Plunging Necklines

Nosferatu-fever seems to be everywhere these days, what with True Blood, and Twilight, and of course Bloodlines, so I thought I would try to try to secure my very own Interview with the Vampire.

I got myself a nice Mina Harker-style dress, dyed my hair jet-black and headed off in search of some blood-suckers:

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[Dress, boots and accessories from Crimson Shadow, graveyard at Vampire City.]

Typing “vampire” into the in-world search threw up a few leads. The first couple of places I visited turned out to be undead-themed combat sims (as far as I could tell, since the welcome notes I got were in Portuguese), and I also came across several gothic clothing stores, but I eventually got lucky and landed up at the home base of one of the larger Bloodlines clans.

Half a dozen or so tall, dark, caped figures were gathered in the courtyard of a Medieval-style castle. They seemed to be waiting for something to happen, so I went over to take a look. I wasn’t sure about vampire etiquette, so I didn’t say anything at first, but after five minutes of silent inactivity I decided to break the ice.

“Are they going to like, fight, or something?” I asked the man standing next to me, gesturing towards the two heavily-armed figures at the centre of the group, who appeared to be squaring-up to one another. “I don’t know,” he replied, turning to face me. He reminded me of Christopher Lambert in Highlander 3, his trench-coat accessorised with a samauri sword. We got chatting, and he told me he had been in the clan for just a few days, having previously been a Gorean slave-master. “I got bored with all the submissiveness” he said, making me wonder what his expectations of that role had been, “so I decided to get back to my vampire roots.” “You prefer the assertive vampire girls then?” I asked, trying to sound flirtatious, but he wanted to tell me about how far he’d progressed in the vampire fighting ranks, and we ended up talking about our experiences playing D&D, which killed the moment a bit.

I had been led to believe that these Bloodlines fanatics would leap at a girl’s throat at the drop of a hat, so I was a little offended that the crowd seemed more interested in the non-existent fight than me. The awkward silence was broken by the arrival of a junior member of the clan, accompanied by a girl in a decidedly non-gothic spotty dress, who was evidently a new recruit.

One of the combatants, who turned out to be the head of the clan, broke off from the staring contest, or whatever it was, to greet the newcomers. After some small talk it was decided that we should all head off to the Turning Chamber for the Initiation Ceremony. I asked the new girl if she minded me tagging along, and she was cool with that, so I followed the others into the castle.

Now I don’t know what springs to your mind when you hear the words “Vampire Initiation Ceremony”, but I think of vintage Dracula flicks, where louche ghouls overwhelm swooning maidens in scenes of barely repressed sensuality, or, if I’m feeling particularly excitable, Catherine Deneuve and Susan Sarandon in The Hunger. At the very least I was expecting some sort of occult ritual, with a soundtrack of sinister Latin chanting.

You may imagine my disappointment then, when I discovered that the Turning Chamber resembled nothing more than a brightly-lit pub basement. The barrels that lined the walls were full of blood rather than beer, but the ambiance was definitely more functional than spooky. The focus of the room was not some unholy altar dripping with virginal blood, but a vending machine dispensing various Bloodlines products. After instructing the convert to buy several items (which cost about L$1000) the clan chief departed, leaving the actual biting to his minions. They didn’t seem to know what they were doing, and it took an age of searching in inventories and unpacking boxes, during which the poor girl had to log out and log in again twice, before her lifeblood finally began to drain away, very slowly. I asked Christopher Lambert how long this was going to take. “I don’t know, this is my first one” he said.

I chatted with the new vampire girl while we waited. What had attracted her to the blood-sucking lifestyle? The fashion sense and the romance it seemed. She was hoping it would get a bit better.

Christopher eventually got round to asking me if I would like to join the clan too, but I politely declined. If I ever give up my virtual soul I want it to be more meaningful than a cold transaction in a characterless cellar. The rich symbolism of the vampire myth deserves more respect.

(I know it’s unfair to dismiss Second Life Vampire culture based on a brief visit to one sim, so I’m open to suggestions of places I should visit for a more satisfying experience. Post them to mail@secondlifeshrink.com, and I’ll review them in a future post, if they’re any good).

Paranoid

Shortly after publishing my last post I tried to log on to Second Life, to meet up with Olivia, but I kept getting knocked back, with a message saying there was some unspecified “problem” with my log-in. Then Olivia emailed me to say that she wasn’t able to sign in either.

