Wednesday, November 16, 2011

One Thing You Noobs Need To Understand

At Bear Infohub today:
[2011/11/16 10:07] [redacted]: right, one thing all you noobs need to understand
[2011/11/16 10:07] [redacted]: sl dont always work
[2011/11/16 10:07] [day old account]: please help me
[2011/11/16 10:07] [redacted]: they having issues right now
[2011/11/16 10:07] [redacted]: [day old account], ffs stfu
[2011/11/16 10:07] [redacted]: im trying to help, trying to explain
[2011/11/16 10:07] [redacted]: the game system
[2011/11/16 10:07] [redacted]: the computers that run sl for you
[2011/11/16 10:07] [day old account]: ok.sorry
[2011/11/16 10:08] [redacted]: the engineers are fixing something


Ah, the best kind of welcome to Second Life: being told to sit down and shut the fuck up, you stupid little noob. Yup, let's keep changing the viewer. That's obviously the real reason retention rates are dismal.

Oh, and for reference, she asked a single question about where to find inventory. God! Get off my back and find your own damn shoes! What does this look like, some kind of infohub?! Oh wait...

Tuesday, November 15, 2011

Hey Hey! Let's Make Vehicle Lemonade!

I have found the perfect use for AnnMarie Otoole's endless Mississippi river of vehicles so ugly they wouldn't pass muster in SL 2003's shitty prim statue era. People have been bitching and moaning, but like my parents said, "Anna, make lemons out of lemonade."

So, aside from the fact that they lag up sims horribly, are uglier than '60s era 'cars of the future', slam and push people off public roads, behave as if the driver is aching for multiple DUIs, and have an unfortunate urge to offroad into others' sims; what use could possibly be made out of them? Well, look at their single positive: they do manage to find their way around the entirety of Second Life. In every stream, road, and abandoned no-autoreturn parcel, you will find AMO's crimes against decency.

You are probably wondering why I'm pointing their out. Well, the thing is, I'm sick of people writing volumes upon volumes that Second Life is one gigantic wasteland full of abandoned lots and blight worse than Pittsburgh's industrial district, populated solely by AMO's mechanical tumbleweeds. And my conclusion is that these people have never ever "had their boots on the ground," as my grandparents would say. I have no idea why no one notices this huge disconnect between people who bloat about this imagined SL desert and reality.

And hence the saving grace of AnnMarie Otoole. My suggestion is such: strap each person onto one of her vehicles and forcibly motor them throughout Second Life. Let them see all the incredible homes and builds people have made and are still making! Let them see people opening up stores and shops even though there's an offworld marketplace. Even the giant hideous black privacy boxes are evidence that the grid is as populated and lively as ever.

"But Anna!" you interject, "I don't see any dots!!" Ok, I have a riddle for you. No, a metaphor.

In the suburbs, it is a ghost town from 7 AM to 5 PM. Everyone is away, whether at school or at work or the nearest Occupy Wherever protest. And it's also barren from 8 PM to 7 AM, when people are having dinner, and sleeping, or up late walking around Second Life. So, from 8 PM to noon and all the way back to 7 AM, if you wandered through the suburbs, you could declare, "Surely this development is dying! Why, I see no souls moving about!" and have a spot of tea and congratulate yourself on such a remarkable observation. Except you're neglecting that window, that window from 5 PM to 8 PM, when everyone comes home, and before supper is ready, when everyone comes out. Children ride their bikes, and adults water and cut their lawns, and it erupts into the chaos of life.

And Second Life is similar. A quick romp through a particular sim will never capture its spirit. Go ahead and sit by it for a few days, and you'll find people come in (with varying degrees of frequency) and, well, do their thing, whatever it is. It comes to life. But that's something you will never see if you never take the time to go inworld, wander around it, and sit and watch the grid go by.

There is the second virtue of AMO's vehicles, by the way. Wherever they crash, they'll force their hapless occupant to watch the sim as it is.

Thus, my grand plan for taking an otherwise inexcusable plague upon Second Life and twisting it into a net bonus for anyone who wants to seriously discuss the state of Second Life itself.

Monday, November 14, 2011

RL Linkage Is The Only Way To Validate Your Work

Ah, I remember Bettina Tizzy. She was a tad less than enthused about the art critiques of her Flickr stream given by me and my friends. Rendered speechless by our rapier wit. And undoubtedly bemused by our attempts to discuss how a sculpty androgynous statue hovering in a waterfall could Possibly Exist in Real Life. Yes, I remember Bettina alright.

