Rotterdam Bar

I finally went someplace with more than a couple of other people in it; the Rotterdam Bar, which recreates a real place in Belfast, to catch a live music set from Chris Dickson.

The crowd did mean that there was a horrendous lag, which made moving around a bit unpredictable. I accidentally rushed the stage at one point, a bit embarrassing when the performer is a sensitive singer-songwriter. I did manage to say “Hi” to a couple of people, but it was far too crowded to have any sort of sensible conversation. Still, it was the most fun I’ve had in Second Life so far.

The thousand natural shocks

Here’s a picture of me at the Three Lions Pub, a popular virtual hostelry.

Me at the Three Lions

Apart from getting a new shirt and trousers I haven’t customised my avatar at all, so my appearance is exactly the same as about a million other guys wandering around the grid. I look nothing like this in real life of course – what would be the point in recreating my current less than perfect physique when I can revert to the svelte frame I last enjoyed 20 years ago? The pose reminds me of those days too – when I was a student I rented a flat across the road from a pub with a beer garden, and spent many a happy summer afternoon passed out on the tables.

Three points to note:

  1. The Three Lions seems to be one of the better-known destinations in Second Life. I’ve read about in in several online guides, and I vaguely remember seeing it mentioned in a newspaper article a few months ago too. Despite this it was pretty much deserted when I was there on Friday afternoon. Maybe all the regulars were out at a real bar.
  2. That pint of lager on the table is for decoration only. As far as I could tell there was no way to buy alcohol at this establishment, which must be bad for business in a pub. Obviously virtual intoxication isn’t as appealing a concept as the real thing, but even so it must be possible to write a script that would produce some comedy “drunk” effects, like staggering around, increased aggression and other avatars looking strangely attractive. I’d buy that for a dollar.
  3. I am wearing no shoes. In keeping with the whole “recreate my youth” theme I’ve been trying to find some footwear that resembles Converse All-Stars, thus far without success, so I’m going around barefoot. This has no adverse effect on my feet at all, whatever type of terrain I traverse.

The last point is the most important, since it illustrates what I think is the fatal flaw in the Second Life economic system: the cost of living is essentially zero. Residents can exist indefinitely without eating, drinking, buying new clothes or paying for somewhere to sleep. All spending is discretionary. The whole layer of productive economic activity supplying the staples of life just doesn’t exist, and without it there is nothing to support the flimsy service economy that passes for commerce on the grid.

What is needed is some sort of tamagotchi-style feeding and nurturing system, where neglecting your avatar has negative consequences. Failing to spend enough money on food would lead to emaciation and eventual death, clothes would wear out and fall apart, and not buying or renting a place to live would get you busted for vagrancy. Avatars would get old and sick, and ultimately die.

Recreating real life to this extent might seem to undermine the whole point of Second Life, which is to get away from the frustrations of this mortal coil. I can’t help thinking though that a life without pain and misery wouldn’t be very interesting at all. Maybe that’s why I’m such a fun guy to be around.

More on the economy

Further to my last post, although the Second Life introductory pages claim that “thousands of residents are making part or all of their real life income from their Second Life Businesses”, their own statistics put this into perspective. In the month just past, out of 987,958 residents who logged in, 49,156 had a positive cashflow, but only 950 made more than US$1000, and a mere 157 took home over US$5000. 24,132 residents earned less than US$10, which I guess is part of their income, but about as big a part as the money they find down the back of the sofa.

There just isn’t enough big spending going on. The total transaction count for October might be an impressive 7,880,293, but 94% of those deals were worth less than US$2, or the price of a (cheap) cup of coffee. Only 101 trades topped US$2000, in an economy with nearly a million residents. That’s like a hundred used car sales being the most notable economic activity in a city the size of San Francisco.

I’m going on a bit about this, because I’m interested in the idea that it is possible to slip the chains of the dull everyday world and prosper purely through virtual activity. It has an almost religious quality to it. I’d like to meet some people who truly believe, to see what sets them apart from sceptics like myself, and to find out how they deal with the disappointments they must experience.

Working for the Linden Dollar

It may be a slightly unfair to describe Second Life as a community of people who are trying to make a living by the precarious business of buying each other’s fetish gear, but I’m struggling to see how anybody could hope to make any serious money from in-world commerce. At the current exchange rate (US$1 = L$250) a business would have to be taking in nearly L$300,000 a month to pay its owner the full-time minimum wage, and it would need an annual turnover of tens of millions of Linden dollars to match a professional salary. Fashion items seem to be retailing at anything between L$50 and L$500, so a store would have to sell a lot of shoes to turn a decent profit. It’s true that design and manufacturing costs are practically zero, and retail overheads are low, but that just means that there are effectively no barriers to getting into the market, ensuring plenty of competition and undermining prices. There are thousands of shops offering wares of various types, and every one I have visited so far has offered goods that are rarely distinctive and usually ugly, and has been completely deserted.

