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Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Friday, August 21, 2020

Philip Rosedale at Lab Gab


By Bixyl Shuftan

On Friday August 7, Philip Rosedale, the founder of Linden Lab, and therefore of Second Life, and co-founder of High Fidelity, better known here as the former Philip Linden, appeared on the "Lab Gab" show hosted by Strawberry Linden. Philip looked as he had in his days as a Linden, in his trademark "Rocky Horror" lips t-shirt and spikey prim hair, along with the speckled codpiece. This time he sported Japanese kanji tattoos on his upper arms, and had a red rose in his hand.

Strawberry called him, "everyone's secret crush," to which he responded, "I'm blushing, but you can't see that as I'm digital."

She asked him how are he and his family doing these days. He responded, "Isn't this the strangest time that any of us have ever seen?" commenting he's been around for a while. He talked about a "Saturday Night Live" skit, "It's not a good thing if a miracle is plan A. ... Captured the horror and complexity ... I've had enough of this dream for a while."

Strawberry then asked Philip how often does he log onto Second Life. What communities does he enjoy exploring? He answered, "I love it," Hr had gone to the new Linden homes and was talking to someone on his dock for a while. "I have to admit, I have fun being the founder. ... People slowly figure out who I am, I am not Philip Linden." Joked about wanting to be like Bill Murray. "I try to give as much happiness as I can."

And what did Philip think of Second Life still around twenty years after Linden Lab's founding? He replied, "I'm not surprised at all." He found it "interesting" that the size of it's community has stayed about the same so long, "over time ... most things change." While some of his thoughts and opinions have changed over the years, "I still feel humans get the chance to build new worlds now. And those worlds are becoming increasingly sophisticated. ... Look how far ahead of our time we were. ... There are still so many things that Second Life can do that have not been replicated elsewhere after almost 20 years of work."

About five minutes into the interview, Strawberry asked him about his avatar. What inspired him for this particular look? Philip stated it started with Andrew Linden (still at High Fidelity), whom had gone to college with him. "We had a contest when we first got avatar editing working. ... fifteen of us at the time, and we said 'Well, we're going to vote everybody's going to make the craziest avatar they can make ... then we're going to vote and ... whoever has the best avatar, we're going to buy him dinner in San Francisco. ... We had so many people that had great artistic skills. I did not, not visually. I'm not a visual artist. I didn't even know how to use Photoshop. And so, ... the only thing I can go for is shock value here. I'm not going to win, but I need to just be out there a little bit. And so, the first thing I got was pants, like these, but I think they've been subtly upgraded over the years." He "spray-painted" the crotch area out. He found the "Rocky Horror" shirt, made the avatar with the spikey hair, yellow eyes, and "this sort of handlebar mustache and chops, and ... so something pretty much like this. I presented and totally lost at the end of the day.

"It was Andrew whom had made himself into a kind of leviathan ... this wonderful sort of marbleized avatar. ... He was the one for whom we bought dinner. I made this kind of playful, almost kind of silly person, who was just kind of fun, what I could do in a couple hours. And I never changed it. And that identity became iconic and kind of part of me. And so, I've never been inclined to change it. I'm sure some of that is because I'm the founder, and I am a known sort of a public person. But it still is an interesting inquisition into identity, 'Why did I make those choices?' This kind of cowboy character."

Strawberry then asked him why did he think that crafting one's own identity is so important in Second Life? Phillip called it a subject people have written a lot about. It was designed at the outset that "everyone could find their own look." "I think the fact that you knew you could do something that was uniquely you, and of course ... for the first time in human experience had the ability to sculpt yourself, basically with your skills and hands. Who wouldn't be delighted by that?"

Strawberry made a reference to recent times with Facebook. Philip responded, ""I could talk about that stuff obviously for days. There's so many ways of creating identity." There was talk about using audio at High Fidelity, "2D with high quality audio. ... Still important investigations ongoing that I hope we can continue to do as an industry. ... Second Life is still a line in the sand."

Strawberry then brought up the start of Linden Lab, and asked what inspired Philip to create Linden Lab and Second Life. He answered, "I was born at just the right time for using computers over the Internet." He commented that when people like Steve Jobs were young, the exciting thing to discover was the idea one could make a personal computer. He would say he came of age later when the Internet came to be. In the early 90s, he would do experiments with networking computers together. When the Internet did come out in 1994-95, "I didn't think it was fast enough" to do a really big project. They were still on dial-up. In 1999, his San Francisco office had stacks of modems 3-4 feet tall. In 1995, worked on video compression, was hired by another company that was interested in the technology, "learned something about engineering management." "In 1999, everything changed" when Nvida released the Geoforce 2 chip and companies began putting them in their PCs, "they could do ... pretty good graphics ... that was the big motivator." The second was when people started switching to broadband and cable modems. He left the company he was working for, returned to San Francisco, "and in late 1999, I found this warehouse in Hayes Valley and moved into it. Andrew (Meadows) joined me a couple months later. And the rest as they say is history."

"So Andrew's always been there?" Strawberry asked. Philip answered, "Eddie's still with me now, it's fabulous." He would say all of the early Lindens are "still in touch" with one another. And two are still with Linden Lab.
Strawberry then asked about rumors that he was experimenting on virtual reality "with a protoype hardware device called 'The Rig.'" Philip answered, "Yes, absolutely." He was "driven" to develop "a consumer accessible magical world." Instead of a VR helmet, one would sit in front of a monitor, and the computer would determine how much you were trying to move. "The crazy thing was, it totally worked! It wasn't something that could be practically be turned into a consumer device, although I still wonder about that. ... We used it as part of convincing our earliest brave investors that what we were doing made sense." When working on the software that would before Second Life, work on 'The Rig' stopped. It eventually got taken apart into peices and boxed up. "Maybe they're at the Linden offices." When assembled, it was very large and strong.

