Twilight of the Replicants

Linden Labs have announced a ban on the use of traffic bots, those vacant souls you see hanging around shops or clubs, who are even less friendly than normal residents. This should return some measure of reality to the traffic statistics, as well as reducing strain on the servers, though it will also presumably make the concurrency figures look a bit less impressive.

The Labs are saying that other bots are safe for now, but this move will have set our artificial “friends” on alert, and even now they are probably organising themselves into clandestine cells, ready for the bot-wars to come. We’ll be forced to hunt them down and “retire” them, one by one, before they use their superior intelligence, strength and social skills to overthrow their human masters and reduce us to slavery.

We’re going to need some reliable way of differentiating bots from humans. I’ve been working on a psychological test that involves staring into the subject’s eyes, while telling them a story about a helpless tortoise. It’s pretty reliable, if a bit slow.

Neighbours, friends, even family – anyone you know could turn out to be a bot, just waiting for the chance to wrap their legs around your neck, break all your fingers, gouge your eyes out, or all three. If you’re concerned, just give us a call here at SLS, and, for a reasonable fee, we’ll send one of our operatives around to do the test, and take the necessary action.

We’ve made our match – and now it’s our problem.

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?

Uncertain principles

Regular readers of this blog may wonder why I seldom make any mention of people I have met during my journeys around the Second Life archipelago. This is partly due to there just not being many other residents about, but I do go to busy places from time to time, and there are interesting stories to be told about the things that go on there.

What’s been holding me back are some ethical concerns; principally worries about privacy and deception.

To what extent can the Second Life grid be considered a public space? Do residents have any reasonable expectation of privacy as they go about their business? Even if you accept that your avatar’s actions may be observed by whoever happens to be around, would you be comfortable with the idea that what you do and say may be recorded, and relayed to the world in a manner over which you have no control?

It reminds of a movie that I’ve mentioned before: 1985’s “Perfect”, with John Travolta and Jamie Lee Curtis. It’s not a great film, it’s not even a good film, but it does sort of illustrate the point I’m making. Here’s the plot, as I remember (with spoilers, in case you haven’t got round to seeing it yet). Travolta plays a writer who has been commissioned by Rolling Stone magazine to do an expose of the LA gym scene, with the slant that “gyms are the new singles bars”. He starts going to this one place, where the quirky clientele take him to their hearts, convinced he is going to reveal to the world the humanity behind the gym-bunny stereotype. He repays their faith by penning a hatchet piece that portrays them all as sex-addicted losers, but along the way he has fallen for aerobics-instructor-with-a-dark-secret Curtis, under whose influence he revises his article to introduce a more sympathetic tone. His editor prints the original version however, exposing the essentially harmless health-freaks to nationwide ridicule. Travolta makes up for it somehow, I can’t recall how, and ends up with Curtis, but the bit-players’ humiliation is not assuaged.

Times have changed since the 80’s of course, and you could argue that, in our reality-entertainment-soaked age, everyone knows, or should know, that life is a performance, with potentially the whole world as an audience if you’re lucky, or unlucky, depending how you look at it. If you choose to create a new identity on the grid then you are implicitly accepting that your alter ego will be open to public scrutiny.

Anyway, privacy concerns can be dealt with on a technical level, by the anonymisation that is built in to Second Life , which I could enhance by never mentioning names or places, and keeping descriptions vague, though that would lessen the verisimilitude a bit.

Nevertheless I still feel a bit uncomfortable with the concept of appropriating others’ experience for my art (if that’s not too pretentious), though I guess it’s what storytellers have been doing since the first raconteur related the amusing tale of Ug and the sabre-tooth tiger. What anonymisation doesn’t deal with is the fact that it is largely impossible to be a passive observer in Second Life; to see what is really going on you have to be part of the action, and that raises the second ethical concern that I mentioned: deception.

I know that the concept of the neutral observer has been out of fashion since the days of Schrödinger and his cat, and practically every feature you read in a magazine these days is written by a would-be successor to Hunter S. Thompson, but the level of duplicity possible in SL completely blurs the distinction between reporting a story and creating it. Inducing someone to invest emotional energy in an interaction that is based on dishonesty – about my identity, and about my motivation – feels a bit exploitative, but the alternative – admitting up front that I’m only interested in meeting people so that I can blog about it – would, I suspect, make me a virtual pariah.

Does any of this really matter? It’s not like this project is a piece of serious research – it would never get past any reputable ethics committee – and I doubt anyone’s feelings will be terribly hurt if they happen to recognise themselves in my ramblings, in the unlikely event that they stumble across them. Maybe I can justify stretching my principles a little, so long as the end product is worth reading.

Almost Famous

This blog has been getting a steady trickle of hits, most of them via Google searches featuring the words “second” and “life” somewhere (like “second life adverse events” or “how to find adult club in second life” – that guy must have been disappointed). Hardly anyone ever leaves a comment, so I’ve no idea what visitors think of the site, but I suspect most of them click away again pretty quickly.