She's moved on from passively aggressively expressing her disapproval (the " . " heard round the blogosphere) to dispensing pearls of wisdom to artists trying to make it in the big bad world of Second Life. Since Bettina is possibly the biggest name in the SL art world (aside from Starax and whatever alt of the week Starax is using to hide from his adoring public), her words carry the weight of the world upon Atlas' tired shoulders. What was this jewel bequeathed to Hamlet Au on NewWorldNotes?

Paraphrased, it was, "Link your Real Life name and your Second Life name!"

Of course! Genius! Surely, no one has considered this. Let us listen to more of this indispensable wisdom.

More Paraphrasing: "If you use your Second Life name on your Second Life projects, then you'll be forever pigeon holed into Second Life itself. Cast off that albatross! Proclaim throughout the land and across the sea your True Name, so that you may expand beyond our pitiful sex-addled insular circle jerk of a virtual world into Real Life praise and glory!"

There were detractors who threw meaningless strawman effigies of Bettina up. They argued nonsense, such as attempting to point out people using pseudonyms in real life, so why should a SL pseudonym be limited to only Second Life? Do I really need to answer that? You silly commentators, you can't use SL fake names in Real Life! Could you imagine ever buying a book written by Anna Tsiolkovsky? Assuming it wasn't pure drivel (and that's assuming a lot), people would research the Internet and say, "Whoa, this Anna, she's a fake name from SL! To think I was almost conned into buying and reading this!"

Or if I crafted an exquisite statue in Second Life, I am sure the Art Life would cast their gaze and hand down the judgement upon me, that anything I may do in First Life would be null and void unless I revealed my Real Life. Think of how much my work would be devalued! All great artists never hide! What are you so scared of?

Bettina leads the charge by bravely exposing her Real Life self. Whew, and good thing too, because I almost was about to dismiss her NPIRL as the mewings of some anonymous nobody. Now that I know her real life, I will so read and watch her more often. Dodged a bullet there Bettina. Bev. BettiBev? The small fact that despite this linkage people will continue to call her Bettina is irrelevant, of course.

So, budding SL artists, remember that your SL name is only valid in the virtual world it was issued. If you wish to travel to real life, you'd better produce the proper papers and passport.

Saturday, November 12, 2011

Mesh Mosh

For most of its history, the prime building block of Second Life was the prim. It wasn't particularly hard to figure out how to make one nor how to shape it and connect it to others to build an object. If you spent a few hours a day teasing prims, you'd probably at least learn to build a simple house in a week.

Of course, you needed to texture it, but that wasn't too hard, either. Select the surface, add the texture. There were numerous free textures covering basic surfaces; so again, you could in a week learn to build not only a house but make a brick house with asphalt roofing and wooden panel floors. It wouldn't be the prettiest house, perhaps, but if one kept at it, you could gradually get better and better.

If you needed a custom texture, you needed to import it. But this task was not that hard, either. It only cost L$10 (that's what? A few cents in RL money?) to import one picture, and most people have photoshop and everyone has MS Paint. The Lindens even offered templates so you could create clothing textures. It was never difficult and the most expensive part was the L$10 import fee.

Then along came sculpties and for the first time, it became harder to be a builder. You could still work with prims, but sculpties required being able to work in Maya or similar programs, programs less commonly seen to the average user. You needed these programs because the sculpty shape was read from an image, which has to be crafted just so to create the correct shape. And to color that image, you needed the same program to export the color layer. You had to create a unique texture for each unique sculpty.

And there you go. Suddenly, it became harder to enter the building market because you needed a sculpting program, and learn how to use that, and learn how to use SL's building tools on top of it all. And you came to need a minimum cash investment. Prims and prim textures are free, but even if you use free sculpting programs, the texture import fees would be at least L$20 (10 for the sculpty base and 10 for attending texture).

That's not to say a new builder can't get a foot in the door, but it's much harder. Sculpties are part of the standard now. People are prim aware, and a choice between a 1 prim sculpty staircase and your 10 prim one... they'll spring for the former. Plus, a sculpty will usually look more natural and less chunky than a similar prim object.

I haven't done research, but I wouldn't be surprised if we lost something in the leap to sculpties. You can't just 'leap in' anymore, amateur style, at least if you want a serious business. And I think people do want a serious business. They want others to look and praise their work.