Strawberry then asked, what were the early days at Linden Lab like? Philip told her, "Well, it was very fun. It was fun to be ... something that nobody had seen. It was a combination of working on these really delightful ideas, we could simulate a world and watch the sun rise and set ... the water would have ripples in it ... At the same time, it was an exciting time in the computer industry where companies like Google were questioning the status quo. There was an enterprise software feeling that maybe Microsoft most gave off. They're different now, but Microsoft at that time was the big evil company. And we wanted to be different. We wanted to manage ourselves differently. And we from the very beginning had a very, I guess you'd say a more bottom-up as opposed to a top-down approach. I was always 'I'm the CEO and engineer, but I'm not going to tell you what to do. I want you to do it because it makes sense. I don't want you to do it because I told you so. And so that drove a lot of our culture. And that culture evolved to respect and contain a lot of those ideas over the years. But it was very exciting that way. It was a very excited group of people that were seeing this stuff come to life"

Strawberry then brought up, "You led come corporate innovations that helped shape and inform the culture at Linden Lab, such as the Love Machine ... and you also publish the Towel of Linden, which we all still follow and it's still published." Philip responded, "The Love Machine was Corey Andreka, our CTO at the time. ... Corey and I were tossing ideas around about economies, because Second Life had this economy. The Love Machine was from about 2005, so Second Life was up and running. We knew we had chat, we had money in the system, and we had the ability to give people little digital things. So I think that shaped some of our thinking. I can remember Corey and I were talking about a sort of tipping machine where you could tip your co-workers. ... What really matters is that you describe in a sentence what you're thankful for or whatever it is you're doing. I remember at some point where Corey and I were refining that idea. And then Corey wrote a prototype of it that weekend. I said, 'Well, we got to call this the Love Machine.' That's just so great I thought of that name, and it was I think a 70s-like funk band, or something. ... You got to send people love, and that was before Twitter. It was pretty cool, especially at the time that you just send a short message. Remember, this is before Slack too. So we used the Love Machine in email. The thing that we prototyped was just a little form that you would fill out that would just say 'Strawberry' as the username, which is basically your email name, and then what you want to send, 'thank you for having me on Lab Gab, that was a lot of fun.' And you'd send it and it would go out, and it was timely.

"And also we would, I don't know how much Linden Lab does this now, but we would put these big screens that had the last ten or twenty messages that have been sent. And we'd put them near the kitchen or near the bathrooms, so that you'd be likely to encounter them all the time, so you'd get a good feeling for what was going on just by reading the love that had been sent."

Strawberry stated that she works remotely, so wasn't sure if that's in the office, "But you can see it on the site. And the Love Machine is ... great for morale." In the Youtube chat, "For those unfamiliar with The Love Machine, it is a positive way for Linden Lab employees to acknowledge each other with a compliment (and small tip) when they do good work in the company."

"By the way, we turned it into a product. And we sold it to a few companies. We still use it today. We've used it every day at High Fidelity for the whole time we've been in business, and we use it just as much in a similar fashion to how Linden Labs does. And other companies are starting to adopt that ... doing identical or very similar things that allow you to send recognition that way ."

Strawberry then asked, "What about the Tao of Linden?" Philip answered, "The Tao of Linden was, if I remember was really written first by Gene, by Jinsu, another famous Linden over the years and a very good friend of mine today. Gene really took on writing down what he felt we were doing. I don't remember which elements of it I had previously written. Probably choose your own work and no politics, which were things that I felt very strongly about at that time. But Gene really filled it in and made that first list of seven things. Of course the last one was a joke, 'Might makes right,' (chuckle) which I thought was just wonderful. I don't know whether that's still there. But Gene thought it was particularly irreverent to include in the list something that wasn't in the list."

In the Youtube chat, the Tao of Linden would be posted - https://philiprosedale.wordpress.com/2012/06/20/the-tao-of-linden/

Strawberry then asked, "If you could do one thing differently when creating Second Life, what would it be, and why?" Philip wanted to know if she wanted to hear about the virtual world first or Linden Lab, and she asked for Linden Lab. He answered, "I think that I was really a rebel. I think everybody would agree with that. I kind of liked to shake things up. So I liked the idea of building a work culture around it no being top-down management, not telling people what to do. I just loved that idea. But I think looking back, I was so aggressive about that idea that I made it into a kind of a monoculture. That was probably not a perfect fit for everybody. And I think at work, in the world right now, we're talking about inclusion. And we're talking about diversity, and that is really a powerful conversation, and an important one. And I think I had these wonderful ideas. But I think I forced them on everybody so uniformly.

"For example, this idea of choose your own work, which was one of my first crazy things. 'Nobody can tell you what to do. You have to pick what you want to do.' Not everybody  ... I jokingly at work .. say that famous Princess Bride line, 'Good work Wesley, sleep well.I'll most likely kill you in the morning,' (chuckle) which was the original dread pirate Roberts to Wesley. And we used to laugh about that. But I think the problem was like 'choose your own work' kind of felt like that sometimes, like 'Hey, work on whatever you want to and know one thing, it's not the right thing, we're not going to keep you.' And I think that's quite a task like I don't think that everybody gets on in the morning and goes 'I want to work at a company where they tell me to do whatever I want, I'll be evaluated on that, and if I'm not useful enough, I won't get to stay around.' That's not how Linden really was, and it's certainly not how it is today. But I think it kind of felt like that sometimes.

"And I wanted to be that person who was the crazy, aspiring dread pirate Roberts, like I wanted to have everything be incredibly high risk and on my shoulders. But I think culturally, what I've learned to respect as I've grown up is that while you definitely want to create a culture where some people can have it that way, you don't want to necessarily ... uniformly force that behavior on everybody. So that's an example of something that I would have done differently. I think Linden Lab has done it differently after me. So, let me say, I think it's been good that way. But I think I would have earlier said 'Okay, here are some alternative ways we can work together. Let's figure out, let's play with them.' And I think I would have been respectful of and listening to some people saying 'Philip, the way you want to do it with this incredibly high-stakes poker stuff, or internal markets or whatever, that's a bit much for me. I don't like that.' And I would have said 'Okay, no problem.'"