Suddenly it all became clear to me. The Lindens had been so badly stung by my criticism of their “adult content” proposals (and all my other subversive posts) that they had kicked both of us off the grid in retaliation. They were obviously logging all the traffic on this IP address. They probably had my phone bugged as well, and, come to think of it, the postman who delivered the mail this morning wasn’t the regular guy either – he must be working for them too…

I enjoyed my status as Linden Enemy #1, The Blogger They Could Not Silence, for five minutes, before reluctantly checking out the grid status page, and confirming that it was a universal glitch that was keeping everyone out.

Oh well, I can dream. At least it gives me an excuse to link to some vintage Black Sabb.

Brave New World

As readers will no doubt be aware by now, in an almost unbelievable development Linden Labs have announced the creation of a new “adult-themed” continent, to which all mainland businesses dealing in such merchandise will be required to relocate in the very near future. As it is worded the proposal seems to indicate that all adult-orientated activity will be confined to the new landmass, though various Lindens, contributing to the debate on the SL forums, have sought to reassure residents that the regulations will be interpreted in a way that will not affect what individuals do in the privacy of their own homes.

To say that reaction to this announcement has been negative would be somewhat of an understatement. I gave up reading the comments on the forum after 15 pages, but the feeling among residents was unmistakable – almost universally this is regarded as a terrible idea. Objections range from opposition in principle to the limitation of free expression, through doubts about the workability of the scheme (particularly the age verification element), to concerns from retailers worried that they will be forced to exchange their established prime locations for undesirable plots on the new continent. Just about everyone expects in-world trade to take a hammering, mainland land prices to collapse and a mass exodus of disaffected residents.

Linden Labs seem to be taking a massive risk with this move. At the moment they have a solid if limited business model – collecting subscriptions from a core of residents for whom the freedom to do what they want in SL is the main attraction. They may or may not actually engage in “adult” activity, but they like the idea that they could if they so desired – it’s a transgressive edge that is missing from their real lives. The Lindens are betting that the income they will lose as a result of alienating part of their current user base will be more than compensated for by new money from corporate and educational customers who are currently, so the theory goes, scared off by the reports of Second Life’s rampant perversity. I guess they have done some sort of research to back this up, but even so it’s a brave enterprise that will forego a proven revenue stream in pursuit of what may turn out to be an non-existent market.

Et in Arcadia ego

Back when I first started writing about Second Life I identified what I thought was the main factor limiting the potential for growth in the virtual economy, which was that residents could exist indefinitely without having to spend anything at all. Avatars never needed to eat or drink, clothes never wore out, and buying or renting a place to stay was entirely optional. Only two things were really driving commerce – discretionary purchase of fashion items and adult-themed entertainment – and this wasn’t broad enough to support more than a handful of businesses. The former suffered due to over-supply, poor quality and a limited customer base, and the latter had to compete with a large population of amateurs willing to give the product away for free.

I should perhaps have realised that this was a potentially valuable insight. Mars Braken, of Liquid Designs, the company behind SL vampire phenomenon “Bloodlines” was evidently thinking along the same lines, but unlike me he has figured out a way of turning the idea into cash.

Beneath all the pseudo-gothic jargon of the blood-sucking RPG lies a simple concept – players have a limited and decaying supply of a substance (“Sacred Blood” in this case, though it could be “hit points”, or “lifeforce”, or whatever) which they must constantly replenish, for if it falls to zero they will be expelled from the game. It’s possible to obtain free blood by soliciting donations from other residents, but this is slow and inefficient, thus creating a market in traded blood, over the supply of which Liquid Designs hold a monopoly (for the time being anyhow – no doubt we will soon be reading stories about how Chinese peasants are scraping a living collecting virtual blood to sell to western vampires).

The game has become popular enough to generate six-figure US$ revenues for Liquid Designs, according to New World Notes. It has also unleashed a plague of inconsiderate leeches, who are annoying the hell out of the normal population with their indiscriminate exsanguination.

There is probably an analogy to be drawn here with the operation of modern capitalism. Corporations play upon our insecurities to convince us that our social status depends on purchase of their products, and we fill their coffers trying to satisfy a need that we never even knew we had. I’ll just note the irony in the fact that “Bloodlines” players, in seeking to emulate creatures that never die, are voluntarily relenquishing the prelapsarian immortality that their avatars naturally possess.

Creative licence

Facebook, in response to general outrage, has been forced to abandon proposed new terms of service, which would, if you believe the detractors, have allowed the corporation to claim ownership of all material uploaded by users of the service, even those who had deleted their accounts This raises several interesting issues, including how social media blurs the distinction between personal and public space, and the extent to which users of services like Facebook and Twitter can expect to retain control over content they create.

