The Nuclear Option

(or: "A Modest Proposal for the Elimination of Harassment at Second Life Welcome Areas")

When I was a sprout in Indiana[1], the high school I attended had an unofficial tradition during the first week of classes with the innocent-sounding title "Freshman Week". It was taken by certain "upperclassmen" (i.e., anyone in grades 10 through 12) as carte blanche to hassle, haze, and otherwise harass anyone they perceived to be a new arrival. The most frequent participants in this "welcoming" behavior were the sophomores whose memories of being the previous year's victims were still clear -- thus, making it self-perpetuating.

Mind you, this was more than 40 years ago, long before bullying was revealed to be a great deal more permanently harmful than previously thought [I hope that my doubts about the practice's perpetuation at my alma mater, in this enlightened age, are well-founded]. At the time, however, the faculty and administration looked the other way, and shrugged it off with "boys will be boys." Yes, it was mostly boys as both perpetrators and victims -- something to do with testosterone, I'm sure.

So many decades later, however, that behavior still persists (probably with the same hormonal imbalance as its root cause), and one of the places it manifests is Second Life; more specifically, in SL's Welcome Areas. This is not a new problem -- Ahern has been notorious for it for at least as long as I've been in SL, and I daresay it's been like that ever since the Lindens collectively withdrew from active engagement with the world they operate. I have heard through the grapevine that Waterhead is no better, and I have gained similar impressions about Hanja WA (even though, during the times I visited it, it was empty).

Skate Foss has recently been Tweeting about the outrageous treatment of new Residents by their slightly-older forebears at Ahern (cf. above, sophomores hazing freshmen), and has even proposed a sort of transitional area for noobs: sims where they are confined while they learn the ropes, but with sufficient entertainment to keep them interested and logging in, Mentors of some sort to assist, and where avatars older than X (days, weeks) may not tread. At the end of what could only be called a probationary period, the not-quite-noobs would earn access to the remainder of the Grid.

It sounds like a nice idea on its surface, but it's got holes you could drive a truck through (if you could at all, because of the sim borders). First and foremost, nothing prevents the typical SL bully from creating a new account to gain access. Behavior, therefore, would have to be moderated actively by people with estate-level banhammers. That, in turn, would required a 24/7/365 presence -- because we avatars come from all over the planet, there is no time of day when SL concurrency drops below 30,000. So a numerous, reliable, and planet-wide staff of babysitters is required. That's always difficult to put together, let alone maintain, on a volunteer basis... and let us not forget Linden Lab's history of cavalier treatment of volunteer mentor organizations and the "once burnt, twice shy" principle.

The other possibility is to staff the place with Lab employees -- Lindens, by definition, with all the powers of enforcement granted thereunto. But then, the global nature of the problem rears its ugly head again, complicated by the fact the Lab, in its infinite lack of wisdom, is too frightened of interstate and international income tax law to hire anyone domiciled outside of California. Too much paperwork, I suppose... why, they might even have to hire more people to deal with it - heaven forfend!)

So, I have another proposal for dealing with the harassment in Welcome Areas:


Two words: Delete them.

Yes, you heard that from me -- one of the (admittedly self-appointed) voices for historical preservation in Second Life; the guy who blogged specifically about the history of Welcome Areas last year and wondered aloud about the Lab's role therein: is it deliberate preservation, or benign neglect?

After a year, I conclude that it is just plain neglect: a failure to follow through on stated goals. When Viewer 2 was introduced, we were told that the old Orientation Island(s?) was(were?) to be removed from the Grid. The public one still exists, as do both of the Help Island Publics. More recently, we were informed of the end of the Discovery Island phase of new user orientation - yet 9 of them are still present. In the image below (taken today from the SLurl website), there are 43 Viewer 2-specific Welcome Islands and 8 islands called "Viewer2Tips", as well as the above-mentioned, obsoleted Discovery Islands. If you know where to look, the OI and HI Publics, as well as the Plum, Waterhead, Violet and Ahern Welcome Areas are also all in that image[2].


Reluctance or inability to complete stated programs is not the only reason why, after the Lab declared the old WAs to have been supeseded by the Destinations Guide, they are still noob magnets and therefore bully magnets. It's also a matter of the green dots. Open the World Map in your viewer (if it's not borked), and put Ahern in the region name field... see what I mean? Stacks of green dots, no matter what time of day. In the absence of working Event search, that's one sure way of finding popular areas (without, of course, knowing why they're popular) -- and the most probable cause of self-perpetuation of the WAs as staging areas for harassment, which in turn is one likely cause for SL's execrable new user retention.