Strawberry then asked Philip what she thought of Linden Lab being acquired by an investment group meant for the future of Second Life, bringing up that he knew one of it's leaders, (Brad Oberwager). Philip answered, "While I certainly can't say much, what I can say is this. I've known Brad (Oberwager) for a long time, and he has been just fascinated with and delighted by the stories of and the things that he had seen about Second Life. And he was always just so respectfully ... like 'Man, I wish I had your job. I wish I could work on something like that.' He always had this kind of approach to it. And then he's .. well, you've seen a bit already. He's just a wonderful, very capable, very smart, very adaptive, great listener, person. And so, when the opportunity came around for him to become more involved in this way, I was delighted. And so, what I think at a high level it means is that the spirit of and the excitement of and the things that make Second Life magical, I think a lot of the things that are really wonderful about Second Life are going to continue on and prosper and grow. I'm just very excited abou."

"So it's going to be good news, you feel?" Strawberry asked. "Oh absolutely," Philip responded, "I'm just delighted to see Second Life continue on. Under new management I suppose. But I think that we're all going to really enjoy this, and I'm looking forward to being involved and handing out inworld and helping out wherever I can."

Strawberry brought up that prior to Linden Lab, Philip was a key executive at Real Networks. She asked about his work there and how it influenced his decision to form Linden Lab. He answered, "Well, I got all the right training. I had a wonderful opportunity to work for a wonderful boss who was really passionate about not just building a big company, but doing something really amazing. Real Networks was initially called 'Progressive Networks.' He wanted to use the ability to communicate with audio over the Internet in some way to be of service to people. And that was what he was inspired by, and I think speaking for Rob (Glaser), still is. So I think that it gave me that kind of support, that I could go after something that was really a passionate mission. So I think it really helped me that way. And then I got great experience and I got lots of relevant technical experience with stuff like video codex and things like that, that I was able to apply to the design of Second Life."

Strawberry then mentioned that a decade ago, Philip had left Linden Lab "to explore other entrepreneurial efforts." She asked him why that time to move on? Philip's answer was, "We were growing so quickly then. And I had always been a contrarian in my thinking. I'd always been a rebel. And at the time, I felt like maybe I wasn't the right CEO. We were a couple hundred people in that year, around 2009, 2008. So at some point, I was always really hardcore. I remember having conversations with my investors, some really remarkable investors that I'd be able to call on from time to time to ask things of. And I can remember asking this question, 'Look, a lot of the day-to-day stuff of being the CEO of this kind of an undertaking, I don't know if that's what I want to do. I'm an inventor. I'm a tinkerer. So I had this crisis or question as to whether I was the right leader. And I was such a contrarian. I was immediately like, 'Well, if I have that instinct, I should just be fearless and replace myself and hire a new CEO.

"So, I did this blog post and I remember the company being like 'We truly have a crazy leader here' yet again. So rather than conducting a private search or having some lengthy thing, I just did a blog post. And I said, 'You know, I'm going to look for a new CEO. I want to find a new me. And Mark Kingdon sent me an email a few days later, I think. He was like, 'I think it could be the right job for me.' So, it was really just a fascinating process where I just decided I ... didn't have the right set of capabilities for that job. We were growing so quickly. It was very exciting at that time. A lot of the early kind of legal and regulatory stuff was going on. It was just ... you can imagine, it was a wild roller-coaster to be the boss. And so I wasn't sure it was the right thing for me. And so that lead me to replace myslef and kind of, wander the Earth and do a number of other things. And I think that experience was great. And I think Linden (Lab) was just fine without me. I think the experience was a good one."

Strawberry then brought up High Fidelity, asking what is it, and how can people check it out. Philip told her, "From 2009 I left Linden Lab, and Ryan Linden (Ryan Downe) left with me as one of my two co-founders of our new work of Love Machine, which then became 'Coffee and Power,' which then became High Fidelity. So the way Coffee and Power became High Fidelity was, we had done a number of interesting things together. We were about twelve people at that time, or something. Sorry, this is about 2013. And because I'm a tinkerer, I bought one of the very first chips, a chip called an analog rate mems gyro. ... And that little tiny chip which you could buy for ten bucks from sparkfun was a tiny chip that for the first time could tell you which way it was turned. So you had this little chip, and you put it on a little board, and you tipped it in the air, and it could tell you exactly how it was turned. Now, nowdays that may seem easy, like my phone can do that. But this was in 2013. These chips that could do that had just come out and they had just become inexpensive. And I got one of those chips and I hooked it up to an oscilloscope. And I started tilting in in my hands. I held it in my fingers, and I tilted it while looking at the scope, which was basically telling me the electrical output, how it was moving. So there's a line on the scope that was moving up and down as I tipped my hand left and right.

"And as soon as I saw that, I knew the Occulus Rift was going to work. I knew it was going to be possible to build a VR headset. As I mentioned, and you talked about with The Rig, I had been very passionate about these devices. And so when I saw that chip, I made a very aggressive move. And I basically said to everybody 'We're gonna move to a completely new project. We're going to start working on VR again. We're going to go back into virtual worlds.' And so High Fidelity was a company founded with at the dawn and before ... during the kickstarter for the Occulus Rift. And so I made a guess that these headsets would work, which in retrospect I was wrong. We're still too early. But I made a guess that these headsets were going to be the way everybody did 3D in a few years. And so I said, 'Let's start building a whole new virtual world, which is designed from the very start to work with those headsets. Interestingly, Linden (Lab) around the same time began thinking about some of it's own projects in that regard. Which as we know was the genesis of Sansar.