I have always felt that it is prudent to regard the internet as being completely public, and to assume that anything that you put into the system will persist forever, indelibly marked with your digital fingerprints, and accessible to anyone who knows how to look for it. Accordingly I do my best to be discreet, but despite this I often, in retrospect, feel that I have been lulled by the apparent anonymity of the medium into revealing more about myself than I might have intended. There is a certain amount of narcissism involved in such worries; while it is technically possible to, say, link all the Google searches I have done to my IP address, I seriously doubt that anyone is going to bother. Similarly, it seems unlikely that Mark Zuckerberg was really planning to purloin millions of badly-exposed pictures of Facebook users grinning drunkenly during their works’ night out, for some nefarious purpose that only he can imagine; all he wants are your shopping preferences, so that he can sell advertising and convince the venture capitalists that he does have some sort of monetisation strategy. Still, the idea that once you join Facebook you can never leave makes it sound even more creepily cult-like than it did before.

On the face of it Second Life residents don’t have to worry about being creatively expropriated by the Lindens; the terms of service clearly state that copyright in content resides with the originator. As I’ve touched on before though, “creativity” in the metaverse isn’t limited to the production of discrete items. The very act of interacting with others on the grid is in itself a performance, one which can be observed and appropriated. Who, if anyone, “owns” this? You may not have to worry that the Lindens will claim control of your entire virtual life, like Facebook is trying to do, but perhaps you should be concerned that all the imaginative energy that you put into living your second life will end up providing free inspiration for some lurking writer.

Is Olivia a Punk Rocker?

We’ve changed a few things here at SLS this week.

We finally got around to registering the “secondlifeshrink.com” domain after months of dithering. This may well bring the wrath of the Lindens down on our heads, but we figured that we could reasonably claim that the blog is about the general concept of living a “second life” rather than any particular trademarked product. If that doesn’t wash, well we’re sure the freedom-loving SL-blogging community will rise in our defence.

From now on we’ll be posting under individual bylines, and we’re planning a basic division of labour; Olivia, who has more time to waste on the grid, will handle the Second Life travelogue pieces, while I’ll keep on churning out the pretentious, pseudo-intellectual analysis stuff.

In the true SL spirit of constant re-invention I’ve taken the opportunity to change my pseudonym to the vaguely-punky “Johnny S”; Olivia has decided to stick with her posh-bird moniker for now, despite there being plenty of suitable alternatives.

Turn On The News

My blistering critique of the Second Life Herald obviously hit a nerve with its publishers, as less than a week later they have (re-)re-branded themselves as the Alphaville Herald and promised to eschew the tittle-tattle of Second Life in favour of consideration of serious issues in the wider metaverse.

Second Life Insider went down the same route more than a year ago, reinventing itself as Massively, again with a remit to cover all virtual worlds, though they seem to mostly concentrate on World of Warcraft.

There used to be five online publications that I read for news on Second Life – but now the Herald and the Insider have changed focus, and Reuters SL and the Ava Star have folded, leaving only New World Notes soldiering on (and lately they seem to have been running a lot of puff pieces about their business partners). There are still scores, if not hundreds, of individual bloggers documenting the grid of course – blogs I read at least semi-regularly include SL on SL, Gwyn’s Home, Metaversally Speaking and Your2ndPlace – but the scaling down of organised news-gathering specific to Second Life suggests to me that there is less confidence around about the platform’s future as a significant cultural phenomenon.

It might go the way of crop-circles; they were everywhere, now you never hear of them.

Precocious wisdom

My assertion that only the young and inexperienced can have the confidence to write authoritatively about the mysteries of love seems to be borne out by the news that “How To Talk To Girls”, a book by nine-year-old Alec Greven, has made it on to the New York Times best-sellers list.

I would point to this as further evidence of the infantalisation of our culture, but, as far as I can tell from the reviews, the key tip the book imparts for clicking with the chicks is “Pay attention to them when they are talking about stuff they like”, which is actually pretty sound advice. I wish I had known that when I was nineteen, never mind nine.

Cargo cult consciousness

There was once a time when I was a regular reader of the Second Life Herald, but these days I look at it only rarely. Founded by noted metaverse pioneer Peter Ludlow, aka Urizenus Sklar, the Herald, with its mission statement “to record, observe and study the legal, social and economic implications of life in the virtual world” promises some serious commentary on Second Life culture, a window into what is going on in the minds of the grid’s most interesting residents.

In reality the Herald is a strange brew; part superficial yet impenetrable gossip, part breathless exposé . I have never been able to decide if one is meant to take it seriously, or if it is in fact some sort of elaborate joke, a parody of our shallow, celebrity-obsessed culture and insatiably sensationalist media.

