Taking Ownership of the Problem

In an intriguing footnote to the Burning Life festival, reports have emerged that a person or persons unknown distributed a mysterious box around the site, said box allegedly containing a virtual cornucopia of ripped-off items. Outraged commentators immediately cited this as yet another example of Linden Lab’s woefully negligent approach to protecting IP rights. Interestingly, and I’m sure entirely coincidentally, the alleged super-crime was brought to the world’s attention by none other than Stroker Serpentine, who of course is currently suing the Lab, claiming in his action that, among other things, the Lindens have had a woefully negligent approach to protecting IP rights. If that wasn’t enough to get the conspiracy theories going, Stroker’s rather ham-fisted attempt to pin blame for the alleged offence on (apparently) well-known open-source advocate Damen Hax further fanned the flames. Throw in the whole third-party viewer controversy, and the scene is set for another skirmish in the long-running war between the forces of DRM and the open-source guerillas.

Godless communist that I am, in my ideal virtual world all items would be free to transfer and copy, and content creators would contribute their talents without material recompense, their reward being the knowledge that they had helped build a better experience for everyone. I guess that’ll have to wait until after the revolution. In the meantime we’re stuck with some sort of copyright protection system, though we clearly need something better than the current unsatisfactory model.

The lesson from the music industry is that there is no future in ever-more-complex DRM – making customers jump through hoops to access content that they have purchased just pisses them off, and it’s never long before the pirates crack it anyhow. It’s much better to make paying for stuff so painless that people won’t go to the bother of seeking out stolen goods – some sort of micro-payment or subscription system seems to be the favoured model.

How might that work in Second Life? The first step would be to establish a central content inventory, run by Linden Lab directly, or some semi-autonomous surrogate. Upon payment of a subscription residents would gain access to this inventory, and would be able to rez up a set amount of prims. The exact number available concurrently could vary depending on the level of the subscription – free accounts could be limited to, say, 10, with a sliding scale up an unlimited quantity. Continued access to the items would be dependent on keeping up the payments. Content creators who wanted their items to be included would have to register, and once they had they would get a cut of the subscriptions, based on the relative popularity of their stuff.

I’m sure that it wouldn’t take too much tweaking of the permissions system to make this function. The key would be to set the subscription (tax might be a more descriptive word) low enough so that evading it by picking up pirated goods was more trouble than it was worth, but high enough to generate enough revenue to keep the designers happy.

A scheme like this is much more likely to succeed in a virtual world than in real life, where a lot of work would have to be put into prediction of demand, and planning resource and capacity allocation. This doesn’t always work out well in practice, though I’d argue that it is possible to run a successful planned economy if enough information is available. In a virtual world however, items can be manufactured instantly, with practically no resource implications, so it’s perfectly feasible to have no advance plan for production, and to just react to demand.

The biggest hurdles to overcome might be cultural, psychological and political. Designers would have to accept that they were essentially employees, or at least subcontractors, of a big state-owned corporation, and residents would have to be happy to pay the tax to support it. Somehow I can’t see either of these things, especially the former, coming to pass, and I doubt Linden Lab, grounded as they are in the free-market spirit, would have the appetite to run such a system anyway.

If the public option isn’t palatable, there might be a private alternative – designers could band together in consortia to offer a smaller subscription service. I think it would really need the scale of a grid-wide operation to make it practical though, so over time the trend would be towards a private monopoly, which has a lot less to recommend it than a public one.

I’m sure that someone has thought of this before, done the sums, and worked out that it wouldn’t be profitable. I don’t see that as a valid objection though, since the aim I have in mind is improving Second Life for everyone, rather than making money for anyone in particular.

The broader point is that it’s no good pursuing technical solutions to what are essentially cultural problems. It’s very difficult to make people do things that you want them to do on an individual level, even harder to get them to stop doing things you don’t want them to do. A better approach is to try to construct a psychosocial milieu in which the desired behaviour is more likely than unwanted actions.

The solution to the content theft problem lies not in stronger encryption of content, nor with harsher penalties for breaking the TOS. What the Lindens must do is engage in some social engineering, to foster a stronger sense of collective ownership, to build a community that believes that an offence against one is an offence against all. Give everyone a chance to own an equal share of everything, at a price that seems fair, and no one will feel the need to steal, for they would only be robbing themselves.