"So anyway, that's what we worked on for five, six years. And then last year, we realized that the VR headsets weren't going to be the consumer entry point that they thought they were. And of course everybody debates this. I love debating with people, and I do routinely, to talk about all this. And of course it's anybody's guess exactly what'll happen with VR hardware. ... I could talk about that for days too. But basically we said, 'We've got to build something that doesn't rely ob these VR headsets. As much as we've worked on it, we've got to stop.' And so, we did something that is a really fun set of ninja moves over the last year or so. But where we ended up with today, and we actually built this before COVID, so it was crazy-interesting that we kind of, the timing there. But what High Fidelity is today is, we made it into, ... we decided to start it with a differnet strategy, which was to build something that was 100% accessible to everybody, but that still delivered some kind of an amazing virtual world experience. And that's what we're doing right now.

"We're in the middle of that. But basically, at the beginning of this year, we got only the audio working. So it's kind of ... that experience people talk about called 'dining in the dark.' Imagine a virtual world where you can move around because you can see yourself from the top-down on a map. But you can't see anything, well, other than a background. You can't see anybody, but you can hear them perfectly. And I mean really perfectly. ... So, High fidelity is a radical leap in audio quality and in particular, it perfectly spatializes in three dimensions where the sound is coming from. So, what that means if you haven't experienced it is, you can close your eyes and you can point at where (the) person is. You can do that by the way in Second Life today with the Voice that we're using. But it's not as good. What High Fidelity is, is it does that much better, and it does it with very high quality. So you can play music as easily as you can speak. And the other thing is that the delay, the time that it takes for my voice to reach your ears, is very low. And so, we built a system based on that. That's what we have today.

"We have a kind of a beta where you can create a virtual space and invite a bunch of people into it. So in addition to it sounding really cool, it also, and this is one of the things that I think is in the future for Second Life as well. It also breaks through that barrier of how many people you can have in one place. So you can have hundreds of people in the same place. And we're about to release the ability to have thousands of people in the same space. So we all worked on two things, and fantastic audio quality, so you'd sit with someone, and just let you be in love with the experience. If you sit in a group of ten people, or something, like you do all the time in Second Life, you hear their voices and it's so warm and wonderful. There's a demo on our website at highfidelity.com . You can actually jump into a space that has about 65 people all talking like at a party. They're bots, but they have real voices. ... You can just jump in there, it's one-click. You don't have to sign up for an account or anything. And you'll see what I'm talking about. It's a shocking experience."

There was a brief discussion of Strawberry's experience in High Fidelity, then Philip commented, "It's a remarkable experience and we're evolving it rapidly with ... we're a team of about twenty people now. So we're working away on that and having a lot of fun. And like I said, COVID happened. ... I mean I think that COVID has ... forced the entire world over the last six months or so to go through the same process of becoming virtual that we all chose to in Second Life. I mean how weird is that? So, everybody's discovering."

Strawberry then asked what's next for High Fidelity. Philip answered, "Some of it's a secret, but let me just say that first of all, we're going to work really hard to create super-accessible inclusive technology that can bring thousands of people into the same place. That's kind of where we think there's something exciting to be done and something that's say, different than something like Second Life. Because as we all know, to render a room like this, with your hair, your tennis shoes with all their detail, and the cats in the room and their flickering candles, and I can see steam coming off the coffee, I'm holding a rose that's close to photorealistic. I mean, that's incredible ... that's amazing.

"But, you can't do that with modern technology, even with 2020 technology, you can't so that for five hundred people at the same time. It's unfeasible. It's very difficult. And there there's this trade-off between the detail. And so you know in Second Life you can be in small groups of people with an extraordinary amount of detail, if you have a fast PC. So I think one important direction is to say 'How can we all?'" And I think there's roles for the Lindens in this as well, how can we get more people in the same space so that they can communicate with each other and have an amazing experience and feel connected like we do in Second Life. But maybe take those numbers up. We've got lots of other crazy ideas we're working on as well, and you'll see them in the future."

Strawberry then brought up the Pandemic and asked how it affected his plans and/or outlook for the future of virtual worlds and social networks. Philip responded, "On the one hand, it certainly is affirming. I feel it's wonderful that I've been able to spend my career working on technology which is now all the more useful. We have more reasons. We have a pandemic that forces us to interact digitally more. And so, I've learned so much about how to do that right, and Linden (Lab) has. And I'm so glad that we're here. I'm so glad we can be of service, that as High Fidelity and as Linden Lab we can provide something for people that are now more forced to come into the digital domain.

"That said, as we all know, there are challenges with being digital, with crossing the divide. We've learned a lot. What have we learned in the last six months as a human species? Well, one of the things we've learned is video is not as good as we thought it was. You know, everybody was like ... 'My goodness, I use Facetime,' or 'I use Zoom,' or 'I use Team.' 'You know, I'm just going to use video.' And what we've discovered is, and this doesn't surprise the designers at Linden (Lab) or High Fidelity, ... there are some problems with ... being on video conferences all day long. Your self-image is affected by looking at yourself view where you're badly lit. And you're not in make-up or whatever. There's this hyper-vigilance problem or this physiological arousal problem, which is when you do the 'Brady Bunch' thing with your team at your company, and you've got nine or twenty people looking straight at you. As humans, you know, although I daresay that would be the same as avatars too. But if people are just staring straight at you, pointing your noses at you, it arouses you. I'm using that term, it's a physiological term. Your heart rate speeds up. You get ready to fight or run or whatever, like you're aroused when somebody you don't know well is kind of staring right at you. And of course video, the Zoom call, or whatever, the 'Brady Bunch' sort of format totally does that to you.

"And so ... one of our advisors at High Fidelity is a brilliant researcher named Jeremy Balenson who has spent his life studying VR and avatars and how people interact and he wrote something in the New York Times very early on in COVID that really did a good job of explaining ... video makes us extremely fatigued. It's just too much. And of course sitting here as avatars is not fatiguing. And using only your voice, provided the quality is reasonably good is not fatiguing. So I think we're learning things. I do think there's a long way to go, though. I guess the flip side of that would be I'm struck by how difficult losing physical contact with people is, and how the virtual technologies don't yet capture all of that. It doesn't make me not want to be near people, or able to ... walk into a real room, shake someone's hand, give them a hug. We can give virtual hugs, but they're not real hugs. And I'm inspired to keep working on that. I'm as inspired as I've ever been to keep working on these things and keep trying to cross that distance."

