"Nothing but a pack of cards"



'Who cares for you?' said Alice, (she had grown to her full size by this time.) 'You're nothing but a pack of cards!'


Sound familiar?

Try this:
"... there are as many cultures in Second Life as there are groups, and there are many hundreds of thousands of groups in Second Life. There are as many cultures as there are groups of people. [...]  It's not a monoculture. Sorry. It's a global culture, and there are degrees where those cultures interact, but it's not."


Last time, I made an attempt to define the base of the Culture of Second Life. I approached it first in terms of language; i.e., no matter where you go on the grid or what language is being typed in Local Chat, there are certain words that everyone uses and immediately understands, because they stand for universal concepts and conditions that define life in SL (those conditions constrain life in SL, in the sense Steven Jay Gould used that term in his writings on evolution). My list can probably be expanded, but the most important -- the Three Pillars which underpin all life within Second Life -- are Avatar, Lag, and Prim.

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Hey, Rube!

. . . .

Некултурний (nekulturny, pronounced "nyeh-kool-toor-nee"): literally "uncultured", commonly used as an insult meaning "boob, hick, rube". In the former Soviet Union, it was also used to publicly denounce dissidents, especially artists. It's widely reported to be one of the worst insults one can use in Russian, even in the post-Soviet era.[1]

"Hey, Rube!" A call for "backup" to rally circus or carnival folk when patrons are behaving badly (or worse). I first heard it (and saw it in action) in the C.B. DeMille classic The Greatest Show on Earth, and then came across it again used as a sign of recognition between two old carnies in Heinlein's Stranger in a Strange Land. There's an uncredited mention of its contemporary use at Renaissance Faires for the same purpose.

I stumbled across Dusan Writer's latest blog the other day... Oy, veh! He was superficially polite, of course, but I could practically see him seething about his blog -- and therefore, his well-founded opinion and years of work -- being called "specious". The rube who uttered that patronizing dismissal was no less than Tom Hale (a.k.a. T Linden, "chief product officer" of Linden Lab), and the gauntlet was thrown during a Metanomics interview conducted on March 31 -- a day which already lives in infamy for some of us, as it ushered in the preemptive (and legally questionable) clickwrap of the new Terms of Service.

The interviewer was Robert Bloomfield, and here is what Mr. Hale said (full transcript available here):

ROBERT BLOOMFIELD: Looking inside the Lab, Dusan Writer has a question. You had talked about big changes in the way that Linden Lab is approaching the technology and the business. So the question that he asks is, "What do you see being retained from the days of Philip Rosedale, the founder?"

TOM HALE: That's such a broad and vague question, I'm not even sure how to answer it, but I'll take a stab. I'm certainly familiar with some of what Dusan has written and said about the culture of Second Life. I'll start by saying I actually think to say that there is "a" culture of Second Life is, forgive me, Dusan, specious. And that's because there are as many cultures in Second Life as there are groups, and there are many hundreds of thousands of groups in Second Life. There are as many cultures as there are groups of people. You can, even at a high level, say something like there is a culture around architecture. There's a culture around fashion. There's a culture around dancing and music. And there's a culture around role-play. There's a culture around furry and gore. [sic - he meant Gor, I hope!] And there's a culture around being an entrepreneur. There's a culture around creation. All these cultures are actually, I think, central to Second Life, and I think are critical for us to carry forward.

And one of the baseline things is, we want it to be global because one of the fantastic truths of Second Life, [60?] percent of our usage and users is outside the United States, again, going back to the kind of monoculture. It's not a monoculture. Sorry. It's a global culture, and there are degrees where those cultures interact, but it's not.
[emphasis added]
And he didn't answer the question, either... but we've learned to lower our expectations, haven't we.

A day later, Grace McDunnough took up the cause. She did so Gracefully -- how else? -- without direct reference to Dusan's blog, but with reference to an outside source Dusan also relied upon: Coming of Age in Second Life: An Anthropologist Explores the Virtually Human by Tom Boellstorff. Grace then proceeded, in scholarly fashion, to suggest a framework for further discussion and to issue a challenge to the rest of us to explore the topic in writing.

And that's what this is about.

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Beta Unit

If you're a fan of The Last Starfighter, you'll remember the "beta unit": an artificial doppelgänger sent to take Alex Rogan's place in his real life while Alex was bamboozled off (by the greatest bamboozler of all, Robert Preston) to become the last Starfighter pilot, and "...defeat Xur and the Kodan Armada."

