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Does your life suck?

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7/17/2006 12:03:04 PM

  It took me a while to learn to control my avatar. I’d press the wrong key and end up descending into what appeared to be solid ground . . . sinking, sinking, sinking. Apparently, my steep learning curve isn’t unusual. “Someone was asking me what Second Life was,” says Boston-based video producer and video-blogger (a/k/a “vlogger”) icon Steve Garfield, who set up an SL account in May to attend a Harvard Berkman conference in both real life and Second Life simultaneously. “I’m like, ‘I went to go check out this conference center, and I fell in the water, and I walked around on the bottom of the water, and I flew out of there. Then I bought a Devo hat and it took me a half-hour to figure out how to put it on.’ ”

060714_sl_main3
"LEGOS ON ACID": The environment is constructed entirely by its 300,000-plus residents
“When I have a few minutes of down time, I’ll hang out at the Welcome Area and people are like, ‘So now what do I do?’ says California-based podcaster Eric Rice, whose Second Life double is  Spin Martin . “That’s a really, really broad question. I guess it’s probably a little like going into the Wild West in the old days and going, ‘So now what? This is the Promised Land? A big field?’” he says.

Many citizens do regard the limitless territory as akin to a land-rush opportunity. “I see it like New York in the early ’80s,” confesses 25-year-old Allston resident and former Honeypump promoter Ben Sisto, who plans to open an art gallery in Second Life. “A lot of artists settled in the Lower East Side because the rents were cheap, even though there was a heroin addict in their bushes. I feel like Second Life has that same opportunity: the rent’s ten bucks a month.”

And that was Linden Lab’s mission. “Philip Rosedale had this vision of what Second Life should be … he always wanted to create a place that everybody could participate in and be whatever they wanted,” says Linden’s Fleck. “You might argue that’s a utopian mentality, but it was more about equality — just saying, ‘Here, give everybody the same thing and don’t create privileges for people or entities that come into Second Life.’”

Such egalitarian beginnings have created a medium for acres of virtual innovation. There’s  Nakama , an anime-inspired urban wasteland of purple-and-pink high rises and J-pop flowers that feels like a cross between Akira and Fruits Basket. Or  Walleye’s Acropolis Bowl , a functional candlepin alley with pool tables, gaudy patterned carpeting, and a mini-arcade that includes Q*Bert. Or  Taco , a vivid place with a tortilla-topped gazebo and a chocolate-river-flowing candy factory where Oompa Loompas and googly-eyed taco shells celebrated Second Life’s third anniversary. There’s also  Midnight City , a moody Manhattan-like shopping district of funky shoes, lustrous street lamps, and taxis stands where avatars buy skin tones, lingerie, and breasts. And let’s not forget  Mai Tais Beach Club , a rump-shaking beachside joint located in Little Italy that blares Shakira’s “Hips Don’t Lie.” There, an avatar named Gale Giles sometimes invites her peers to dance, explaining how to get one’s body wiggling. “All you have to do is touch the machine (it’s attached to my bum),” she informed me. (I declined by teleporting away.)


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“Content creation is exceeding the ability to actually consume it,” says Fleck. “So if you go in there starting right now and you decide to spend all your time, full-time, in Second Life wandering around, checking things out, participating, you cannot see it all and consume it all.”

Business is booming
Tripper Tapioca is the sort of girl who hangs out not only at beef stands, but also in vacant parking lots and abandoned tenements. But then her game crashes, and I’m left alone. Zephyr Heights’s unofficial police officer, Barry Rawley, finds me and shows me around a local flea market where he hawks Aerosmith T-shirts for $45L a piece (“[I]’ve probubly [sic] sold around 2-3 of them,” he types, “they aren’t that popular”). Tapioca returns and teleports me to the second floor of an empty warehouse, a weather-beaten, shadowy room that’s littered with drained beer bottles and furnished with cinderblock seats. In the middle of the floor are three card tables stained with bloody handprints, scarred with skull-and-crossbone logos, and decked with revolvers: this is where Zephyr Heights’s co-owner Sirius Gateaux holds rounds of Russian roulette every Thursday.

Zephyr Heights has a few recurring pastimes other than skating. There are boxcar races, water-balloon battles (Tapioca says that even though you can’t get wet, “It’s still fun: they knock you back”), and Russian roulette for Linden bucks. Gambling is a huge hobby in Second Life, as is sex. At any given time, the Linden-calculated list of SL’s 20 most popular places is almost completely made up of casinos and “adult” playgrounds. And one SL game, Tringo, a combination of bingo and Tetris, proved so popular in-world that it’s now available externally for Game Boy Advance.


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I gotta say, this is one of the best articles I have EVER seen written on Second Life. You hit so many of the high points, both the generic and the more esoteric stuff... and YOU USE SLURLS! Gorgeous, gorgeous. Anyhoo, thx for being a part of our world. :)

POSTED BY Torley Linden AT 07/12/06 6:36 PM

Great article! Glad to see my old employer getting with the game. When are you bringing the Phoenix and FNX inworld? ~in kenzo, better world scout~

POSTED BY evonne heyning AT 07/12/06 6:53 PM

I'm the Community Manager for Alt-Zoom Studios. It is one of the oldest film studios in-world. We also host a monthly film festival called the Take5 Machinima Festival. You should check it out sometime! //www.alt-zoom.com

POSTED BY moo Money AT 07/12/06 8:10 PM

I was very happy to see the quote you used of mine as it's a great point. Well done on writing the articlle. Unlike many articles I've read you actually immersed your self in world and thus could write about it in more depth. Great to see SLurls included as well. Nice touch.

POSTED BY C.C. Chapman AT 07/13/06 5:52 AM

Nice article! I work for Linden Lab and telecommute from the Boston area. It was cool to see the physical paper on the stands today with this Second Life story on the *front page*. Very good introduction to Second Life, and excellent immersive reporting. -Pathfinder (www.pathfinderlinden.com)

POSTED BY Pathfinder Linden AT 07/13/06 12:08 PM

There isn't really another platform that is so free of gaming lore. In Second Life you can make anything.

POSTED BY yo momma AT 07/13/06 3:04 PM

Taco is mentioned on page 3 without a link. This link will take you there: //slurl.com/secondlife/Taco/172/169/28/

POSTED BY Mark Paschal AT 07/17/06 5:53 AM

This is an excellent article. I'm always happy to see when Second Life hits mainstream media. It's also super cool that you actually went and explored a number of places, rather than a five minute peek, or merely outside speculations! However, as an owner of one of the mentioned sims, I do have one tiny concern! On the third page, there is a small grouping of sims and locations that all seem linked in some fashion, except for Taco. //slurl.com/secondlife/Taco/172/169/28/ Keep up the good reporting! -Broken, Taco Dev Team (broken.vox.com) PS: The server keeps erroring out on me, sorry if anything duplicates!

POSTED BY Broken Prototype AT 07/17/06 10:23 AM

What Torley said, basically. Although maybe it's <i>the</i> best article about SL so far, due to the diversity and depth of the examples you provide and the easy view it offers to nongamers (i.e., the General Public) Which is to say: Wow! Good job! ^_^

POSTED BY Memory Harker AT 07/25/06 8:39 PM


POSTED BY pppinkie000 AT 08/01/06 5:28 AM


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