And now, with mesh, I'm not sure what to think. It's still kinda sorta new, and I don't think it will have the same impact as sculpties, mostly because sculpties already broke the ground on shifting building from an inworld enterprise to an import one. That's a shift I'm not sure was good for the world. Especially when it's expected. You come in expecting to be able to build your world, and then are told you need Maya and all manner of other external programs... It discourages some. It also hobbles teaching. I can inspect a prim structure and point out how to fix it or make it better. With sculpties or mesh, I'd have to send them out and rework it.

And it's being used to divide the world as well, or so it seems. Only the new viewer can see mesh, so you're outta luck if you want to stay on the somewhat more stable old viewer. Heaven help you if your computer isn't too fast, either, because then sculpties (and I presume mesh as well) will turn up as odd spheres, which morph into these twisted piles of wire before finally settling down into the actual object. It's ugly.

I will not doubt that sculpties (and possibly mesh) have made our world a little more beautiful. But it sure is a shame the cost is to essentially outsource building tools offworld and beyond the reach of most of the grid.

Up By Your Bootstraps III

Ok, ok, this is THE final post on this subject for the next month. I promise.

It occurred to me that the failure of textures to load properly and thus fail to pass their instruction onto new residents can be easily rectified by making a simple hovertext nearby. I've noticed that I've seen that load even in laggy clubs, identifying the tip jar for the musician playing that night. It's not as if you need to show people what the arrow keys are, I think most people are familiar with their keyboard. You can simply say, "The arrow keys will move your avatar" and be done with it. Even the interface can be somewhat described. "Find a button in the lower left corner marked 'Destinations', which will blah blah blah."

And you can always have a quick message below it explaining that if they are patient, they can wait for the texture to load in order to see an actual screenshot.

And you know? Another thought occurs to me. If you have a few dedicated mentors on each Orientation Station, it will help in another way besides spitting out information: it will allow them to test out conversing with another person, getting to know etiquette, and so on. Talking to a scripted parrot is not the same as holding a chat with a veteran. From my experience, in an orientation setting, most people won't hold up the line like at an infohub because they're eager to get into the game. They'll exchange friend cards (another important skill glanced over in orientation, as there are unspoken handshake agreements in that as well), and move on.

As always, just a few thoughts for the Lindens to chew over.

Up By Your Bootstraps II

I was reading Prokofy the other day and he hit upon another good idea for encouraging retention: create a panel which displays the multitude of things to do in Second Life.

So, for instance, you'd have a panel showing War Sims for Call of Duty-esque games, and a panel to some social clubs if you're into making friends, and a panel to a sandbox and building lessons if you're into making objects and so on. When you click on the panel you want, it spits out a landmark to a location relevant to that interest.

It allows the new user to sort themselves quickly and direct them to where they would go anyway if they followed the current path. Currently, they would land in an infohub, ask where so-and-so is, and then get a landmark. This system would cut the middleman. If all I want to do is rent a house and play with some pets because a Real Life friend hooked me on Sion Chickens, then it's not really necessary to hit an infohub and have to shout over a dozen or so other people asking where I can buy pets.

And again, you can have a feedback system. Ask: Did you feel you were directed correctly? Did you get where you wanted to go? Then you can adjust the landmarks that are sent in each 'mode'. This sim is treating newbies like dirt? Remove them from the Help Station.

This isn't exactly rocket science.

Friday, November 11, 2011

Bumper to Bumper

I was driving down the road when I collided head on with a giant Trojan horse powered by rockets. It thoughtfully said, "Sorry", pushed me out of the way, and jetted down the highway.

"Huh," I said, "That's strange. But Second Life is always strange. Mayhaps someone's vehicle went out of control."

Further down the road, I smashed into a wood burning locomotive. "Sorry!" It said as it shoved me aside.

"Well!" I exclaimed, "Certainly is busy tonight!"

Ten minutes later, I crashed into a Pod.

And then I hit a bus.

Seriously, what happened in the year I was gone? Did the vehicle factory become sentient and spit out a plague of riderless planes, trains, and automobiles? Every five to fifteen minutes I'm hitting these things, which then proceed to push me off the road. Luckily, I never crossed any bridges, but I can imagine these things pushing you off the side into the river below.

So, any reason for this?