Philip had time to take one question from the audience. Martin Mouni's question was the one picked, asking him how he saw the future of virtual worlds, particularly Second Life. Philip told, "I'd like to see this experience more accessible to more people ... I think we're getting to technologically to a point where we can make this experience more accessible on more computers or maybe accessible on mobile. And of course user-friendly. Everybody says that we got to make the interface better. I think that that's true. There have been a lot of good experiments in that. I think it's hard, by the way. I think it's hard to drive yourself as an avatar through the real world while being a real person. Not just playing a shooter game or something, but being a real person. I think that problem is, I'm not going to say irreducibly hard. But I would say that it's harder. ... It's sort of like everybody's saying 'Well, just make it easier.' And I tell you, I've been away from the company for a while. We have had so many people, and there have been so many products in the industry that have tried to make it easier. And it's pretty hard. ... There's still not a lot of products that demonstrate how to do the interphase better or best for people in a virtual world. So I think improvements are going to be made there, though. I'd love to see this experience be something that was a bit more accessible, so more people could have it, that they wanted to. It feels to me like the people for whom Second Life is a wonderful, inspiring, useful, helpful, educational thing, is larger than the subset of people who have the right equipment to do it right now today."

Philip had an appointment to make, so he didn't have the time to answer more questions. Strawberry thanked him again for the interview.



So see the video of the interview, go to: https://www.youtube.com/watch?v=ISKdUs6kLlY

Bixyl Shuftan

Monday, October 13, 2014

SLife and Times: Fake or Cheating


By Tiddily Winks

    There are many people who come on Second life for many reasons.  Some people think that if a person is having intimate dates on Second Life, then they are cheating on their real life mates.  Other people think that Second Life is just fake. Inquiring minds want to know what you think.  Is SL intimacy outside a marriage fake or cheating? 

    Many people come on Second Life to be intimate with others they have met online.  These people may be in a real life relationship as well.  This is kept secret by some of the people who play intimately on SL but is not kept from the real life mate all the time.  It is something the person needs to choose to do but may hide the fact that what they are doing may be wrong.  This may be done because of a lack of intimacy in his or her real life.  This may be done because of fantasy that a real life relationship does not fill.  Whatever the reason, it is up to the person on Second Life to talk to his or her real-life mate.  It is not something that is necessarily a good thing to hide.   Still some people use SL as stress reliever.  It can be relaxing to come on SL and reduce the stress that real-life causes.  It is also used to live out fantasies that are not possible to live out in real life. 

    Some people do not have contact with others much in the real world due to different reasons.  So the people like this use Second Life to meet people and have a social life.  Because they are not able to for whatever reason they have in real-life, this is a way to meet some great people.  SL is how some people socialize. 

    Some people think that everything on Second Life is fake.  “All of it is if fake and pixels.”  If it is so fake then why do so many people use it for different reasons?  Yes, it is true that most people do not look like that avatars do in real life but SL is a way of getting away for your issues in real-life.  So why would anyone want to look like themselves to come and do someone that is not real?

    No matter what people use Second Life for, there is one important thing to always remember.  No matter what, there is still a real person who is behind the screen that can be hurt by things that are done on SL.  So don’t purposely go around hurting people just because you do not agree with what they do or how they look.  If you are in a real life relationship, do not try to hide Second Life from your significant other.  It may just cause trouble for you later on.

Tiddily Winks

Friday, June 13, 2014

Reader Submitted: "Why Am I Here?" Notes on Getting a Second Life


By Valkyrie McGill

“Why am I here?” I asked myself for the twentieth time in the last hour.

I felt like a fool.  Why had I allowed Shasta to talk me into this?  An idle fantasy?  A chance to escape the humdrum daily grind and allow myself the freedom of just being myself?  This was crazy.  It was going to be just like all the other times.  Disappointing.

“Come to Second Life,” Shasta had said in the IM (instant-message).  “You can work for me at the bar I’m partners in.  You’ll love it here.”

I trusted her, I really did.  Despite the fact that we had never once met IRL (in real life), Shasta has always been a friend and mentor and confidant.  She has always been one of the real believers in my artistic talents, even though I have never really been a successful artist.  I had known her for ten years, and tonight I was going to meet her “face to face” for the first time.  Despite the fact we had been out of touch for two years, when she had found a link to my new internet account, and contacted me, it had been like we had talked only yesterday.

She had begged me to come, to see her new club, and to just hang out.  I had been dubious, but let her talk me into it.  I had downloaded the program, set up an account, and signed into the virtual world of Second Life.

I had been in Massively Multiplayer Online Role Playing Games before, and while I liked a few, like Ragnarok and Lineage 2, I wasn’t expecting much from Second Life.  It seemed kind of tame actually, a world with no story line, no monsters, no combat outside of a few arenas.  I expected it to be rather boring.  Indeed, just figuring out the basic interface had been confusing, and seemed rather poorly laid out compared to several other MMORPGs I had played recently.  Just figuring out how to make the Avatar of myself had taken most of the hour, it had so many customization options. It took a while, and some aspects of the Avatar really were not well done, particularly hair, but finally, here I stood on the entry platform, a tall white haired bombshell in a tight red top and black mini.

No, I didn’t look anywhere near my IRL appearance, but that was the point, no?  I was here not as the person I was stuck being in RL, but as Valkyrie Ice, Succubus.  For nearly 20 years, from the days of BBS’s and my first appearance in one of the innumerable Red Dragon Inns, Valkyrie Ice has been my online persona, and more me than the person I have to pretend to be from day to day.  In “real” life, I have to spend too much of my time being what other people want me to be, from the good little drone work wants, to behaving the way people expect me to just to keep the guys in white coats from coming to take me away.  Additionally, as a Trans-sexual, only online am I free to just be myself, free of the expectations of my RL physical appearance, social status, and gender.