I'm about to become a beta unit of a different sort -- to be more precise, a beta tester -- for two different start-up ventures, more or less simultaneously. In chronological order of their anticipated start date, they are:

"Project X" by Micazook

Maybe it could be called "Twinity on steroids": Web-browser-based 3D world mapped on (over) the real planet Earth instead of a flat fiction... from a company who seem, so far, to make 3D games for mobile phones. Here's their blog page about Project X. Part 2 makes some effort to outline what will not be available during closed beta. To begin, only NYC, DC, and LA will be open -- which already makes me wonder about non-US participants with no familiarity with those cities. Also, textual IM and voice are not part of the initial package; i.e., typed Local Chat only. They do promise customizable avatars, a mistake for which Blue Mars Beta has been notorious.

I'm interested, in this case, in what can be built and the tools provided to do so, and whether there will be room for fanciful constructions or if it's meant to strictly correspond to the real sites. Long term -- if there is a long term -- my urge will be to leave the cities and see what can be done on, and with, the wide-open spaces. Under-sea habitats, anyone?

Oh, and they need a permanent name for it, too; "Project X" is a placeholder.

avameet

This site has been up for a while now, in its alpha phase. They already have a news feed aggregator in two languages, English and German, and this blog made the cut. The recruiting call for beta testers arrived a day ago, as a tweet.

It looks to potentially be a "LinkedIn" for virtuality, rather than a "MySpace"; in other words, everything Avatars United is not. They will also, I gather, be running a transworld (a.k.a. cross-platform) marketplace for buyers and sellers. That could be a very important feature for content creators looking to take their businesses to more than one world -- for example, to OSGrid, where there is no in-world currency or economy, which is a huge stumbling block to many creators.

Why am I doing this?

I'll mention my availability only in passing, because I hope it's substantially reduced soon by a resumption of employment. Beyond that...

  • My immersion in Second Life's history has made me fascinated with what it was like in the Elder Days;
  • Entry into OSGrid and building a region from scratch has given me a taste for pioneering and virtual self-sufficiency;
  • I believe I have enough experience in both in-world and "meta" aspects of virtuality to provide useful feedback to the start-ups;
  • I will enjoy the opportunity to report here, in a "gloves off" manner when necessary, about my experiences.
Both of those sites are still open for beta volunteers -- if you have the time and/or inclination, I invite you to join me. Send an email to addmein@micazook.com and matt@avameet.com, respectively.

"Welcome to Second Life" - a pictorial review

. . . . . . . . . .

I've mentioned my ongoing "history project" previously -- it's coming along pretty well, though I'm still less than halfway through the sims that existed on Opening Day. But, I got sidetracked the other day after visiting Ahern and Dore regions as part of that project. The crowd that hangs out at Ahern Welcome Area has been notorious, in some circles, as the spoiler of many a new user's "first hour experience", yet Ahern is also the longest-surviving location of its type in the World and is still, 7 years after its appearance, the primary site (one might well say "dumping ground") for new avatars.  However, just over the border in Dore is a gorgeous example of very early SL architecture -- referred to on the old maps as "Shangri La" -- which also is one of those places where you could, and still can, refresh your basic skill set.

The recent opening of the Viewer 2-specific Welcome and Discovery Islands, combined with my discoveries so far -- and with an increasing urge toward historical preservation -- sent me off on a tangent. Here, in order of their appearance on the Grid, are the locations created to ease new users into Second Life.


The Lost (Linden) World

The sign beneath the tower reads "Learning Center".
 Uncredited image obtained by clicking a treasure chest hidden at
the bottom of the pond at the Violet Welcome Area (see below). 


 
The Newbie Corral, Natoma

The first Welcome Area, in the closed beta version of Second Life.
Uncredited image on display at the Governor's Mansion in Clementina.


  
Orientation Island
Image retrieved from the Second Life Wiki


 
Orientation Island Public


 
Help Island Public


 
Ahern, then and now
2005 image retrieved from the Second Life Wikia


Yamato/Shangri La (Dore)


Plum


Waterhead


Hanja


Violet

All of the above and many more -- along with what I hope are informative notes, and links to more information -- can be found at my Picasa album SL History Part III - "Welcome to Second Life". Comments on the images are welcomed, especially those from "oldbies" who were there.

The new system of Welcome and Discovery Islands renders all of the above places obsolete, but they (and their adjacent sandboxes) are still visited and used by Residents.  Not one of them was empty when I visited.  As unpredictable as Linden Lab can be about almost everything they do in, about, and to their "product", they at least -- so far -- seem to have a sense that history deserves to be maintained.  I hope that continues.

. . . . . . . . . .

Note: all otherwise-uncredited images were captured in situ by me over the past few days.

. . . . . . . . . .

