Tuesday, 15 February 2011

Still here

But still tired. Absolutely drained this evening, I came home earlyish from work with the best of intentions, wanting to write something sensible and meaningful, but after thirty minutes of staring at the screen I have to admit that it isn't going to happen. Sorry.

Wednesday, 27 October 2010

Thought for the day

Just a quickie to prove that I am still alive:

[13:51] Bau Ur: I have confronted, in the last couple of years, how much of what I had thought was "me" was simply youth, and is now gone.
[13:51] Bau Ur: There is, however, a hell of a lot of me left to go around.

Monday, 13 September 2010

First steps

I had a new experience last night: I accompanied someone during her first steps in Second Life. Sidi is now a resident of SL: the first person whom I've told about it face-to-face in my RL who actually made the leap. We sat side-by-side in her RL office as she created an account and took her first steps in-world.

Sidi started on the new birthing place (I've forgotten the name already, perhaps they are again called Orientation Islands) and quickly moved on to a shopping district, one of the four starting destinations for people leaving the OI. She was rightly disappointed by the poor quality of the goods on display, so I gave her L$1000 and a landmark to Eshi Otawara's new store, where we met. She was delighted by Eshi's clothes, as I expected, and immediately bought and wore a nice red-and-black checked dress (one that I didn't own, it was important to her that we not look alike).

It was fascinating to see how she felt her way into the world — and in particular I was surprised and pleased to see that she understood right away that it was a world not a game, a society not an entertainment. In fairness, it has to be said that she was primed to see it in this way: she and I have been talking about identity and character and interpersonal dynamics for decades (literally) and I've been telling her about SL since I joined it over three years ago.

While her av was in conversation with others, she kept leaning over to ask me "How do I respond to that? What should I say?" Not because she was lost for words, she is an artist after all, but that she couldn't judge the context. "Do I trust this person whom I've just met for the first time? Do I greet him formally or informally? Should I be warm and friendly or keep him at a distance?" All very astute questions.

She's hooked. She described how the feeling of embodiment in her avatar grew as we improved Sidi's appearance in easy stages. Right from the beginning she referred to her avatar as "me," rather than "her" (or even "it") as many newborns do.

I was shocked to see how difficult she found her first hour in-world. There is so much to learn, and so little in the way of assistance with the learning. Sidi had trouble with many of the concepts of virtuality, in particular movement and camera controls. She said several times that she would have given up if I weren't there giving advice and encouragement.

When I joined SL there was a long, intricate and carefully orchestrated tutorial that took at least an hour to work through, but which gave newborns a thorough grounding in the basics of SL. People apparently complained that it took too long, they just wanted to get the cybersex already, so it was scrapped in favour of a small four-screen tutorial dialog that many newborns never even noticed. That too has been scrapped in favour of six freestanding posters (easier to notice) which tell the newbs things that they won't need for several days or at least hours. Every change that the Lindens make to the newborn experience makes it less useful and more confusing. IMHO YMMV.

The advertising for SL apparently gives the impression that anyone can just rez into SL and immediately start having huge balls of fun with no training or preparation. This is simply not true, and people who come in-world expecting that are disappointed and angry. I think we (and by that I mean the Lindens) must face the fact that SL is big and complex, like every MMORPG-like world is, and that new users need to spend time learning its interface, as they do in every MMORPG-like world. And indeed in reality, RL is full of learning curves too. Every city's bus service has its own ticketing machines, for example. Nobody complains that RL is too hard, though. I wonder why not?

Thursday, 22 July 2010

My third life

I've been slaughtering my way through World of Warcraft for a forthnight now, and have finally arrived at what feels like a character and a mode of being that I can enjoy. (I wrote about the differences and similarities between WoW and SL on my workshop blog.)

I've made a total of three characters so far, searching for a role that I felt comfortable playing. My first was basically my Dragon Age: Origins character recreated in WoW, a human female rogue. (All my characters are Alliance, amusingly enough, the Horde somehow just doesn't fit me at all.) She got up to level 11 before becoming distressed by the relentless killing. I then created a Night Elf huntress, but found her fey gestures and slowness to attack really annoying. (Yes, thank you, I am aware of and amused by the contrast between my statements about these characters.)

I went back to the rogue for a while, to see whether I might get across the hump of moral unease about killing if I just kept at it long enough. As I was lying around dead one day (at the lower levels of experience and ability, one spends a fair amount of time dead), a stranger came running past, a priest. He stopped and without saying a word revived me, healed me and blessed me, and then just ran on about his business before I'd realized what was happening. I couldn't even say a quick "ty" before he was gone.