The overall impression, for me anyhow, is rather exclusive; to extend William Gibson’s high-school simile, it’s like the class newspaper edited by the popular kids; the geeks, dweebs and other losers can look but only dream about joining in. Just like any non-virtual celebrity-gossip publication in fact, but with one crucial difference; while real-life celebs, at least on the A-list, are objectively attractive, and their lifestyles glamorous, their Second Life counterparts are generally not much more aesthetically pleasing than the average avatar, and the accounts of their activities are seldom other than dull. The element that gives an edge to our culture’s worship of its secular idols – aspirational envy – is missing, and in its absence there is nothing to hold the reader’s attention.

For me the Herald is a good example of cargo cult culture; the idea that, by reproducing the form of a real-life phenomenon in the virtual universe, one can appropriate its significance. This theme seems to underlie a lot of what goes on in Second Life, and its essential fallacy is why life on the grid so often seems unfulfilling.

I think that it is mistake to see the potential of the metaverse as lying in the ability to mould a more perfect version of the real world. What is created by such an effort is but a shadow of reality; instead of emerging into the sunlight we retreat further into the cave. The real promise is contained in the possibility of experiencing something that augments our perception of reality rather than trying to reproduce elements of it. I don’t know if that is going on somewhere on the grid, and I’m not sure that I would be able to recognise it if it was, let alone articulate its meaning.

The problem is that everyone who comes to SL, myself included, brings with them the baggage of conscious and unconscious expectation. I am self-aware enough to know that in visiting the grid, and especially in writing about it in this blog, I am chasing after something that is missing in my real life. Put like that it sounds a bit dysfunctional, but I think that for most people a little wish-fulfillment is a healthy thing, and reflecting on experience in Second Life can provide useful insight into what is going on in one’s life outside the metaverse. Perhaps if Freud were living now he would ditch the interpretation of dreams in favour of avatar analysis as a royal road to the unconscious. It is of course possible to overdo this, and use one’s virtual life as a way of hiding from, rather than illuminating, the problems of real life. This desire to evade harsh reality is certainly one of the factors underlying internet addiction, or indeed any sort of addiction, but even for the non-addicted majority of SL residents, in whose number I count myself, there is a downside to the escapism – by using SL as a way of relieving my frustration with the limitations of my current existence I am locking myself into a real-world paradigm, and thus missing out on the what the grid really has to offer. If I was perfectly happy with my life I could perhaps approach SL with an open mind and experience its full potential, but then if I was perfectly happy with my life I wouldn’t be wasting hours sitting in front of a computer screen.

It’s the Second Life paradox; the people who will visit regularly do so because they are, more or less consciously, trying to fill some gap in their lives; as a consequence of this they are the least likely to be able to make the most of the opportunities SL affords. Meanwhile the people whose lives are fully realised, the very ones who would be best suited to exploring the possibilities of this new virtual world, will never feel the need to come anywhere near it.

Space Oddity

I was thinking that I had gone a bit far with my praise of Second Life the other day (“occasionally everything will come together to produce a brief moment of beauty” – what was I on?), so I thought that we should probably go out and try to find something vaguely intellectual to make my enthusiasm seem slightly less ridiculous.

We looked at the “Arts and Culture” section of the “Events” search, but our ideas about taking in a classical concert or a gallery opening were swiftly forgotten when we saw an ad for the “Star Trek Museum Starship Tour”, guided by “Klingon Warrior Klang” no less.

It turned out we had missed the tour, but the Star Trek Museum itself was interesting enough to keep us around for half an hour or so. They give out free Starfleet uniforms (“Voyager” and “Next Generation” versions, disappointingly, not the much cooler Kirk-era threads):

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and you can wander about a mock-up Enterprise, learning all sorts of facts about how the warp-drive works and the like, or hanging out on the bridge:

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firing the phasers, or launching photon torpedoes (though the visual effects that accompany this are somewhat underwhelming).

The sense of realism is undermined a bit by the curators’ decision to represent much-loved crew members with cabbage-patch dolls (this is Admiral Kirk):

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Our interest was waning a bit by this point, so we skipped the other attractions, which include shuttle flights, an alien buffet and a trip to the Vulcan sim at Eridani, guaranteed to fascinate more ardent Trekkies.

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I’m not sure that the museum will convince doubters that Second Life is anything more than a geeky waste of time, but it is a good illustration of how SL allows fans to create, for a relatively modest outlay, a tribute to their obsessions.

Here’s a track from way back in 1969, when Kirk and Spock were just coming to the end of their original adventures. Are the lyrics a metaphor for the Second Life experience?