New World Notes
Second Life now has its own embedded journalist! Wagner James Au reports
first-hand on Second Life society as it develops. In Second Life, James
is known as Hamlet Linden. If you run into him in-world, make sure to
introduce yourself, exchange calling cards, and show him around your
favorite neck of the virtual woods!
May 9, 2003

NEXT WEEK
What happens when a ratings system escalates into an arms race of cliques,
witch hunts, accusations of witch hunts, and other bits of high drama? Ask
Wynona, she should know.
Back on Monday...
| Discuss |
Posted by Wagner James Au 5:34 PM |
May 9, 2003

HOME FOR THE HOMELESS
The first thing you notice about Catherine Omega's house on a cliff top above the
ocean (
Shipley 242, 92): with a sign like that, she wants no doubt the place is
hers. Homeowner's pride must have something to do with the sign. She's roofed the
place with lattice-work arches lined with greenish glass, which gives the place a
warm, airy feel. It's extravagant, but it does still feel
like a real place; a real home.
And that might have something to do with where she built part of it: homeless
in British Columbia.
"Couch surfing homeless," I ask her, "Or dumpster diving homeless?"
"Dumpster diving homeless," says Cat.
After a few months with a Second Life account, for reasons she doesn't go
into (except to say she "found myself in a very annoying situation"), Catherine
found herself without a permanent address. "I was only out on the streets for a
couple weeks," she says, "But it was a while before I had a real place." She did
find shelter of a kind, in the interim: an empty apartment building, which sat
above an abandoned store, without running water, or electric current. Despite
all that, she still managed to hack back into the world of Second Life.
By this point, as she tells me this, my skepticism meter is maxed out.
How'd she find an Internet connection to get back on, for starters?
"I had my
laptop with me," says Cat, "and I was using it as a router, and I cracked WEP
on a WLAN with a soup can YAGI antenna to get on the Net. Boosting electricity
was easy enough, because I have my multimeter and I know enough to not touch
live wires." (Her tech-heavy answer is sufficiently over my head to seem
convincing enough.)
So she scrounged through the hollowed-out building she was
squatting in, until she could find a live wire to tap as her power source. "If
there was a MacOSX or Linux port [of Second Life]," she tells me, "I'd be able
to run it directly on my laptop and it'd save me the trouble of having to build
this computer -- it's really annoying because it's mostly broken." Wait, you built
yourself another computer while you were homeless, too?
"It turns out that a computer capable of running Second Life is difficult to
come by when you're homeless. It took me... like a WEEK." She adds an emoticon
wink. "I found it in a dumpster behind a computer store...I replaced the fan. It
works fine."
Once again, I get a little wary: I don't doubt obsolescent PCs often
get tossed out back, but Second Life requires a fairly powerful, up-to-date 3D
card to run -- did you just yank that out of the trash, too?
Well, um, exactly.
"I figure they needed to RMA it [return merchandise authorization]," she suggests,
"or a user just told them to keep it after they upgraded, something like that...but
yes, the dumpster part is true." So there she is, with a jury-rigged PC, logged in
from a squat, constructing this seaside mansion online. "And how'd that make you
feel", I ask her, "Building a virtual home while not having an actual one?" (I
apologize to her for sounding all Barbara Walters about it.)
"Oh, journalists." She
emoticon winks again, but she takes a while to respond. "Well, Second Life is an
effective escape for most people -- I was no different. It's just that while most
people use Second Life to unwind, or hang out with friends, I did the same, but I
had more to escape." To her, she says, the game "[w]as a means to keep busy and
give me a means to working towards improving myself. I mean, obviously not as
big a help as food banks and stuff, but it's been very helpful...in terms of [learning
programming] skills, but also in terms of just getting OUT. [W]hen you don't
have running water, or money, there aren't a lot of places you can go. Contrary
to popular belief, homeless people aren't lazy, they just have a lot of spare
time."
Over the weeks, friends did help her get social assistance, and a new
living arrangement. "Fortunately," she says, "everything worked out QUITE nicely
and I'm housed now." So she's thinking about going to college, perhaps, either
as a programmer, or an artist, or both.
But as she stands there in her mansion,
I can't help picturing her a few months ago, and where she was then, in the winter
chill, surely freezing in her unheated squat, surely with drug addicts and other
denizens roaming outside beneath her on the meanest streets. She's shivering, but
still tapping away on a computer that's duct-taped together with peripherals
grabbed out of a dumpster, plugged into an exposed power line, using a makeshift
antenna to stowaway onto someone's wireless Internet portal-- all to get here,
in this sunlit mansion above the blue-green sea.