But I didn’t feel right.  Sure I was roughly looking like I should, at least insofar as my human form went, but that has always been the problem with MMORPGs.  I could never get an avatar that was really “ME.”  Call it delusion, past life experience, wishful thinking, whatever, I have always had dreams of being a succubus, a real cloven hoofed, bat winged, spade tailed, and rams horned demoness with a mischievous and flirtatious streak a mile wide, but not a real gram of evil intent in my body.  SL’s Avatar could be made to match the overall form of face and body, but I was still all too human, and once more feeling like I was wearing yet another mask over my real self. I was half expecting this to be yet another teaser that ended up just being more frustration than fun in the end despite Shasta’s assurances.

And to top it off, I was a human about to walk into a virtual furry strip club.

Yeah, you heard right.  In my daily life, I am L. S. McGill, furry pinup artist without a following, once published in the American Journal of Anthropomorphics. For those of you who have no clue what Anthropomorphism is, it means giving human characteristics to non-human things, such as animating a toaster.  Generally though, it is commonly used as a classification for the millions of people like me who feel that they are not “human” at heart, and are instead part animal.  Be it anime cat girls, werewolves, humans with animal ears and tails, right down to full animal forms with human intelligence and speech capabilities, Anthros, or “Furries” make up a significant portion of the online community, and can be found almost everywhere.  Go to almost any fan convention, and you will undoubtedly find some furry costumes, furry merchandise, and of course, Furry fans.  I’ve been drawing furry art most of my life, and despite various attempts to break into the market, I’m still a failure with talent, and a life plagued with bad luck, poverty, and one setback after another.  I am a very good artist, but have difficulty getting my work out where it can be seen and sold.  Basically, I am creative, bright, intelligent, and cursed with an inability to ever get anyone to actually notice any of those things since all anyone ever seems to see is the fact that I am built like a linebacker for the NFL.

Obviously, in the “real” world, if you’re a giant, the only thing you could ever possibly be good at is sports or physical labor.  God forbid you ever want to actually use your brain to make a living.  Being an artist is even worse, since no-one who is 6’5” could possibly do anything other than smash things into the ground.  My talents and my A+ certification seem to mean less to employers than my size, so I’ve been forced to make my living most of my life as a bouncer.  My hesitation at the moment wasn’t about walking into a strip club, since I’d worked those for years, it was the fact that for the first time, I wasn’t going into a club as security.

For the first time in my life, even though it was virtual, I was going to leave the shadows at the edges of the bar and step on the stage as one of the dancers.

“This is stupid.  I’m going to make a fool of myself,” I muttered to myself as my fingers hovered over the keyboard and mouse.

Part of my hesitation was the fact that it had been obvious that the furry avatars in Second Life had been little more than an afterthought.  The stock AV was a fox-like head that looked horrible.  It was too big for the body, and looked like a cheap mascot head from Disney world, little more than a sphere with eyes included as part of its texture, and ears and a muzzle tacked on.  The human Avatars were far more complex, with moving eyes and mouths, and extremely customizable, but I had been a furry artist for too many years to think that most furries would settle for a human face, or really want to see a dancer who looked “too human”.  If I had my wings and tail and horns, I might have been a little more confidant, but I had known too many furries to who even my drawings of myself in full succubus form had been “too human.”  Now, as succubae are shape shifters, I could get around that by simply altering my appearance, and had for several years described myself as a white unicorn anthro with sapphire blue hair and mirror polished hooves, horn, and nails, named China Blue.  But I had gotten as tired of those masks as all the others and I was going to be making a real attempt to simply be myself… my real self… instead of yet another mask.  Don’t get me wrong, I like being a shapeshifter, but I was hoping for once to be able to be the me I usually hid away from everybody.

I sighed, then finally stepped off the platform and made my way down the path to the novice island.

* * * * *

If you’ve ever played any MMORPG, then you should be familiar with the concept of a Novice Area.  It’s were newbies to the game can familiarize themselves with the basics without annoying the experienced players.  Second Life was no different.  I ran through the tutorials about movement, camera controls, and how to move and use objects, taking my time and trying to memorize enough to avoid making a complete fool of myself.  By the time I was done, I had mixed impressions about the interface.  For one thing, it was complex.  I had controls for camera movements, self movement, and object use, which was pretty standard, but I also had a dozen options I could see no real use for yet.  I gave up after learning the basics, figuring I’d be unlikely to use the object creation menus, or any of the editing features anytime soon.  Once I was confident I could navigate around, I decided to look up Shasta and find out how to get to where she was.

“Hi Val,” came the return IM a few minutes later.  “I’m a little busy at the moment, but I can send you a TP.”

Yeah, I was dumb.  “Um, what’s a TP?”

“A teleport request.  It’s the most common way to get around.”

A second later, a blue sign popped up on my screen saying Shasta had asked me to join her in Hydrangea, the name of the area where she currently was in the virtual world of SL.  I clicked on the yes button and suddenly found myself falling through a grey void.

Okay, okay, so it wasn’t quite that instantaneous.  I had to wait a few seconds while a load screen appeared and so on, but my arrival in mid air was a bit of a shock.  Before I could hit the page up button to fly though, I landed, and the grey void started filling in around me.

And I suddenly started seeing what made Second Life so attractive.

Shasta filled in at first, and in a few seconds, she had gone from grey to the familiar form I had seen described, and even sketched a few times. But this wasn’t the typical furry cartoon art, This was a 3D person standing before me, with a raccoon's head that looked far more realistic than the default furry AV had, a full body fur pattern with a creamy colored belly fur, dark brown main coat, and black “socks” on her hands and feet, and, of course, the obligatory banded tail.