Creative Common Sense

You have, in front of your eyes right now, Intellectual Property. Some anonymous page designer put together the CSS to generate the layout of this blog. Google, doing business as Blogspot (or Blogger, take your pick) offers it and others -- for free -- for people like me to muck it up with words and pictures. That makes this webpage, in a way, a derivative work.

Most of the words in this blog are authored by me. They are my Intellectual Property -- though, to be honest, the degree of intellect they exhibit is not mine to determine, but my readers'. The words in this blog which are not mine are quoted from others' Intellectual Property, and attributed in what has become the default method for non-scholarly Web publication: a hyperlink to the original page published by that author (or that author's employers). The portions of my words which are based on their words -- my interpretations, comments, extrapolations, etc. -- are also derivative works.

I am permitted to quote others by a basic principle of what you might call "common law", and by a specific license granted by those other authors. The first instance is known as Fair Use; the second is the Creative Commons Attribution-Noncommercial-ShareAlike license which also governs this blog, as you can see by scrolling to the bottom. I am enabled to do this easily by a simple feature of the technology through which their words, and mine, are published: copy/paste.

In short, I am a Content Creator. I join the millions of other Content Creators alive and writing now, and the tens of millions who came before, and the uncounted numbers who will come after. Like most of them, I will never receive a penny in compensation for the hours I spend in this effort. Like most of them, I won't care. The work is done for its own sake, for the pride of accomplishment, for the satisfaction of having said something I felt was important at the time in a manner comprehensible (if not also pleasing) to my readers -- if I have any readers; yet that, too, is less important than having said what I wanted to say -- and yes, partially in hope that someone will say, even if only to themselves, "Y'know, that Lalo guy is pretty good at this..."

"Like most of them..." Yes, in every age there are those who have managed to receive compensation for their creative effort, and there are those others who, seeing this, think "Hey, I can do that too!" Adam Smith's Invisible Hand of market forces determines who succeeds and who doesn't -- which is another way of saying that talent is no guarantee either way (for contemporary example: the Left Behind series). And yes, in every age you will find a tiny but stridently vocal minority of content creators whose expectation -- or delusion -- of success has not been met to their satisfaction and who blame their failure on any and every thing except their own bad choices.

I am also a photographer -- that is: using another simple tool of the technology which brings the content of virtual worlds to my computer screen, I capture images of the work of other Content Creators. Why? For the same collection of reasons that people have expressed about taking snapshots since Kodak invented the Brownie: because the work is aesthetically pleasing; because the work is historically significant; because I want in future times to see it again and recall that I was there... et cetera. And, in the case of virtuality (though this might also be said of the organic world), by "work" and "creative content" I also mean the effort of individuals to make their avatars unique among the tens of thousands concurrently logged in.

Note, in passing, that those avatars by and large create their unique appearance through the use of others' creations -- more "derivative works", as it were.

I "publish" a great deal of the images I capture -- that is, I post them online. A few find their way to the pages of this blog; most, by far, wind up in my collections at Picasa (another Google product, incidentally). Why? Partially, again, because I hope someone will say, even if only to themselves, "Y'know, that Lalo guy is pretty good at this...", but mostly because I'm saying "Look! Isn't this cool?"

Now, we come to Second Life, and their new policy on snapshots and machinima, which in retrospect I believe they should have called the Image Capture Policy. I thought I was done addressing it in my last entry... silly me. I thought that a simple common-sense reading would confirm that what has always been understood as the liberty to capture screen images in and of the world, and publish them elsewhere, had now been codified. Well, I was wrong. After writing that entry, I went out into the meta-cyberspace about Second Life to see what others were saying... and I made the mistake of attempting to talk common sense to some people who, I honestly believed, were simply misreading the new policy.

Take a couple of minutes to read this exchange of comments between Cube Inada and I in New World Notes. I hope I sound to you like the voice of Common Sense, but what concerns me is Mr. Inada sounding (to me) like the voice of Fear, and my suspicion that he may not be alone in his opinion. When I boil down his comments, what remains, once again, is "it's all about the money."

He uses the phrases (bereft of their capital letters) "devalued", "images have commercial value", "revalue or resell without the Copryright owners permission and or renumeration." [sic] Obviously, he's not talking about the intrinsic or aesthetic value of a creation, which is a personal judgment of each mind that beholds it. Neither is he talking about the extrinsic value of a creation, such as its usefulness to the purpose for which it was made. It's clear that his consideration here is its monetary value, which at first analysis is an arbitrary sale price a creator might put on an item, but finally is an expectation of future income, which resides solely in the mind of the content creator. As best as I can tell (and I sincerely hope he will tell me if I am incorrect), he is saying two things: [1] The mere fact that someone's created content appears in a captured screen image will negatively influence -- "devalue" -- the sale of said content... presuming said content is for sale in the first place; [2] The primary purpose of image capture -- snapshots and machinima -- is for the photographer or videographer to sell the results, and that therefore the original creator of the items in the image should be compensated for what is, essentially, an accident of placement in the image.