Ladies and Gentlemen We Are Floating in Space

I logged on to the grid for the first time in ages last week, only to find that my entire inventory had been rendered inaccessible for some reason. This included all my shapes and skins, with the result that my avatar took on an elemental form:

blob01

I thought this looked pretty cool, like William Hurt when he has spent too much time tripping in the flotation tank in Altered States.

Two things had changed since my last visit; the adult content filtering regulations had gone into effect, and I had finally got around to upgrading my viewer from the Linux alpha build that I’d been using for the last couple of years. I figured that one or other, or perhaps both, of these had nixed my content – not, I hasten to add, because it was particularly risqué, but because it was all old stuff, and I thought it was maybe unverified or something. This turned out to be an unnecessarily paranoid interpretation of events, since when I looked today everything was back to normal, there having been some sort of “Asset Server Issue”, according to the grid status report.

Anyway, I was glad to be reminded of Altered States, one of my all-time favourite stoner movies. John Lilly, on whose experiences the film is loosely based, is a hero of sorts to me – his work on altered states of consciousness during sensory isolation (he invented the flotation tank for this purpose) is very interesting, his later fascination with talking to dolphins perhaps less so.

Thus inspired I hit Xstreet to see if I could pick up a flotation tank for my apartment, but the closest I could find was this sci-fi style healing tank (L$200 from A’den Technologies):

flotation01

There wasn’t any sensory deprivation, but it was restful to bob up and down, listening to some suitable mood music.

The killer awoke before dawn

I’ve been caught up with work and social engagements recently, and so completely missed the latest big Second Life story; Stroker Serpentine’s lawsuit against Linden Lab over the thorny issue of IP rights, and the Lindens’ efforts, or lack thereof, to protect them.

The details of the case, and its merits, have been well covered in the Alphaville Herald and New World Notes, and there’s no shortage of comment around the SL blogosphere (like here, here and here). In such circumstances any opinion I care to offer is bound to be superfluous, as well as being thoroughly uninformative, seeing as how I have no knowledge whatsoever of contract and copyright law as it is applied in the state of California. But what kind of blogger would I be if I let ignorance of the topic or fear of repetition stand in the way of weighing in with my two cents worth?

Everyone agrees that content theft is an issue; Stroker’s case revolves around the question of whether the Lindens are mere providers of the framework in which the criminality occurs, and thus not responsible for it, or if the fact that the Lab profits from copyright infringement by collecting dues from the malefactors makes it part of the evil enterprise. The precedent that is being quoted is the case of Louis Vuitton Malletier, S.A., v. Akanoc Solutions, Inc., et al., where the luxury goods maker was awarded $32 million damages against a firm that hosted websites selling counterfeit Vuitton items. The Taser case seems relevant too, as well as the Lab’s previous actions in banning in-world gambling and banking, which presumably stemmed from a realisation that the US Department of Justice was likely to regard hosting illegal activity as an offence in itself.

The Lindens’ defence will probably rest on the “safe harbor” provision of the DMCA, but they may be on shaky ground there, since any claim to be at one remove from the murky business of SL commerce would be rather undermined by their ownership of XStreet, and their record of assisting aggrieved creatives with DMCA filings is allegedly very poor. There is some speculation that the Second Life Terms of Service, specifically the sections prohibiting residents from suing the Lindens, might be the Lab’s get-out-of-jail card, but it seems unlikely that any court would enforce a contract containing such obviously unfair terms.

All these legal questions are mildly diverting, but what is much more interesting is the underlying psychology. It reminds me of a gritty crime movie, the part where the heist has gone wrong and the thieves have started to fall out. One can only imagine that Stroker’s sex-bed business must have hit the skids before he would pursue the nuclear option of suing the Lindens. I’ve no doubt that having his designs ripped off has at least partially contributed to this, but I suspect that the inherent limitations of the virtual economy (which we’ve previously discussed here and here) have had a more significant impact.

It feels as if there is more to this than mere financial considerations though. What Stroker and other designers want is not just money, but respect, due acknowledgement of their creative talents. Unfortunately, outside of a small subsection of the SL population, being a virtual clothes/hair/whatever producer just doesn’t count for very much, in terms of cash or kudos. This may or may not be unfair (I tend to think it is some way off being the worst injustice in the world), but it’s a fact, and no amount of complaining on the internet or suing Linden Lab is going to change it.