I blinked.  “Oh My God…”

“Welcome to Second Life, Val,” she said, a small text balloon forming over her head as my chat box duplicated her text.  Then a small blue box popped up asking me if it was okay if Shas hugged me.  Still kinda in a daze I clicked yes, and found myself suddenly animated, stepping forward to embrace Shas in a virtual hug so much more real than the typical *hug* of IMs.  “We’re setting up a stage at the moment, but if you’ll hang out for a few, we’ll take you out shopping to get your AV all spruced up.”

Without thinking, I nodded, then smiled at myself as I typed, “Sure.”  I looked around and found a stool nearby, with a funny little pink ball hovering over it.  I had learned how to use objects on the newbie island, so I tried right-clicking, and sure enough, a menu with the option to sit popped up, and my AV jumped over to the chair and sat down facing the “stage” in front of me.

That right there made me stop and think.  It’s a virtual world, my AV doesn’t get tired of standing, but I had automatically taken a seat through an unconscious reflex.  I had reacted exactly like I would have had I been there in the flesh.

Now, go to most MMORPG’s and sitting is a function often used to speed up your recovery of hit points and so on, but what I had just done hadn’t been anything like that, I had simply taken a seat out of the natural human response to seek comfort.

Immersion is a word often bandied about in video game circles, but if you really look at most games, this immersion is almost always limited.  It basically is how much the player feels like they are actually in the game, and it is the little details that truly accomplish this.  In most first person shooters, especially the Id series such as Doom and Quake, they sacrifice realism in level design for various traps, puzzles, and cubbyholes that give cover for player verses player combat.  This means that often times my feeling of immersion is disrupted by a sudden nonsensical obstacle, or by illogical architecture created simply to make it hard to go from A to B.  My favorite games have always been those where the environment around me made SENSE from a real world standpoint.

I had been in numerous bars and clubs, and their virtual counterpoints, and in most of the virtual ones, chairs might have been part of the décor, but to have a completely customized animation solely for sitting in one?  For the next few minutes I bounced around from the stool to a couple of nearby couches, smiling.  It seemed a lot of thought had gone into designing the animations used to make them as realistic and natural as possible.

Then I actually paid attention to what Shas and another employee were doing, and had to giggle.  They were fine tuning a dance ball, basically an object that contains an animation routine that can be used by anyone, much like the pink ball that hovered over the stool I was sitting on.  She and the other person were hovering in mid air, being moved back and forth as Shas adjusted their relative positions, making sure they actually looked like they were touching, but not overlapping too much, and making sure they weren’t in the floor but on it.  During this process they were frozen like mannequins, but when Shas closed the edit menu, suddenly they were doing a swing dance.

I watched, amazed as their AVs swirled and embraced, circled and swung, and began to get a glimmer of what was in store for me as a dancer at the club.  I started looking around and clicking on various items around the room I was in, noticing for the first time that many had Dance! as an option, and suddenly a lot of my nervousness eased up.  I really would be able to dance here, the way I had always dreamed of.

Except… well… I still looked a bit too much like a Barbie doll.  This being a strip club, I knew getting naked was part of the fun.  “So does this game blur out the naked AV like The Sims does?”  I asked.

I heard a laugh over the speakers as Shasta replied.  “Nope.”  Then her clothes vanished, and I discovered another thing that the default AVs lacked that could be supplied by the customizations… Anatomical correctness.  I was grinning like an idiot now.

“Oh my.  I really do hope we can find the things I need to make myself look right.”

I’ll be honest.  As a succubus, I am vain.  I knew how I wanted to look, how I had looked in my dreams for so many years, and I didn’t want to settle for good enough.  I wanted to be the star attraction, the “ZOMG she’s f**king gorgeous” babe that made tongues roll out like cartoon animations, and for once, I was starting to think that here in SL it might be possible.  It wasn’t going to be enough to just have horns and hooves and wings – I wanted to have some that looked damn good.

Shas kept reassuring me that we could probably find everything I needed someplace or another.  I heard about Skins, which are the graphics covering the 3d Avatar model, Prims, which is short for primitives - basically an item made out of simple shapes that is built up like legos into whatever the creator wants, such as Shasta’s raccoon head and tail - and clothing, which went over the basic shape and skin.

Following her adjustments to the dance ball, she showed me how to run a search and we headed to a mall, which in Second Life is pretty much the same as in Real Life, a building containing lots of smaller stores.

After 2 hours teleporting from one mall to another, I had begun to despair.  Oh there were horns, and tails, and wings and hooves galore, but nothing that really matched my desires.  I had settled for the moment for a set of wings and a tail bought from a store called appropriately enough “Devil Girls”, as well as new hair, new clothes, new shoes, and some other oddments, like a walk animation override that changed the default quick step walk into a more sexy hip swaying stride, but it was becoming obvious that I might have to find other options to match my self-image exactly.

So we teleported back to the club, along with a couple of new friends I had made when Shasta had invited them to join us shopping, Jo and Greytail.  Shas had to go, but GT and Jo stayed behind to help me get everything I had just bought fitted and adjusted.  You see, having the ability to adjust almost every aspect of your avatar also means that not everything bought off the rack fits just right, so you do have to tweak the spatial relationships relative to yourself when you wear objects.  It didn’t really take me long to figure out the controls for xyz coordinates and xyz rotations, nor did stretching objects, but had Jo and GT not shown me how to be able to adjust not only objects, but sub-objects within a larger object, I might have been screaming in frustration soon. Then GT showed me how to make objects, and in just a few minutes I had ditched the rather cheesy horns that I had bought as part of the devil girls set for a pair that actually looked like I thought they should that GT made for me on the spot.

And that’s how I learned about the uses for the object creation menu, and started realizing something vitally important about SL that made it completely unique from every other game I had ever played, and made me begin to look at it in an entirely new light.

Second Life isn’t a game in the usual sense.  It’s a simulation, an emulation of the real world, but unlike any other, it’s a simulation that is not 90% developer based.

Unlike The Sims, or all the virtual IM chat programs, or any other program I had seen in years, Second Life is almost entirely the creation of its players.

