I desperately needed to unplug my brain and take a break from brooding about a big messy issue that isn't going to get rectified anytime soon. I escaped into diddling around with, and contemplating the significance of, virtual online worlds during some of my downtime at home as the weather in my real world became cooler. I got into messing around playing
Civilization V. I sucked at it enough such that my empire was wiped out and consumed by a virtual Roman civilization by the relative year of 1873 A.D. I set the bar higher by playing at a more advanced level, so I should have expected failure.
I also just recently viewed a TV documentary called
Life 2.0. It's a peek into the lives of people who are/were very involved, some to the point of addiction, in dwelling and interacting in the online virtual world of Second Life. I toured that site a few years ago, and I got more insight about this entity from the documentary than I did from actually being in it and testing it. I regard Second Life (SL) as a community, but not a "game world", at least not in a sense according to my definition of gaming. There is no common objective or goal, no set rules, nor are there any other conventional concepts of winning and losing. You create and fashion a character (avatar) as you wish it to appear, and you can make it interact socially in various degrees* in the environments provided; perhaps in that respect it's more complicated than regular typical gaming environment, because so many elements of it are so "open-ended". The documentary interviewed: a couple who met on there and began a romantic tryst
1, another person who used it to escape the real world and found a way to make virtual products
2 and sell them for real profit, and another who intermingled as an avatar identity that was a complete opposite in terms of appearance and personality of his real-self. His choice of avatar was a little too freaky: one that did reflect deeper psychological issues that he harboured that he was eventually forced to confront.
Basically, my earlier impression and verdict of Second Life was the view that it's just an online dollhouse where people go to play digital dress up; a great big pixilated puppet playground without any fixed objectives, or defined plot or mission. Could it be that I'm being too judgemental and dismissive? Before I rashly critique all this, or unwillingly appear as a fuddy-duddy reactionary, I thought I would explore this ever growing phenomenon more in depth. It can't be avoided because more real life commerce and billions of dollars worth of business is currently being conducted in SL and other virtual world platforms, and as transmission speeds and access bandwidth increase, the
presence and influence of such places in virtual/augmented reality will be making an evermore prevalent impact on everyone's life, real and virtual. Knowing how to competently navigate and negotiate, and perhaps even knowing how to avoid litigation with such bizarre virtual realms and media are going to become more valid and valued talents to learn whether we like dabbling with this stuff or not.
I was curious enough to poke around and tour Second Life only once, but that was a few years ago: at a time closer to its infancy, when it was probably going through a lot of growing pains. There was nothing on it that was especially interesting or impressive for me back then, and thus I easily abandoned it. I felt completely stifled when trying to express a clear train of thought that one wants when interacting with someone. I found the controls and interface veering towards being user-hostile. The site had a tendency to crash during high volume periods, and there were numerous other interruptive technical glitches. I maybe spent less than five hours in that place, so in all fairness I know I didn't check something that large and detailed out that thoroughly. I just had a bad first impression with it.
What I initially went on there for was an opportunity to find and chat with people who were at least intellectual equals, who by chance may conveniently be in a time zone which was in synch with my skewed and irregular off hours from work. Since it's a global meeting place, I also hoped for a chance to bone up on and practice speaking some of the other languages I know, instead of letting them rust out, and to be a receptive host to those who wished to practice their English. I naively thought, by creating some anonymity with an avatar, it would help to shield and conceal some embarrassment surrounding the lingual flubs and mistakes that either side would make. I figured that the avatar could also be used as a tool to make gestures and point to things to help clarify and surpass verbal obstacles that can't be done with a simple voice to voice conversation. It's in my interest because programming adaptive technologies for augmented communication is (informally) one of my roles at work. Instead, what I remember encountering on there socially was, for the most part, just unbridled stupidity: I found a lot more crass, rude, and obnoxious people than I would ever find in real life. Most of them were Americans. I suppose with a laissez-faire environment, with no real set social mores or rules of engagement; being effectively in disguise in avatar form, and facing no real threat of repercussions and not having to answer for bad behaviour and attitudes, some people just think that civility, manners, maturity**, and simple kindness can be ditched entirely. Hence, such idiots think that they can carry on around there with being jerks and bullies to strangers with a greater sense of impunity. So cowardly of them really. So, that was another strike and turn off that made it lose its appeal for me. Maybe the better spots were more hidden from me, or perhaps I was just too impatient and discouraged to seek out other realms there with better souls in them.
So now I wondered if, and by how much, either the interface environment or the social vibe had changed or improved on Second Life. The graphics in the documentary showed some rapidly expanded and evolved technical sophistication since I last toured there. My answer came to me as a login failure. I found out that apparently now my video cards on both my desktop PC and laptop are now too slow and underpowered; no longer sufficient enough to handle the technical enhancements and advanced graphics load that Linden Labs, the company that developed Second Life, has updated for the site. So, my curiosity ended there, and there was none left to compel me to dash out and get my own tech updates done just to mess around and explore it.
I still can't be entirely dismissive of the virtual life though. How much of our everyday lives are lived in some form of virtual reality already? Actually, the question should be: how much of an average person's life today isn't "virtual" and artificial? The list of answers would be much shorter than the list of those of the contrary. What the truth is is that we all seem to be driven to seek out some form of virtual reality. You'll realize this when you consider that all reading material, music, art, theatre, games, sports, radio and television programs are forms of virtual and augmented realities; just with more limited degrees of interactivity. Explaining this could be a long treatise. So I'll continue on in another entry.
1.- Both were married to other people, and each split from their spouse as their romance started to heat up. They met each other to continue this affair in real life only to have that relationship fail later once some arguments between them started popping up.
2.- Online, the women who was doing this was making and designing high fashion virtual clothing and had her own high end boutiques. In real life, she was working and living in a messy, dingy, basement. She was actually involved in a real life law suit; suing another SL user for copying and freely distributing her fashions.
*- From casual chat and benign stuff like strolling around, dancing and "shopping", to things that veer toward the kinky and grossly explicit. What you choose to do there is your own business. I don't want to know.
**- Only adults can register on Second Life, so it's even more disappointing in knowing this to find nothing but people on there speaking and behaving with adolescent mindsets.