Looking at it more analytically, there also seems to be an Oedipal theme to this lawsuit. By all accounts Stroker was a Joe-the-plumber type before Second Life gave him the chance to reinvent himself as a virtual pornography mogul; it seems ungrateful, to say the least, that he should set in train a process that could theoretically ruin the company that made his good fortune possible. The Lab may have begat Stroker, but he has good reason to think that he is not Philip’s favourite son; the sex business of which Stroker is the most prominent public face is often cited as the biggest threat to the Lindens’ future prosperity. Stroker would not have to be particularly paranoid to see the regulation of adult content on the grid as an attempt to castrate him (figuratively and literally; ridding SL of penises seems to be one of the prime objectives of the new rules). Perhaps the case represents Stroker’s unconscious desire to kill his virtual father before he himself is annihilated by paternal rage.

What would be the most desirable, or least undesirable, outcome of the case? Should Stroker prevail it would surely be a Pyrrhic victory. The suit is a class action, so every frustrated shopkeeper who ever had a texture pilfered would be able to jump on the bandwagon, exposing the Lindens to potentially unlimited liability. Even if this doomsday scenario didn’t come to pass, an adverse judgement would force the Lab to radically change the Second Life retailing landscape, probably by introducing some sort of merchant registration and approval system, shutting out the small scale entrepreneurs who are, everyone says, the lifeblood of SL creativity.

And what if Stroker loses? There has been the usual Atlas Shrugged-style posturing from various bloggers, with talk of how an exodus of talent will leave the rest of us wailing and gnashing our teeth, bereft of prim hair and erotic animations. In reality, of course, little would change, since any designers who did flounce out would be quickly replaced by others with equal skill and a rather more realistic estimation of the value society places on virtual creativity. It would be for the best in the long run, since Second Life can only benefit from a population that is more interested in enriching the collective experience than amassing personal wealth.

So I’m hoping that the case goes to court, and that Stroker loses. I doubt that this will happen though; the Lindens’ corporate lawyers will want to avoid the uncertainty of going to trial, and will push for a settlement, which I suspect is what Stroker has had in mind from the start. Even if they don’t admit liability the Lab will have to introduce more regulation to avoid facing similar actions in the future, and the nature of Second Life will change forever.

Whatever happens, it feels like a chapter, if not the whole book, is drawing to a close.

It’s the end of our elaborate plans…

Learn to forget

I heard something or other about Twitter this week, I can’t recall exactly what. Maybe if I watch some YouTube it’ll come back to me…

Brother, can you spare me an ISK?

More virtual-life-imitates-real-life news from the futuristic universe of EVE Online, where EBANK, one of the game’s largest financial institutions, has frozen all deposits after new management discovered a 1.2 trillion ISK (InterStellar Kredit) hole in the accounts.

At first glance this seems to be a repeat of the Second Life banking fiascos of 2007, but, to be fair to the directors of EB, they do seem to have been trying to run a proper retail banking operation rather than just a glorified Ponzi scheme, with interest paid to depositors theoretically covered by interest charged to creditors.

The initial stories of EB’s troubles focused on the embezzlement of 250 billion ISK by the bank’s former CEO, but what really seems to have done the damage is the spectacularly high level of bad-debt provision. Just about the whole of EB’s loan book looks to be unrecoverable, a failure of risk-management that makes even the most delinquent of real-life banks look ultra-cautious.

It is, I think, another example of cargo cult consciousness, the belief that you can capture the essence of something by replicating its superficial form. In this case EB did the things that a real bank does, like taking deposits and making loans, but without the social infrastructure than underpins such a business in the real world, like a legal system that allows creditors to pursue their debtors and seize their assets. More importantly, institutions of finance capital can only exist in the context of a system where there is actual value being produced, rather than an imaginary universe where work ultimately counts for practically nothing.

It’s surprising that anyone still believes that banking and other financial wizardry can magically create wealth, rather than just existing parasitically on the labour of the workers, given that recent events in the real world have shown up the masters of the universe for the frauds that they are. (ISK also stands for Icelandic Krona, and we all know how well that’s been doing recently.) A certain suspension of disbelief is required to enjoy the experience of EVE Online; perhaps for the more avid players their time in New Eden detaches them from reality altogether.

I want to spin my little watch right before your eyes

My Twitter feed is gradually accumulating a small band of adherents, all of whom, I am sure, are keen to digest my scintillating prose, rather than just following people at random as part of a Twitter-spam operation or SEO scam.

Quimbe, one of my new buddies, has been especially keen to share with me an amazing opportunity he has unearthed. Do I want to ” Discover A Rebel Psychiatrist’s Amazing Secret?” One that will let me “Put People Under Your Control Quickly & Easily … and Get Them to Do Anything You Want?” Well, who doesn’t? This arcane knowledge can be mine for only $197, thanks to the amazing generosity of master hypnotist Igor Ledochowski.