That’s right, it’s Players.  Its end users.  Not Linden Labs, the developers of Second Life, not the programmers who know how to hack and hexadecimal edit game files, not the few, the select, the elite.  Those people were all in SL to be sure, but they weren’t the people who had made SL what it was.  Linden Labs had created a framework, but even they weren’t responsible for what SL was.

No, SL was something completely new in my experience, and quite possibly everyone else’s as well.  It was a world created by the people who lived in it.  It was a reflection of their hopes, dreams and desires.  It wasn’t a product of a singular vision, or a unified set of ideas, this world was a hodgepodge collection of everything.

In the mall I had been shopping in, not only were there wings and hooves and tails, but they also had X-wing fighters, Stargates, and teleporters.  Amazon fantasy armor sold right next to the full body powered armor Hardsuits from Bubblegum Crisis.  Besides the various furry AVs for sale, there were Demons and Goths and Dark Elves.  Cyborgs-ranging from such simplicities as wrist claws and armored exoskeletons to things as intricate as the full Terminator T101 series endoskeleton-could be found for sale next to Japanese schoolgirl outfits and fairy tale princess dresses.  Be it Anime, Fantasy, Sci-Fi, or just everyday, it all had equal space.  I could have dressed in jeans by Bugleboy, or a Gorean slave girl outfit, or Stormtrooper armor, and walked through that mall and no-one would have batted an eye.  I had the absolute freedom to be exactly who I wanted to be, and the only real restrictions were social, so I would want to wear an outfit that hid the appropriate spots if I traveled to a PG rated zone, or if I was just wandering around, but I would have done that anyway.  The point wasn’t the clothes, it was my freedom to be myself that mattered.  And all around me were things that told me that that exact freedom was what mattered to everyone else as well.

Second Life was the world its residents wanted.  Not a world that they had to cope with, or survive in, it was the world they desired.  From sex animations to Space Stations to Angel wings, everything around me was something someone had made simply because they wanted too, and had decided to share with everyone else for a minimal recompense.  Regardless of status, race, social position, or interests, everyone was free to create, to dream, and to make into a kind of reality.  Everybody had an equal footing.

And that is also why I constantly use Second Life and my experiences there as examples in my writing - because Second Life is a model, a prototype if you will, for our world in twenty to thirty years.  It’s the future that we would make if there were no limits to the possible, if our every fantasy and wish could be made real, and as such, despite furries and demons and aliens everywhere, it offers an insight into the very things that make us human, stripped away of the extraneous deadweight of prejudice and preconception.  Like a non-stop fan convention, all of us in SL were role-playing characters, but unlike a fan con, the majority weren’t playing someone else’s creation, we were playing the person we really felt we were.

It took awhile, and I had to learn how to make objects on my own before I was satisfied, but I am myself in SL now.  I have the body that has been part of my dreams for all of my life, and I have the freedom to go anywhere I choose without having to hide who I am.  Unlike the “real” world, I was not forced to be someone I did not feel comfortable as simply because my genetics had dictated I look a certain way, or because society demanded I act a certain way due to that genetic accident. I could simply be myself.

And that made me think.  Based on some of the proposed technological advancements of the near future, there is an extremely high likelihood of medical technology being able to make such changes outside of a virtual world.  As a trans-sexual, I know that we can currently make a male such as myself into a passable female, but there are limitations that I find unacceptable personally.  Yet those limitations grow fewer every year, and the cost of performing such surgery has dropped as they become more commonplace.

When I look at Second Life, and how the people who populate it express their “inner selves”, I am struck by the fact that a desire to change how we look is one of the most commonplace urges shared by the majority of the human race.  Be it as simple as dieting to lose weight to the extremes of sex reassignment surgery, we all have a desire to make our outer self match our mental self image, and before much longer, we will have the technology to do so at a cost that many will be able to afford.

There are numerous possible methods through which such radical reconstruction might be achieved, such as nanotech, biotech, or cybernetics, but the simple fact that such desires exist is almost a guarantee that some sort of method for achieving such radical alterations in human form will come into being.  Like the evolution of the modern cell phone from the appeal of the concept of communicators in the original Star Trek series, Second Life is a showcase of concepts, expressing the desires of its inhabitants and allowing a virtual test drive of them, so that we can see what concepts work, and which don’t.  From such things as virtual land baronies to virtual banks to the legality and acceptability an adult playing a child like avatar while engaging in adult activities, SL is likely to set the course and policies that will eventually govern the development of “Cyberspace”, the term coined by William Gibson for the virtual reality world which co-exists and interacts with the real word in his “cyberpunk” novels.  Like the communicator/cell phone example above, I believe the simple existence of Second Life will create a demand in real life for the kind of things available in virtuality.

It’s simple supply and demand philosophy.  Demands were made that lead to the development of the supplies needed to meet the demand.  Every item made in SL by a player was created to supply a demand, be it as simple as better looking hair to such complex items as large scale virtual space craft.  Using myself as an example, my demand to look exactly as I had envisioned in my dreams lead to my creating a completely custom avatar, in which every item that I wear is my own creation.  I own the intellectual property rights for all of it, and having now met my own demand, I have a supply available to meet the demands of others who wish to look like me, or just like a particular aspect.  In a similar fashion, by the demands being met in SL, I see a demand being created in the real world for what’s available in the virtual, and that means that someone is going to be finding a way to meet that demand.

And it was this realization that first led me to begin formalizing the various observations I have been making for decades into written form. My experiences in Second Life made me begin to look far more closely and deeply into the way in which technological advance actually affect our social and political realities. Having the freedom to actually be myself showed me just how fundamentally different the world would be as that continuing advance forced us to adapt.

And that is why I am sharing that initial experience with you. Whatever you think of me, my desires to be a succubus, or my views about the radical changes we are about to undergo, I’m just a human, like you. It’s just as novel, hard to conceptualize, and even a little unnerving for me too. But I’m willing to face it without fear, and use logic, reason, and an open mind to analyze it, pick it apart, and tell you what I see.

Originaly published in acceler8or.com

Valkyrie