Bottom line: To reduce harassment, break the cycle. Eliminate the WAs. Log "Governor" Linden in to save a copy of the builds to Inventory. Give copies to the Moles for safe-keeping (maybe they can drag them out to be used as venues at SL Birthday events, to add a hint of history to the proceedings). Then delete the ones on the ground. Stop providing the pools of chum where the sharks can easily feed.[3]

Oh, and one other thing -- this has to go, too. I don't know how often it's used to find places to go, but... the SLurl website defaults to Ahern when you first open it:




[1]: 50 internetz to the first person who can cite the source of that phrase.

[2]: I regret to report that there are three fewer regions on that map than there were four months ago: the I-World Island group. However, I can personally vouch for the preservation of the historical artifacts the museum held: Torley IM'd me out of the blue (we'd never spoken before) and sent me a folder full of them. I now own a copy of the Oldest Prim.

[3]: The Violet Welcome Area is, and should remain, the sole exception to my "nuclear option". It is privately held by the "Infohub Builders" group, and the builds on it belong to two of the most creative of the Oldbies who still log in: Ingrid Ingersoll and Barnesworth Anubis. It is also, as far as I know, devoid of the behavior that plagues the Linden-owned WAs.


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2 years of InWorldz, Part II

...also known as...



Phlox Rox!

Typical party scene above, no big deal, right? Ah, but it was a very big deal -- it was a live beta test of InWorldz' new script engine (dubbed Phlox by its main author, Tranquility "Tranq" Dexler) on the Birthday sims.

Last week, I noted the gawdawful lag one had to fight to move anywhere, let alone see the displays, and lamented, "Too bad Phlox was too new to try out here..."  I won't claim credit for putting the idea into the collected heads of the IWz folks, but they did do just that, this past Friday, and invited everyone to give it a try.

A week ago, the rubberbanding was on the order of "fours steps forward, three steps back, repeat".  Flying was no better -- although I should add that sim crossings have never been a problem for me in InWorldz, even pre-Phlox. After getting the word through Twitter that Phlox was being rolled into the Birthday regions, I decided to re-trace the path which winds down and around through all four sims, from Time Capsule Plaza to the party venue.  The result: NO rubberbanding, not once -- not even in region B, where the number of visibly moving prims implies the heaviest script load.  I had the Stats window open while strolling down the lane; time dilation never went below 0.95, and stayed solidly at 1.00 once I got to the party space.

Mind you, my frame rate was down below 10 fps for most of that... but I attribute that to the number of textures my viewer was trying to load, not the server.  I can keep graphics set to Ultra almost anywhere without a problem (even in SL!), but this was stretching the limits -- not of my hardware (AMD quad-core; Radeon HD 6800 vid card) but of the bandwidth and the viewer's capacity to render it in a timely fashion.

Before I left, the party had drawn a peak of 37 avvies to the sim, many of whom brought additional scripted goodies to push Phlox's envelope, with no noticeable increase in lag.  I'd call that success, and solid grounds for congratulations to Tranq, Legion, Jim, and whatever other InWorldz Code Monkehs were in on the Phlox project.

In short: Woot!

As of this morning, I don't know when Phlox will be officially declared "out of beta" and rolled to the remaining InWorldz servers... but I'm anxious to have it working at home, as well as out in the commercial regions -- it'll be so much easier to go shopping.

Anyway... I took advantage of the new ease of movement to record three more displays at InWorldz' 2nd Birthday before the sims come down:

Prime Radiant, by Miso Susanowa



Ophion's Egg, by Alizarin Goldflake

... and this quietly pastoral scene promoting Mooville, the land owned by BeBe and John Mahogany (in the region called Soda Springs):



~

This is usually the part of the blog wherein I make some attempt at editorial comment, and the subject of "proprietary" revisions to OpenSimulator code certainly is ripe with possibilities. One camp adamantly insists that all improvements to OS server code be folded back into the overall effort; those are the ones who chastise InWorldz for not staying "in the fold".  The other camp points out -- correctly, IMO -- that the folks who own and run InWorldz are not sheep.