Despite this I regularly read stories in the popular media featuring people who claim to be making their livelihood by selling virtual clothes, or shoes, or jewellery, or something, in Second Life. I could just about believe that it was possible to make some money if you had a unique product that could command a premium price – music is probably the best example, possibly art, maybe quality branded clothing if you could deter counterfeiting – but not a decent living, and not by selling the cheap crap that fills most of the stores. I can only conclude that these tales are based on wishful thinking, or perhaps are fabricated with the intention of boosting the virtual land market.

Real-estate speculation might seem a more promising route to riches, but most land packages seems to be on offer for under L$1000 (about US$4), and no one is going to become a virtual Donald Trump doing nickel and dime deals like that. Anyway there is always the risk that your investment could be seriously diluted if Linden Labs decide to plug in a few new servers and create new tranches of land overnight.

So that just leaves the personal services industry, especially that mainstay of online commerce, adult-themed entertainment. There are more than a few strip clubs dotted around the grid, but the few I visited (strictly for research purposes of course) aren’t charging enough to make them lucrative enterprises, even if they can attract the punters, which, when I was there, they were failing to do. I can see a couple of possible flaws in the business model anyway. The level of detail in Second Life, while impressive, is a long way short of photo-realism, and in an industry where image quality is crucial, that makes it hard to compete with established media, let alone real-life venues. The possibilities for interaction and a personalised experience, and the anonymity, might make up for this a bit I guess. The really big problem though is that there are plenty of people around who are more than willing to give the product away for free, so I can’t see why anyone would feel the need to pay for it.

These are first impressions of course. Maybe I’m just too old-fashioned in my outlook, and I’m not really understanding the new paradigm of the Second Life economy. There might be some way to make good money on the grid that I’m overlooking. I’ll try to keep an open mind, but I won’t be quitting my day job any time soon.

Screams from a mall

Maybe it’s because I’ve spent most of my time looking for some new clothes, but so far my experience of Second Life is just like wandering around a big, deserted shopping mall. I keep expecting a zombie to lunge out and bite my leg. Maybe I’m going to the wrong places, but practically all the stores seem to be catering exclusively for young women, specifically young women who don’t feel the cold. All I’m looking for is some elasticated slacks, a nice cardigan, some comfy loafers, you know, middle-aged guy stuff. I guess I’ll have to keep searching.

Stranger in a strange land

I’ve spent several hours wandering around the Second Life landscape over the last few days, and a couple of things have become clear to me.

The first is that the interface has a steep learning curve. I know that it has probably been designed for younger and more plastic minds than mine, but even so it is still insanely complicated. I haven’t really got the hang of moving around without banging into things and falling down hillsides yet, which must make me look pretty uncool, and certainly makes me too conscious of my newbie status to try interacting with anyone. I have managed to customise my virtual appearance, but only to the extent of trading my generic white shirt for a green one. I’m clearly going to have to devote a considerable period of in-world time to acclimatisation, and since I have at most four (discontinuous) real-time hours to spend on this per week it’s going to be while before I’ll be able to call myself a naturalised resident.

The second thing I have realised is that my original ambition for this blog is completely unachievable. In my first post I said that “my intention is … to wander around … Second Life and report back on what I find, enlightening readers with erudite comments on the interaction that occurs there.” Even a brief visit to the grid has made me aware that that plan is about as realistic as saying “Hey, I’ve just heard about this country called Argentina. I’m going to go over there for the weekend, then come back and write the definitive book all about it.” The subject matter is much too big and complicated, and anyway better people than me are already working on it.

I’m not too discouraged though. Second Life has permeated mainstream culture sufficiently for it to have become the generic term for virtual interaction, and the interest in it can only grow. At the moment its main role is to act as a hook upon which lazy journalists can hang horror stories about whatever moral panic is currently exercising the public mind, in much the way that comic books, video nasties and Beavis & Butthead have been blamed for the corruption of previous generations, but I’m sure it won’t be long before less prurient curiosity about how social relations function in a virtual environment moves beyond academia and into popular consciousness. That should create a publishing niche for the sort of stuff I want to write, but failing that I can always turn out articles on online deviance, the demand for which I’m sure is inexhaustible.

It works

Rather remarkably, it all seems to be functioning perfectly. I had been anticipating several hours of tweaking before the client would work, but it fired up first time.

I’m still blundering around the orientation section, but, all going well, I should have some pictures to post before long.

Ready to go

I guess it was inevitable that I would follow up a post about slacking with a month-long silence, but my inactivity hasn’t been born of pure idleness. The amount of time I have to spend in front of a computer screen is limited, and for the last few weeks I’ve been concentrating on upgrading my machine to the Second Life specifications.

Putting in the hardware didn’t take too much time. I’m usually fairly relaxed about handling computer components, since my experience is that all the stuff you read about circuit boards being exquisitely sensitive to static is nonsense. Even so, I always feel a bit tense when I hit the power switch after messing around with the motherboard, and this time it seemed that my apprehension was justified, since the machine responded with nothing but the plaintive bleeps of the BIOS error signal.

