 |
Rezable!
Nearly all MMOs
hook players by making them invest in their character’s reputation,
and SL is no exception. (Pearce, “Emergent Authorship” p.23)
However, where other MMOs define reputation by an achieved experience
level- a number- SL has redirected the fervor of leveling-up into the
creation of impressive content that attracts attention and reputation.
The detail of an SL player’s virtual home and avatar are status
symbols that are physical evidence of that player’s technical
skill and creativity. This is a much different reward system as it allows
the player to be judged by the community and be rewarded with respect
and sales of their created content. This system allows players with
talent to eclipse the status of full-time players who have hegemony
of status due to an unhealthy number of hours spent online leveling
up their numbers. This redirection of effort to user content vastly
accelerates to generation of unexpected content and use of that content.
The complex object creation tool and content-based reputation are the
primordial soup from which the next generation of virtual lives will
emerge.
Mike Shannahan
http://interactive.usc.edu/members/students/2006/05/post_2.php
Second Life is "rezable". Everything you see in Second Life
has been created by the residents of Second Life. In other words, life
in Second Life is defined by what you rez, i.e., how creative you are
within the life engendered there through the usage of the objects that
you are surrounded by/which you possess. Now, this does not neccesarily
have to be personal building, although, being an artist and designer,
that is of course, my primary concern. But even if you do no building
whatsoever, still all your purchase activity in the metaverse goes towards
rezability, and is a form of creative expression. You recreate your appearance
thorugh the usage of skins, apparel and hair that you either purchase
or find. You make not only gender choices but species choices. Will you
be male or female, furry or Neko, human or robot? Are you going to be
a solo avatar or will you also have alts? All these go towards not only
role-play but self-expression. So, a huge part of your creative activity
is very much centered around self-realization, the definiiton of new selves
within the self, the development of new personas that may or may not be
accurate replications of your real life persona.

Alpha organizing
her considerable inventory
But your persona,
important as it is, is by no means everything. For residents who are really
serious about their Second Lives, establishing an identity which involves
possessions as well as activity is paramount. The building and/or aquisition
of homes and work spaces, the renting and/or purchasing of land, the presence
of vehicles and pets is almost as important as the kitting out of the
avatar. And then, of course, comes the building of an identity through
activity: Groups which hold meetings of both recreational and professional
nature as well as entertainment venues are eagerly sought out and often
indeed are initiated. In short a life, an identity; complete with posessions,
schedules, appointments and commitments; one as complex as any real life
could ever be is built and then propagated.
Environment
"How horrifyingly ugly!" was my first thought when I landed
on the grid. And, yes, without putting too fine a point on it, for the
largest part, Second Life is ugly indeed. The absence of zoning and building
permits as well as a total lack of city planning have created "a
mess of urban sprawl that makes LA look like a utopia. Virtual homes are
on the same lots as content shops, and one can’t help but feel lost...
...SL has proven itself as evidence that city planning is a necessity
because neighbors will build a floating castle next to your gorgeous view
of the virtual ocean, without a permit!" >>>.

Whitenoise Church
by Mosmax Hax
However this overall
ugliness has not prevented many artists and designers of caliber, some
of whom have even fully moved their highly successful Real Life creative
practices into Second Life, from generating some remarkable output, both
in terms of fashion and object/gadget design as well as artistic installations
and architecture. But even when these skilled artists and designers are
at work Second Life presents huge challenges: An absence of shadows and
of reflectivity make for an environment that poses obstacles that need
to be taken into account. The best creative output in Second Life is the
one that has made a virtue of neccesity and has somehow incorporated these
shortcomings into the visual language itself. Being closely associated
with computer scientists that specialize in computer graphics in my RL
research I am aware that current bandwidth and rendering capabilities
would make the incorportation of ray tracing impossible. Future generations
of metaverse will undoubtedly be endowed with shadows and reflectivity
and even further attributes such as photorealistic as well as non-photorealistic
rendering. But the fact of the matter today is that Second Life, despite
being 3D gives a curios impression of flatness, of an almost cartoonish
effect, due to the absence of shadows and reflective surfaces. It has
to be added that the introduction of Windlight is a huge step in the provision
of atmospheric rendering, which is currently going a long way in the alleviation
of this cartoonlike flatness of the environment.

Klein, Poorhouse
Beach. The creative domain of Hardwarehacker Hoch, viewed with Windlight
|