In the first case, I offer a counter-example: my blog entry about soror Nishi's sculpture exhibit, and the further images I captured on the day of its opening and published in my online collections (with emphasis that they were not merely the background of those images, but the subject). Many of Ms. Nishi's items are for sale, and thus have a monetary value in addition to their striking aesthetic value. The images I captured cannot be used to duplicate the textures she applied to her work in order for anyone else to counterfeit them, so there is no question of "lost sales" due to cheap knock-offs. How, I ask you in my common-sense way, have they been devalued? On the contrary, I may well have increased Ms. Nishi's subsequent sales by helping to publicize, in whatever small way, both their beauty and their availability. (I happen to have also been thanked privately by her for my presentation, and I gave her copies for her own use, one or two of which she then published in her own blog.)

In the second case, my common-sense counterexample is posed by these questions: Do you have to pay to read blogs? Do you have to pay to look at images collected at websites like Picasa, Flickr or Koinup? Do you have to pay to watch machinima posted on YouTube? Quite simply: there is no commercial market of the kind Mr. Inada fears he is being cut out of. I will grant exceptions, of course: Life 2.0, which I must assume is intended for commercial release once it finishes the festival circuit.

However, consider this: Up until now, I could not understand why the new "permission denied" clauses of the policy were written one way for snapshots and the opposite way for machinima. Without re-quoting the policy, the difference is: to deny permission for snapshots (or to force the photographer to ask first), you must say so in the Land Covenant; to deny permission for machinima, you need not say anything at all, and the videographer must ask first. Looked at another way: regarding images for which there is no potential commercial market, permission is the default condition; regarding images for which there someday might be a potential commercial market, permission must be sought.

Makes sense to me.

One more thing: Mr. Inada is concerned that permission can only be granted or denied by the owner of the land the content sits on (or floats above, or whatever), and not by the original creator... and once again, his concern seems to be about losing a potential revenue source. Gods forbid, one of his buildings (which are pretty damn cool, after all) should appear in the background of a machinima scene, or one of my photos, without proper compensation!

Mr. Inada, and any who agree with him, would place restrictions on image capture in Second Life (and other virtual worlds?) far in excess of those which exist in the real world. To create a capacity they do not have now to squeeze the last possible perceived dime from their Intellectual Property copyright, they would gladly stifle two other entire -- and equally valid -- branches of virtual art under a ridiculous tangle of red tape in the form of cascading permissions. They may call it "protection"; in my dictionary, it shows up as greed.

Tell you what: If I discover you're the creator of anything that finds its way into a snapshot I take after 30 April 2010 (when the policy we all already agreed to goes into effect), I'll send you L$ 25. That's about a dime in US currency, and is one more dime than I'll ever see from my work.

~

Oh, and the extra notice (and possible sales) you get as a result of my linking to your profile and website? That's on the house.

~

All Foole's: A Day Early

Let the tsuris begin!



Yesterday, 31 March 2010, everyone who logged into Second Life were forced to agree with a revised Terms of Service document before they were allowed to connect to the world -- in spite of the fact that the revisions do not take effect until 30 April!

I have learned much, through my immersion in meta-matters about SL in the last few months, and I had also had a preview of some of these particular revisions by way of the discussion at SLUniverse. Thus, I took the time to read the new ToS, and to attempt to parse what policies had actually changed.

The Third-Party Viewer (TPV) policy, new to the ToS, has been widely discussed in other venues in the weeks leading up to this change. As far as I'm concerned, Tateru Nino made the definitive statement on the subject of the policy itself. I was, however, quite surprised that not only were developers required to "sign" it by checking the "I agree" box, but everyone is, whether or not they use a TPV!

I do use a TPV -- Emerald -- and I will continue to use it for as long as it is allowed permission to log on. I am on record already as hating LL's Viewer Two Point Ohhhh, shit! If (and that's a big question) the Emerald Dev's make a version of it wherein the new User In-your-face is optional -- as Chalice Yao has indicated is their plan -- I will use that. Only if there is no other choice will I use LL's viewer.

As to the rest of the POS ToS...

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    The Obligatory Disclaimer

    Second Life® and SL™ are trademarks of Linden Research, Inc. "OSGrid" is © 2007-2010 OSGrid, Inc. a California Nonprofit Public Benefit Corporation. "InWorldz" is © InWorldz, LLC.

    This publication is not affiliated with or sponsored by either Linden Research, OSGrid, or InWorldz.
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