It's also a little too much to swallow. ("Once you get to know her better," insisted
Lyra Muse, a slinky friend of hers who stood nearby, when I first spoke with her,
"you'll believe [all] that. Cat's da smartz.") Her story makes her seem like some
William Gibson heroine, a tech-savvy
waif out there on the street, finding her own uses for things. But what is certain is
that she's in here now, still working on her dream home. She's tinkering with its
electric tram line, which you can ride from the nearby hill, right into the Omega
estate. (She had to power it off, because the programming script she wrote to make
it work somehow causes a bug which makes the surrounding world go a bit wacky.) And
looking at her place, you wonder how much it matters, whether her travails happened
as she said they did, or whether they're just another facet of her online persona.
In the end, does it matter? The home is here, it's hers to call her own, and like
her, it's as real as we want it to be.
| Discuss |
Posted by Wagner James Au 2:32 PM |
May 8, 2003

LOCATION, LOCATION, LOCATION
Where's the most unique place someone's logged into Second Life, by the coolest means?
I think I have a killer candidate. More tomorrow...
| Discuss |
Posted by Wagner James Au 10:07 PM |
May 7, 2003

RISING UP
It's a kind of force field elevator shaft in the heart of Cyberpunk City
(
Bonafacio 154,44), towering above all the other
skyscrapers, so that the statue of a giant, smoke-belching bird can loom over
them. To ascend into the belly of the bird, you have to enter the shaft from
the very bottom, and float up through several levels,
and here you see the level of detail the creator has put into this thing: As
you keep rising through the shaft -- and you happen to be in first-person
view -- you can just barely glimpse something inside its belly. And you
keep rising, trying to make out just what it is…
Until you're right there, and you can:
But what's the meaning of the man in the secret ceiling fresco, left there by Casval
Epoch, the bird's creator? I happen to pass Bel Muse, a tan blonde girl in a T-shirt,
so I ask her. "Maybe it's a special inner symbol for the artist," she suggests, and
floats away.
| Discuss |
Posted by Wagner James Au 5:07 PM |
May 7, 2003

UP WITH E-MAIL!
After some technical sputtering which may have frustrated some who
wanted to talk with me (sorry!), my Second Life e-mail address is fully
operational:
hamlet@secondlife.com.
If you're in Second Life already, please ping me, and tell me about
things going on in-world you think I should know about. If you're just a
visitor to the website, and there's things about the game (or my
journal) you'd like to comment or question me on, by all means go for
it. At the moment, in particular, I'm trying to put together an oral
history on the beginnings of Second Life, as a community, and an
experience. So if you were in here from the very moment Linden Lab began
letting in testers, please drop me a line, and introduce your old-timer
self...
| Discuss |
Posted by Wagner James Au 9:33 AM |
May 6, 2003

MAKING A SPECTACLE FOR MYSELF

So, any Second Life optometrists in there?
I want to wear a pair of glasses in there, similar to the kind I wear out
here, but the pair I picked up in the in-game clothing shop are, um, not happening.
My real glasses are more like
these.
(What I call "hipster geek horn rims".)
So I'm looking for a contractor, and I'll pay props and large Linden Dollars for
the artisan who can fit me with a pair.
| Discuss |
Posted by Wagner James Au 5:47 PM |
May 6, 2003

THE SOUND OF TWO HANDS TALKING

This is what an energetic conversation in Second Life typically looks
like. (Well, discounting the dude in his tightie whities -- this particular
chat happened to go down in a Mature-rated area.) Every avatar pretty much
imitates what their player is doing at the moment, at home -- hunched over,
hands clickety-click typing into a keyboard. You even get a sound effect of
keys clattering away, the moment you begin to write a chat message.
This strikes me as a fairly elegant solution to a longtime annoyance in
MMOGs, and online chat rooms, for that matter: overlapping conversation, with
no cues to tell you when someone is talking, or preparing to talk. If you think
about actual, face-to-face conversation, a lot of it comes across through body
language and eye contact -- especially when it comes to figuring out when it's
your turn to shut up, and let the other person say something.
Picture how we talk, in everyday speech. You'll be talking with someone, and
in the middle of what you're saying, you can tell by the way she half opens her
mouth, or raises her eyebrows, that she wants to respond. And judging by her
expression, or which of your words she reacted to, you can anticipate what she's
about to say. So before you finish your sentence, you quickly add something which
tries to address what you suspect she's about to say. So when you've finally
finished talking, her response has also changed. (If you, well, know what I'm
talking about.)
That's the kind of dynamic, simultaneous give-and-take communication you get,
with in-person conversation, part of the full-body context that simple chat still
can't match. But this hands-pretending-to-type mime action, it might be the best
way to getting us something like that, in a MMOG. So it'll be interesting to watch
how online conversation evolves in Second Life. (Now that you can literally watch
someone form their thoughts.)
(Thanks to Lyra Muse, Catherine Omega, and the regrettably unidentified tightie
whitie aficionado, for the photo op.)
| Discuss |
Posted by Wagner James Au 1:37 PM |
May 5, 2003