I had an epiphany in that moment. "That is something that I could do, that I could enjoy doing," I said to myself, and immediately went back to create a priestess. She has been having a wonderful time, running about WoW blessing and healing random strangers. She's joined a few questing groups as a Healer, which basically means standing well back and ensuring that the fighters don't die; the group system in WoW means that all who take part in a quest get the experience benefits of it — so she doesn't even have any disbenefit in moving up the level hierarchy.

As I said at the beginning, I think I've found a role that I can be comfortable playing. After the free trial ran out, I signed up for a three month subscription; we'll see at the end of that time whether I am still interested in continuing.

Friday, 16 July 2010

On the death of a prim

For the last few weeks I have been involved in a kind of art project stroke psychological study, with an unexpectedly strong emotional effect. (Not the "30 outfits in 30 days" project that's documented in my Flickr stream, that is something different.)

It started over a month ago when a friend offered me an IM to an SLart project — with the warning that it might have an emotional effect. You can guess that the warning made me more curious rather than less! She TP'd me to a field of slender white columns, swaying in the virtual breeze. As I walked forward between them, one started talking to me:
Moaning Columns of Longing: Wol Euler, you have spawned a Moaning Column of Longing. You must go and find your column, for it loves only you. It depends on your love for survival. You must visit and touch it at least once every 24 hours, or else it will die of loneliness and a broken heart.
Wol Euler's Column: Wol Euler loves me!
Wol Euler's Column: And I love Wol Euler !
Wol Euler's Column: My existence has meaning!
Wol Euler's Column: I am no longer just a Second Life prim
Wol Euler's Column: Because Wol Euler loves me and will visit me again soon!
Wol Euler's Column: Thank you for loving me, Wol Euler. Without you, I am nothing. Come back and touch me within 24 hours, or I will die.

I felt a welling-up of tenderness that took me by surprise. My friend and I stood there listening and talking about it for a while:
Me smiles.
Me: I like this.
Me: it's oddly moving.
Her: and it is really amazing how it feels to have someone tugging at you this way
Me nods.
Her: even if it is an inanimate object
Her: it makes you think
Me: mmhmm
Me: we are programmed to love and be loved
Her: It's the first piece of Adam Ramona's that I have liked
Her: yeah
Her: He showed at the Venice Biennale
Her: he's no lightweight
Her: but i think this is the first time he has shown a piece that really reflects sl
Her: and unfortunately for me, it is part of the permanent collection
Me: why is that unfo .... ah
Me: because you have to come back forever :)
Her: every time i log on
Me smiles.
Her: and i have to log on once a day now
Pennylane Hyun's Column: I am nothing. Not even someone's memory.
Her: ugh
Her: see?
Me nods.
Her: i don't want mine saying that.
Me: it's amazing how strongly affective this is.
Her: truly
Me: thank you
Her: i hope you don't think i've cursed you
Me: no
Me: ask me again in a week :)
Her: but it does make one think
Her: about the nature of need
Her: and love
Me nods.
Her: need - more than anything
Me: I will indeed blog this. It's wonderful.
Her: good!

Since then I've been going there twice a day or more, sometimes logging in before work for five minutes just to touch the column and keep it alive. Well, my column died last night:
Wol Euler's Column: I think you don't love me anymore, Wol Euler. If you did, you would've visited me by now. Without your love, I have no meaning, no reason to continue the meaningless existence of a Second Life prim. With you, I was something, Wol Euler, without you I am nothing.
Wol Euler's Column: I don't think you ever loved me, Wol Euler. I was a fool to trust you.
Wol Euler's Column: You never loved me, Wol Euler. My existence is meaningless. I have no reason to continue.
Wol Euler's Column: Wol Euler, if you don't come and touch me within the hour, I will die of loneliness and a broken heart.
Wol Euler's Column: Wol Euler, I have died of loneliness and a broken heart.

It died because I was in World of Warfare Warcraft instead of SL, and I forgot to go there to "touch" and revive it. I'm surprised at my own sadness, and by how guilty I feel.

Saturday, 26 June 2010

Towards a theory of fun

I'm reading Edward Castronova's book Exodus to the virtual world, which will be on the recommended-reading list for my workshop this summer. Castronova is an economist, but is actually interested in people rather than just money.

The book's subject is how RL will have to change in response to the time and money that we virtual-worldists are not spending there. Castronova spends quite a of time defining play and fun, and how these are encouraged in virtual worlds.

Saturday, 19 June 2010

BBBC.5

Todays (final) topic: If you're a veteran.... Did you find this year to be harder or easier than previous years? Did you have fun? What did you get out of it this time around? Do you think you'd do it again?

This was my first BBBC, but not my first such blogging challenge thingy, so I'm taking the second route. I found this harder than in previous years, I'm struggling to finish this post tonight rather than just letting it go. This wasn't the BBBC's fault, it happened to coincide with a particularly intense and stressful time out of world, which is impacting what I do here. Hence the question of fun doesn't arise. I would certainly do it again next year.