Actually, what Igor is peddling is not particularly new, drawing as it does on the work of the fairly well-known American psychiatrist Milton Erickson, pioneer of hypnotherapy back in the ’50’s. Erikson had a somewhat idiosyncratic concept of the unconscious as an entity whose therapeutic power could be tapped by entering into a hypnotic trance, which he famously could induce in a subject using only his secret handshake. Erikson’s ideas were always on the fringe of respectability, and his modern-day followers, most notably practitioners of Neuro-linguistic programming, which draws heavily on his work, are largely confined to the life-coaching and self-improvement industries.

Igor may not have much clinical credibility, but he does show some appreciation of modern business trends. He used to charge thousands of dollars for his seminars (he says), but there was a physical limit on how many of these he could do, and also a small pool of potential customers, for whose attention he had to compete with all the other gurus out there. With the advent of digital distribution channels he has been able to benefit from a new, and much more lucrative, revenue model – mass circulation and (relatively) micro-payment.

All this came to mind today when I read about the travails of the Second Life music scene. Apparently musicians and venue owners are struggling to get audiences to pay anything at all for their live music experience. Mankind Tracer, alter-ego of musician Seth Regan, is proposing that venues start charging a cover, and he feels that L$500 would be about right for one of his performances, though comments on the thread suggest that people think this would be too much for the market to bear.

My first thought was that if punters won’t pay US$2 to see your band then you probably need to practice a bit more. I’m not out much these days, but back when I was an avid gig-goer I would regularly pay US$10 or more to get into a club without even knowing who was playing. I guess the difference is that in real life even if the band sucks you can still have a good time, because you are in a bar, with your friends, but in SL if the act is no good then the night is a washout.

Even if we take the stinginess of virtual audiences as a given, it should still be possible to make good money if you put on show that is good enough to draw a big crowd. If you played to ten thousand people you’d still do OK even if 90% of them paid nothing at all and the rest coughed up a dollar apiece, and even better if you dropped the suggested tip to 25c and half of them put their hands in their pockets.

The problem is that this mass-audience/micro-payment plan requires a scalability that Second Life currently does not provide. Full sims can theoretically support up to 100 avatars, though on the rare occasions when I’ve been somewhere with more than a couple of dozen or so other people (which have all been music events, interestingly) the experience has not been particularly enjoyable. So even if your band could pull in a five-figure crowd (which is not entirely unrealistic, given the potential world-wide reach), the sim would crash long before you started making money.

Blue Mars, which has (finally) gone into public beta this month, promises the capacity that could make this model work. If that turns out to be true, virtual musicians on that platform might get the rewards they deserve.

There are certainly some bands I’d pay L$500 to virtually see…

Twixt and between

Although I have a link to heavyweight academic virtual world weblog Terra Nova in my blogroll, I must admit that I hardly ever look at it. This is partly due to time constraints, since when I do start reading it I often end up spending hours browsing through the papers they link to, but is mostly because I hate to be reminded that it is possible to build one’s career around research in this area, instead of having to work for a living.

Anyway, I visited the site the other day, and came across the story of Loyola University (NO) professor Dave Myers and his alter-ego Twixt. It’s a bit involved, but I’ll try to summarise; Myers is a fan of MMORPG City of Heroes/City of Villains, commonly referred to as CoH/V, in which players take on the role of, you’ve guessed, comic-book good- or bad-guys, and battle it out to save/destroy the world, or whatever. As I understand it the bulk of gameplay involves players banding together to fight computer-controlled adversaries, known as PvE play. However there are also areas set aside for PvP play, that is for direct conflict between the players’ characters, with one side, Heroes or Villains, supposedly emerging victorious.

Myers noticed that in one of these PvP areas, known as Recluse’s Victory, or RV for short, not a lot of fighting went on, contrary to what might be expected. Instead the players would fraternise across the Hero/Villain divide, using the space as a social club instead of a gladiatorial arena. Myers decided to see what would happen if he disrupted this social equilibrium by attempting to achieve the ostensible goal of the zone, that is defeating the other team. His heroic avatar Twixt began enthusiastically killing villains, a course of action which had not entirely unpredictable results; he became spectacularly unpopular, was vilified on CoH/V-related web forums and received death-threats.