MONORAIL!

"I guess we are going in reverse," James Miller opines, as the car
we're riding on shudders backward. They haven't entirely worked out the kinks in this ambitious
municipal works project (
Minna 222, 235) yet, but once they (James -- with Pat Murphy and Josh
Starseeker, his collaborators on the impromptu public transportation gig) do, the final layout
will be impressive.
"Our plan is to have the system going throughout the Second Life world," James says, "for easy
access to the most popular of locations. We currently have started our Green Line, from here to
Downtown Natoma. We will be extending that line shortly, to the boardwalk."
To get this far, they first had to grab up the land under which the rail would run. And that in
turn required some heavy lobbying and palm greasing with city council (i.e., the game's development
team). "We had Linden Lab release us a lot of land," says James, "so that we could build the
line...we own all the land that the monorail goes over." In Second Life, eminent domain is
legislated via code tweak.
The ride is smooth and leisurely, with vista views of suburban Minna. There's still a noticeable
stutter, though, as the monorail passes from one server to the next. "Going through sim boundaries
isn't so great," James acknowledges. I find another bug, when the ride is over, and I want to
exit: my avatar squirms back and forth, but can't quite manage to stand. (It's a little like what
happened when you used to take real monorail rides on summer vacations, and you find out your
sweaty thighs have glued your butt to the seat.)
Not surprisingly, it was James' kid-time trips on Disneyland's monorail line, which inspired
him to build his own -- just as Second Life's building tools became an outlet for the kind of
creativity he was engaged in, then.
"I would always ask my parents to take me to the hardware store, to buy me wood. I was always
gluing things and glittering the family dog." And now, he says, "Second Life finally gives me
a way to do this in a shaved-dog-free way."
But he has bigger plans which extend way beyond monorails or even shaved dogs: "When I was
growing up," says James, "I was always planning on building a city in my backyard. The thought
of creating a running city was so unbelievable to me." A native New Yorker in real life, he
says he'd love to participate in a Second Life project which recreated his hometown.
In conversation, it comes out that James lost a relative in the 9/11 terrorist attacks on the
World Trade Center. So I ask him if his desire to recreate New York City might be motivated in
part by the loss and grief he felt, from that event. Did seeing the city wrecked in such a
horrific way make him want to build a renewed version of it here?
James' avatar pauses at the question, before his answer comes: "Truthfully I don't think so.
The nerves that 9/11 hit seem to be totally unrelated to those that Second Life appeals to."
We steer away from that tender subject, and talk about other MMOGs, and the potential he sees in
this one. "I can't wait to see what Second Life is like one year from now." He shows me the
automated voice that will greet boarding passengers, and a viewing screen which will play an
animated movie clip, to entertain pre-boarding passengers. Through the windows of the monorail,
you can see small new homes on the hillside, and closer by, a giant dome covered by an American
flag. Past that, the skyline keeps emerging and rolling out beyond us, into the infinite horizon.
| Discuss |
Posted by Wagner James Au 8:45 AM |
May 5, 2003

ADVERTISEMENTS FOR MYSELF
For the record, my
latest article just posted on Salon was actually written almost two months ago.
It's a review of the new book "Masters of Doom", a fairly excellent history of id Software. In
it, I yearn (like the book's author) for "virtual worlds [which] would become so realistic and
varied, they'd evolve into our play space for freeform imagination and social experiment". And
when I typed those words, and sent them to my editor, I was pretty sure we hadn't reached the
point yet, in which we'd be able to develop games like that. And in one of those odd moments of
cosmological synchronicity, the folks at Linden Lab contacted me the very next day.
| Discuss |
Posted by Wagner James Au 9:50 AM |