I soon tracked down the problem though – incompatible memory. I had meant to buy PC133 DIMMs, but had made the mistake of having a few drinks before going on eBay, and carelessly bidding for PC100 modules instead. (I had noticed this about 1 second after hitting the “bid” button, leaving me hoping that someone would outbid me in the last few seconds, like they always do when it’s something that I want, but no luck). Once glance at the motherboard documentation would have told me that PC100 memory wasn’t going to work, but I was in too much of a hurry to bother with that.

Once I had the hardware sorted out I moved on to installing the new OS. I’ve been using the Mandrake/Mandriva distro ever since I started with Linux a few years ago, and have always found it straightforward and reliable, so I decided to go for their latest release. Mandriva, like most of the desktop-oriented distros nowadays, comes in a “live” version that runs from the CD, so I was able to confirm that it would work with my new hardware before I put anything on the hard drive. I’ve installed a few different Linux distros on various laptops and desktops now, and always found it much easier than installing Windows, though to be fair the last Microsoft product that I tried installing from scratch was Windows 98, so more recent versions might be better.

So, hardware sorted, OS installed, GUI (Gnome) configured, latest version of the Second Life Linux client downloaded – I’m all ready to go. I have a couple of hours spare, so I’m going to try it out right now – watch this space to see how I get on.

Elevate me later

There was a brief period in the early 1990’s when I felt that I was just ahead of the curve, culture-wise. My habitual approach to life – a mix of unfocussed ambition, vague dissatisfaction and general underachievement – was given a label, and for a while it seemed as if I was where it was at. I was a slacker, part of what might have become a movement if it had got its act together. Once it was identified though, slacking started to become hard work. It wasn’t enough any more to spend your free time getting stoned, reading comic books and listening to Pavement records; you had to consciously cultivate some sort of lifestyle. Ultimately it all became commodified, just like every other strand of youth culture. There wasn’t much resistance to this process, which was inevitable I suppose, since the essence of slackerdom (for me anyhow) is that feeling that there is something wrong with your life, or the scene, or the government or something, but you can’t quite be bothered to find out exactly what it is, let alone do something about it. Or maybe that’s not it. Whatever.

Anyway, I was thinking about this while doing some half-hearted research into the whole social-networking phenomenon, and more specifically into Facebook. I knew that this wasn’t exactly bleeding-edge stuff, but I didn’t realise quite how lame and dated any post on the subject would look until I saw that even the Daily Telegraph had already printed dozens of articles about it.

I suppose I can take some comfort from the knowledge that this blog is proof that I haven’t sold out that underachieving slacker ethos.

On the Game Grid

Flicking through the TV channels the other night I came across an airing of the sci-fi classic Tron. Watching it reminded me how immensely excited I had been when it first came out in 1982.

Back then I had a subscription to OMNI magazine, which had run a big feature on the movie ahead of its US release, making it look just about the coolest thing ever. In those days, before the studios got paranoid about piracy, there used to be a much longer gap between a film’s premiere in the States and its worldwide distribution than is customary now, so by the time Tron finally hit my hometown I was in a state of advanced anticipation. I queued to get a ticket for the opening night, lured by the promise of a heavily-hyped laser show, playing in lieu of a supporting feature, which duly blew my mind, despite consisting in its entirety of nothing more spectacular than a small green dot tracing out simple geometric patterns.

With all this build-up the film itself was at risk of being a major anticlimax, but it lived up to all my expectations. The clean lines and blocky aesthetic of the virtual world looked exactly like I imagined the inside of a computer would appear, and the real-life sequences that book-ended the story were quite appealing too. A world where a guy could be popular by virtue of knowing how to operate a computer seemed, to my teenage mind, to be a pretty neat place to live. True enough the hero, Kevin Flynn, had seen his attractive blonde girlfriend leave him due to his obsession with video games, but he didn’t seem too perturbed by this (probably because he looked like a young Jeff Bridges) and anyway she had dumped him for an even bigger nerd, which was a reassuringly life-affirming message at that point in my social development.

(Interestingly, having played my teenage role-model in Tron, Jeff Bridges went on to portray my adult ideal in The Big Lebowski, but that’s another story).

I’ve seen Tron a few times on the small screen since then, and I think that it still stands up fairly well. The angular virtual landscape, which makes a virtue of its artificiality, appeals to me more than the faux-reality of modern online worlds. The plot, an archetypal heroic quest, is presented with brutal efficiency, compressing into 96 minutes a story arc that The Lord of the Rings stretched out over three interminable instalments. And it teaches an important life-lesson – if you’re engaged in an epic struggle with a malevolently sentient computer, take care not to sit at a desk right in front of a huge matter-disintegrating laser controlled by said computer.

This blog is in grave danger of turning into an Abe Simpson-style nostalgia-fest, but just in time I have received a large package from Amazon containing my new graphics card, which, assuming I can get it working, will finally let me get into Second Life, and get this project back on-topic.