the video in the article I linked to above. SL’s technology can’t even handle two dozen people in the same location without the avatars skipping and jerking around like bad stop-motion animation. What’s truly unfortunate is that the real-world media is so clueless about virtual worlds that they just eat up Second Life’s PR like whores, never stopping to examine whether “Adidas opening a store in Second Life” actually means a damn thing beyond the initial press release. It doesn’t, and the cost to Adidas (or any other company opening something in Second Life) is so trivial that it’s a fire-and-forget exercise that never has to actually perform, since the press release was the whole point to begin with.

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Silicon.com: A second life cheat sheet

A basic overview of SL for the unitiated. Linked here as a public service

Saturday, December 2, 2006

At last! The "people-centric" web!


"I think that what we are seeing is the evolution of the Internet and World Wide Web in incredibly important new directions. Foremost among them is a much more people-centric Web."
--IBM VP, Irving Wladawsky-Berger IBM, speaking via avatar in Second Life


Here is a column by Glyn Moody, writing in Linux Journal. What's odd about all this is that there actually is an alpha linux client for SL, and it's not bad at all, it's how I got there, so I'm not sure what the point is, but nonetheless, it's the references to the corporate push behind SL that inspired me to start this site.

Friday, December 1, 2006

MANIFESTO: I'm not out to ruin anybody's fun.

Yes, I really do hate second life, but that's not really my problem. I'm not out to ruin anybody's fun, but when people talk about SL as "the future of the internet": why yes, I do have a problem with that. This is what the internet of the future is supposed to look like? Are you saying that I'm going to have to drag an avatar around through an elaborate virtual reality interface to surf, to chat, to shop, to do research? I mean, frankly Scarlett, fuck that.

I've spent a few hours strolling the streets of Nowheresville, and to me, Second Life is basically a chat client with the biggest and most bloated GUI ever. With 32 mbs of RAM, a Linux command line, and a simple program like BitchX, I can connect to an IRC server and find a chatroom dedicated to a subject that I am passionate about. Why mess with avatars and artificial streets?

I can't think of any social, educational or organizational function that good old IRC couldn't do more simply and directly-- and therefore better-- than Second Life, though maybe in tandem with other internet technologies, e.g. a webcam or two. Why would I want to drag an avatar to a virtual classroom? I went to a LUG meeting once in second life... it was boring and distracting. When everybody sits down for a gathering, it's kind of static, like the picture of the dogs playing poker. The scrolling text actually moves more.

There's a political element to all of this. Unnecessary super-elaborate graphics are going to require more expensive computers and faster connections to do things that otherwise wouldn't require more than a 20 dollar garage sale computer, a free Linux system, and a simple dial-up connection. The benefits of the internet should be available to everyone, and this kind of graphical excess precludes that.

But, like I said before, I'm not out to spoil anybody's fun, and I don't oppose Second Life per se. It's amazing and wonderful technology, with many wonderful possibilies for entertainment and art. I just don't want to see the internet being made over like this. I just want to do what I can to make sure that Second Life stays where it belongs... in Second Life. I reserve the right to change y mind about Second Life, to decide that I like hanging out there, but to always hate the hype, and the threat of graphical gigantism that it represents.