Myers wrote up his take on the events that unfolded in a paper “Play and Punishment: The Sad and Curious Case of Twixt” which he published last year. The story came to wider attention when his local paper covered it last month; this in turn provoked responses in the blogosphere and a lively debate in the comments section of Myers’ own blog.

Myers is an academic who has been writing about video games for years, so, as might be expected, his analysis of the matter is somewhat impenetrable to a reader unfamiliar with the finer points of the field, but as far as I can see his argument is this; he was playing by the Rules, as set by the game designers, and where these conflicted with the social conventions established in the RV, he had the right, if not the duty, to breach the latter, since the Rules are the same for everybody, and thus more democratic than the conventions established by what may very well be an unrepresentative clique of players, and which, like all social conventions, apply differently depending on where you are in the social hierarchy.

His critics attack him on several fronts, most cogently when they say that he is wrong to distinguish between the Rules and the conventions that have grown up around them through player consensus; both are important in the production of the game experience. Some note his apparent delight in the annoyance he caused to the established community and accuse him of being a griefer, or even a sociopath. Others charge him with violating academic ethics, on the grounds that his study caused upset to a lot of people who were never asked for their consent to be part of it.

I am not particularly impressed by Myers’ position; he has a point in his observation that socially-generated rules can be oppressive, and favour one group over another, but the solution to that lies in constructing a more democratic society, not in sticking rigidly to some code of conduct handed down by an external authority. It’s unclear why he gives so much weight to the intentions of the game developers, who are after all fallible humans, and who he himself attacks for failing to defend the integrity of their creation. He does himself no favours with the style of his response to criticism, which is needlessly antagonistic.

Myers’ whole attachment to the ideal of the Rules seems a little extreme, given that we are talking about a video game. He repeatedly makes the point that social rules poison the purity of game rules, and that this is important because of the crucial role that games play in human development. I presume that he expands on this thesis in his other work, but it seems awfully heavy baggage to hang on a minority pastime involving imaginary men in tight lycra costumes. One can only imagine that he intends it as a metaphor for some weightier social issue, like the Death of Respect or somesuch.

It all positively begs to be analysed, something that Myers himself seems to have anticipated in his blog post “Four types of game-related bloggers“, where he identifies “The Psychoanalyst” as someone who “believe[s] that play is best evaluated with reference to the outside-the-game intentions of players rather than the in-game outcomes of their play [and] that different players play games for different reasons, which may or may not be (but most often aren’t) determined by the game”. That sounds reasonable to me, especially if we broaden our definition of “playing the game” to include things like “writing about the game in a blog”, or “publishing game-related learned papers”.

So where do we start with Professor Myers? What did he mean when he likened his journey as Twixt to a “bad high school experience”? Is it significant that he teaches at Loyola, a Jesuit University? Does he worry that some in the academic community might feel that the study of video games lacks gravitas? What’s with his identification with a superhero, battling not only the villains, but also the treachery of his supposed allies?

With a little imagination (OK, with a lot of imagination) it’s possible to flesh things out a bit. We can see an unhappy young Dave at high school, resentful of the popular clique he outwardly disdains, but secretly longs to be accepted by. There may be unrequited love – for the girl next to him in science class who he can’t pluck up the courage to talk to, or perhaps the captain of the football team. His parents are emotionally distant, and he can never meet their expectations however hard he tries. His Jesuit education teaches him to respect and fear authority. He chooses as a career the study of technologically-mediated escapism, but he is painfully aware that he is living vicariously at two degrees of separation, only able to watch as others live out their fantasies in a virtual world. On the outside he is a mild-mannered professor, but inside he seethes with rage, with dreams of destructive omnipotence that at once seduce and terrify him.

Of course it’s equally possible, indeed rather more likely, that Myers was perfectly happy at school, dating every member of the cheerleading squad on his way to being voted “most popular” and “most likely to succeed”, before delighting his loving parents by embarking on a stellar college career. He’s probably not even a Catholic, never mind a Jesuit. He is perfectly happy with his job, which consists of being paid to play video games, then jetting around the world to address conferences about it, and is at ease with his self-image; a playfully intellectual merry prankster, who punctures pretension and fights injustice wherever he sees it.

Does it matter that I’m able to conjure up such widely disparate images of Professor Myers’ psyche, or that I could come up with a dozen more if I thought about it for another ten minutes? Not really, because we’re not talking about Dave Myers, resident of New Orleans La. here, but “Dave Myers” a character in an ongoing game/narrative of which the “Twixt” episode and my awareness of it is but one chapter.

