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  My Second Life, Part 7  
 
 
Posted 2004-05-16 by Tony Walsh
 
 
     
 

My
Second
Life
, Part 7

It took under ten minutes for my Land for the Landless in Janus to sell—appropriately to Schwanson Schlegel, one of Second Life's wealthiest land barons. With an eye peeled for a more cohesive neighbourhood, over a week passed before I scouted a new home amongst the oft-sardined dwellings of Second Life: DarkWood (114, 50).

The modest peninsula of DarkWood is split into quadrants by four rivers originating from a small central lake. The fantasy-themed region was once a testing ground for the ill-fated DarkLife project—an attempt to bring a role-playing game system to Second Life. Now, only a dark fortress, a small cottage, a graveyard, and a tiny zoo of inanimate animals remains. The rest of DarkWood has been populated by creative architects responsible for jewels such as a tranquil town square and the Elizabethan-style SL Globe Theatre. Although a few of the longest-standing members of the area have moved on, the newcomers seem to have taken up the mantle of responsible urban planning.



Slices of Life

Catch up on previous installments in this article series.

Zero Grace finally has a Web site and a new home in DarkWood.

Fizik Baskerville offers space to think and dream. And colour-themed packs of content for Second Life.

Nephilaine Protagonist is one of Second Life's finest fashionistas. Pixel Dolls, anyone?

Wagner James Au's New World Notes features a 3-part article on using Second Life as an educational tool. [1,2,3]

 

I've "tiered up" as they say in Second Life, meaning that in addition to the annual fee I've already paid, I am now forking over an additional $5US for… well, nothing, really. Another 512 square meters of additional virtual land and more primitive 3D objects to scatter around it. I am finally able to build something a little more interesting than an empty manor house. Now my grounds contain an amphitheatre and faux entrance to an underground (i.e. non-existent) factory. Someone call a doctor, I'm building a dollhouse for monsters.

Between Heaven and Earth

Linden Lab plays a god-like role in Second Life—it created the world, after all, and its demigod legion of in-world Lindens wield awesome power. Each is more or less an autonomous representative of The Powers That Be, and is tasked with maintaining harmonious order in Second Life's realms. And they are not alone. Cherubs, angels, and heralds—better known as Second Life Mentors—are not officially Lindens, but offer a helping hand to average citizens in order to promote a healthy community.

It can't possibly be easy being a Linden or Mentor, what with cries of "help me" or "talk to me" ringing out wherever they fly. But then, being an ordinary user is tough too. The balance between heaven and earth grows ever-precarious as more and more users pour into Second Life. While the Lindens might be pure of intent, they aren't always consistent in their dealings with mortals—sometimes they're cryptic, and sometimes they don't respond for a long time… if at all.

Cristiano Midnight is a Second Life community-member who spends nearly $200US monthly on land. Earlier this month, he made a public plea to the gods of Second Life via the SL Forums:

"Linden [Lab] may have created this wonderful technology and have generally been very open [and] accessible, but when it comes to customer service and consistency, they are severely lacking." Cristiano cites as example rising costs for veteran SLers, land speculation and price gouging, worsening network lag, bugs, and ailing customer service. "There is no excuse for emails to go unanswered to support@secondlife.com," Cristiano writes, "but you will find many people who will tell you that their questions, complaints and pleas have gone unanswered - not for one day or a few days, but never answered. We receive [Terms of Service] warnings and even suspensions without being told what we actually did. That is beyond unacceptable, and that policy alone is enough to make me question why I am giving money to this company. There are several threads about this issue right now, and honestly it cannot receive enough negative attention."

Days of uncomfortable silence on the Linden front followed, but at last Cristanio Midnight received word from the heavens. Robin Linden conceded that more staff are needed at Linden Lab as well as a greater in-world presence, and informed the community that more intelligent automation was being considered with regards to reports of user misbehaviour.

And there was much rejoicing.


Who Am I?

Since creating mini-Web-sites comes as naturally to me as farting, I belted one out (a Web site, not a fart) for my Second Life presence Zero Grace. Faced with writing a "Whois?" section for the mini-site, I really had to sit back and think. Who am I in Second Life? Who is Zero Grace? How exactly does one describe one's identity in Second Life?

It's easy to define terms. For example, an agent is the user's presence in Second Life, but it isn't an avatar. An avatar is the visual representation of an agent, for example a clown, zombie, lifeguard, super hero or zebra. That's fine for technicalities, but what do these terms mean in the "fuzzy" sense? The way I see it, when I connect to Second Life, I am represented by a formless agent named Zero Grace. This agent is an instrument, a puppet, an empty vessel—basically what I pour myself into in order to be able to enter Second Life's cyberspace. I then adopt an avatar I've created in order to project a certain image in Second Life, much in the same way I'd wear clothes: A suit and tie says something totally different than a biker jacket, white T-shirt and ripped blue-jeans. Just like I wear clothes, I usually put on an outfit fitting the event or location I'm in, so for a dance party at Club Digital Gunfire, I have a blue-skinned cybergoth avatar; for fantasy-genre locations I often wear a tree-man outfit; for panel discussions and urban settings I've got my "mini-me" avatar; and for just kicking around the house I wear a zombie outfit (or whatever other monster costumes I've made).

The only realistic avatar I wear is a Second Life version of myself—in a quite literal sense (my own face and body type have been replicated), unlike the widely-used "idealized" avatar that most users seem to wear. It's pretty hard to find "average"-looking avatars in Second Life. Most avatars are unnaturally good-looking, and I'd hazard a guess that this is because most people who play Second Life wish they were. It bears mentioning that although every user has a slot in their in-world profile for their real-world photo, very few are bold enough to actually display one.

Second Life is not a role-playing game for me, although it is for others. My behaviour in Second Life compares and contrasts my real-life behaviour. My real-life sense of humour, curiosity, sarcasm, and creativity are more or less intact in Second Life. That being said, I'd never talk to strangers in real life if I had the choice. I am much more friendly and kind in Second Life. In a way, this part of my personality is as idealized in Second Life as other users' appearances.

So, who is Zero Grace? I've come to think of him as a Homunculus:

"In the scientific sense of an unknowable prime actor, [a homunculus] can be viewed as an entity or agent.

"The term appears to have been first used by the alchemist Paracelsus. He once claimed that he had created a false human being... The creature was to have stood no more than 12 inches tall… However, after a short time, [it] would turn on its creator and run away.

"Today the term is used in a number of ways to describe systems that are thought of as being run by a 'little man' inside. For instance, the homunculus continues to be considered as one of the major theories on the origin of consciousness, that there is a part (or process) in the brain whose purpose is to be 'you'. The homunculus is often invoked in cybernetics as well, for similar reasons." [Excerpts from the Wikipedia covered by the GNU Free Documentation License]

 
     
 
   
 
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Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
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Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
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