As far as I know, there is no contractual obligation, either implied or explicit, to "give back" when using open-source code under license.  Whether or not there's an ethical obligation... well, let me put is this way: righteous indignation and strident insistence that my behavior conform to yours for no more compelling reason than you said so is not effective persuasion.

Meanwhile, instead of give-back, I consider what InWorldz is doing with Phlox as "paying it forward," to their customers -- that is, people like me who are pleased to pay them indirectly for the work they do to improve conditions on the regions we lease.... people like me who appreciate every minute of the code-grinding that got them the results we then enjoy.

It will, no doubt, be interesting to see what the InWorldz team decides to do with Phlox beyond implementing it in their own world... Will they offer it up to the larger OS community?  Will they sell it to Linden Lab, who sorely need something like it, but who really ought not to get it for free?  Whatever they decide, I trust them to always have the best interests of their own world, and the people in it, on their minds.

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2 Years of InWorldz

I thought briefly about calling this post "IWz 2 B", but I think I've played the "B" card often enough... and besides, that abbreviation is a Second Life thing, and if there's one thing InWorldz unarguably is not, it's SL.

Which is, of course, why those of us who go there do so.

Anyhow... April 1st is known for more than Fooles; it's the anniversary of the founding of InWorldz. Johnny Knight collected some links from the past last December, and posted them here in the InWorldz Forum. More to the point, soror Nishi asked directly about Inworldz' history last July. The thread makes good reading, especially the post from Elenia (who, if you didn't know, is one of the Founders).

I missed InWorldz' first birthday by a week -- my join date is April 8, 2010, though I really didn't become a regular until June -- so I don't know what they did to celebrate a year ago (another thing to keep in mind is that InWorldz had fewer than 2000 members a year ago. As of right now *checks the log-in screen* the total membership is 34,625).

But, I can show you what they're doing this year:


Four sims rezzed and terraformed for the occasion, with the prosaic titles of "InWorldz Events A" through "D".  Two of them, and most of a third, were divided up for folks to claim and build on.


(Pardon the unrezzed textures... we'll get back to that.)

As you might guess, there's no thematic continuity between one parcel to the next, nor did there really need to be.  That does make it a little difficult to shoot photos of one build with so many others crowding for attention from all sides, but hey... it's a party, right? Here are a few quick highlights:


Teal Freenote's lovely sculpture garden.



Zauber Paracelsus' steampunk "hookah"
(I know that's not what it's supposed to be, Z, but... heh)



The performance stage
(each time I went to take photos, there seemed to be a good crowd)


Towering over it all is another of soror Nishi's fanciful mega-builds -- and as usual with soror's work, it should be admired in both day and night settings.


... topped off (at about 400 meters) with this happy fellow:



~

Now then... about those unrezzed textures... and the almost complete inability to walk from one display to the next... and that I had to make four separate visits to get the few shots I did (there are more online)... and then crashed each time while teleporting back to the home sim...

Three out of four of the exhibit sims are severely script-heavy, just by looking at the number of moving parts they have, not counting notecard and landmark givers.  It's kind-of too bad that InWorldz' new script engine, Phlox, entered live beta testing only the day before the party started; I'm betting that the Birthday would be a lot less laggy if Phlox were running there.

And while we're on the subject of improvements to InWorldz' code...


At the highest point of region A, overlooking the performance venue, is a plaza featuring a time capsule for people to put notecards in, and a contributory photo wall. With my virtual archaeologist's hat on -- as well as being a loyal InWorldz denizen -- I'm pleased that they've provided another means of recording the grid's history so far.  But, as I've pointed out in the forum (and mentioned at that plaza to some folks who can get word to some other folks...), there's still a "legacy bug" from the OpenSimulator software, from which Inworldz forked away two years ago: every item rezzed there returns a creation date of December 31, 1969!

I have constantly relied upon Inspect creation dates in my historical research in Second Life; "Seconderth" simply would not have been possible without it. One of these days, someone is going to want to give InWorldz the same treatment, but unless that bug is fixed, they'll get nowhere.

("Paging Tranquility Dexler..!")

Meanwhile, I have nothing but the best wishes for continued success to InWorldz itself, and to every avvie who calls it home, and to all those who will one day drop by for a visit and decide to stay.

Many Happy Returns of the Day!

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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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