I’m not sure if I have a bit-part in Dave’s story – as a snarky psychiatrist/blogger who appears in an exposition-heavy cut-scene to fill in some backstory – or if he’s a player in my drama, part of an interlude in which we establish my character as an an uncannily perceptive student of the human condition. I can only hope that some meta-blogger is following all this, and will explain it to me sometime.

Zombie Bites

Further to the mathematical analysis of zombie infestation, here’s some more undead-themed academic enquiry:

Dr. Steven C. Schlozman, assistant professor of psychiatry at Harvard Medical School, has written a paper on zombie neurobiology. It turns out that zombies have exactly the brain lesions one would expect in an ataxic, insatiable cannibal with impulse-control problems and poor social skills – underactive frontal lobes, a dysfunctional anterior cingulate cortex, cerebellar/basal ganglia problems and a misfiring hypothalamus.

Some time ago I offered a brief psychoanalytic interpretation of zombie-phobia; for more in this vein read “Saving Ourselves: Psychoanalytic Investigation of Resident Evil and Silent Hill by Marc C. Santos and Sarah White. Through a Lacanian deconstruction of the games’ dynamic the paper analyses the role of the player/avatar in maintaining symbolic order in the face of the “impossible, cataclysmic infinity of existence”, represented by the zombies, with their “near-sexual drive for consumption a constant reminder of the discursive construction of our own desire”. The authors conclude that “Resident Evil establishes a more conservative (Freudian) position that Silent Hill playfully (Lacanian-ly) problematizes”

There is more psychoanalytically-informed zombie literature around than you might think – “Zombie Trouble: A Propaedeutic On Ideological Subjectification and the Unconscious”, for example, or “Legacies of Plague in Literature, Theory and Film”. If you like all this undead-psychoanalysis stuff, why not make your own Zombie Freud?

Canadian anthropologist and ethnobotanist Wade Davis wrote about his experiences with the Vodou practitioners of Haiti in his 1985 book The Serpent and the Rainbow. Davis’ theory that zombies are created using a powder containing, among other things, tetrodotoxin is not widely accepted, but his account of the hidden power structures of the Vodoun secret societies is certainly fascinating.

Columbia College in Chicago runs a course on “Zombies in Popular Media“; the reading/screening list is a good starting point for further zombie study.

And finally – Let me tell you ’bout the way she looked…

Deadly therapy

In a tragic footnote to last month’s story about the use of electroshock therapy to treat internet addiction in China, the authorities in that country are investigating the death of fifteen-year-old Deng Senshan, who was allegedly beaten to death by staff at a clinic in southern Guangxi province shortly after arriving for treatment for cyberaddiction.

Excessive use of the internet is regarded as a serious public health problem in China, with some reports estimating that nearly 40% of net users show signs of addiction, leading to a proliferation of centres dedicated to treating the problem. The more reputable clinics use modern psychological treatments, but other establishments are military-style camps offering a regime of harsh discipline, of questionable therapeutic value. Whatever one thinks the best course of treatment is, the fact that parents can be so desperate that they are willing to send their children to a place that promises “necessary approaches including punishment to educate the teenager” gives some idea of the level of distress that the condition can generate.

Fly me to the moon

40 years ago today Neil Armstrong became the first man to set foot upon the moon. I was alive at the time, but too young to have any memories of the actual event. I do remember that when I was growing up in the ’70’s, watching TV shows like UFO and Space:1999, reading comics like 2000AD and lots of pulpy sci-fi novels (The Moon is a Harsh Mistress by Robert Heinlein is one that especially sticks in my mind), and of course seeing Star Wars at the cinema, I just took it for granted that by the time I was an adult there would be widely-available space travel, permanent bases on the moon and regular trips to Mars and beyond.

Whole books have been written about my generation’s disappointment when these visions of the 21st Century failed to materialise. What we got was the internet, with virtual worlds to explore instead of alien planets. It is possible to visit a the SL version of Tranquility Base:

moon01

and numerous other lunar-themed sims, like this somewhat gloomy moonbase:

moon02

or this rather cooler one:

moon03

but I can’t help feeling a bit cheated.

The disillusionment isn’t just a generational thing though. It reflects my internal dissatisfaction with the course that my life has taken, as I age and am forced to acknowledge that there are some opportunities that will never come my way. It’s not that I’m unhappy with the decisions that I have taken over the years, just that every path that one chooses means leaving many more untrodden.

And anyway, I’m still hopeful that NASA will get their act together and make space travel available to the masses before I die. I just want to see what spring is like on Jupiter and Mars