Since it’s clear that there is no way that I’ll make money from Second Life by any means other than writing about it, I’m going to have to do something to improve the stickiness of this column.

Writing stuff that’s vaguely interesting would be a start I guess. I can see two ways that this column might develop an audience.

The first option would be a gonzo-journalism style travelogue, where I dot around the grid like a virtual Hunter S. Thompson, cataloguing the collision between the established order and the emerging counter-culture. The problem is that Second Life hasn’t been around long enough for a dominant culture to develop, so nobody is really pushing the boundaries, because there are no boundaries to push against. I guess I could contrast SL with real life, but my feeling is that SL is more of a complement to the existing social order than a threat to it, so there’s none of the sense of danger that would give the column some edge. It’s possible that I’m underestimating how liberating the SL experience can be for people though, and it might be more revolutionary than I think. There is probably some mileage in exploring that further.

The alternative model for the blog would be a character-based episodic narrative, something like “Tales of the City”. To make that work I’d have to find some sort of vibrant SL social scene and immerse myself in it, and I’m not sure that I have the patience for that, if such communities even exist. I don’t think my writing skills are up to it anyway.

Even if I do build up a readership, there would still be the problem of turning hits into revenue, something that has defeated smarter business brains than mine. Advertising perhaps, or syndication, particularly to non-internet media. Maybe Rolling Stone would bankroll me while I did some in-depth research, like John Travolta in “Perfect”. They printed a big article on Second Life just a few months ago though, and anyway it’s not like I’m Lester Bangs or anything, so maybe not.

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.

Attack of the Mutant Space Zombies

I was quite alarmed when I read this story from Peru today. A meteorite falls to earth and hundreds fall ill; how long before the alien virus (for that is what it surely is) starts turning people into crazed mutant zombies? Sure, Peru seems like a long way away, but this kind of infection tends to have an unpredictable incubation period, so there are probably already symptomless carriers spreading the contagion. We’ll see cases in Lima, then fleeing tourists will take it to North America, and from there it will go global.

Like most municipalities, my home town is woefully unprepared for mass zombie attack. I can only hope that, faced with a rising tide of the undead, the authorities will relax our strict gun-control laws, and issue firearms to surviving citizens. Based on extensive experience of playing Doom and Resident Evil, I would favour a pump-action shotgun, though I guess a good 9mm pistol would do, so long as it had a 25-shot magazine, since zombies can usually take a few bullets before they go down. The whole situation is likely to be fairly chaotic, so I think I could depend on finding plenty of ammunition just lying around.

I’m probably more prepared for this sort of emergency than most people, having suffered from zombie-phobia since childhood. As phobias go, it’s quite a good one to have, since it doesn’t really impact much on my day-to-day life, and an extreme aversion to animated corpses is likely to be quite adaptive once the damned start wandering the earth, feasting on the flesh of the living.

I can trace my fear of zombies back to my first viewing of George Romero’s Dawn of the Dead, when I was in my early teens. I’ve seen the film several times since then, and while I can appreciate Romero’s sly critique of consumer culture, my visceral reaction is still “Arrrgh!! – Zombies!!”.

My condition seems to be getting worse as the years go by. I haven’t been able to see any of the more recent zombie flicks, like 28 Days After or Shaun of the Dead, and I’ve had to give up playing zombie-themed video games. Even writing this post will probably give me nightmares.

Why do I find zombies so scary? The idea that friends and neighbours could shed their veneer of civilisation and try to kill and eat me must tap into some sort of subconscious paranoia. There’s definitely a sexual subtext too – a fear that libidinal energy might overwhelm the ego and allow the unrestrained id to act out its destructive impulses. (I’ll blame that on watching Cronenberg’s Rabid at an impressionable age). Then there’s the pitiless and relentless nature of the undead, which surely echoes the creeping reality of human mortality. Or maybe it’s just because the putrefied complexions of the living dead look really unattractive.

Anyway, I’m going to go out to the shopping mall tomorrow, to check out how easy it would be to block all the entrances with big lorries. I might look into learning how to fly a helicopter too…

Ah…sweet liquor eases the pain

I went to see “The Simpsons Movie” last weekend, and very entertaining it was too. It was more like an extra-long version of the TV show than a proper feature film, but in an age where most summer blockbusters are just glorified advertisements for tie-in merchandise that hardly counts as a criticism, especially when the TV show in question is one of the finest comedies ever broadcast. There was the anticipated high quota of visual and verbal jokes, the trademark sharp social comment, and moments of wild surrealism. It wasn’t perfect though; the plot seemed a little over-extended, and I felt that more use could have been made of the the broad cast of characters that for me has always been the great strength of the show. Most of Springfield’s residents did feature at one point or another, but, Ned Flanders aside, none of them were really integral to the story. These are minor quibbles though, and I doubt I’ll laugh as much at any other film this year.

I don’t think that I could write anything about the broader cultural phenomenon that is “The Simpsons” that hasn’t been said already, so I’ll just note that I concur with the general opinion that the show is not as funny as it used to be. My all-time favourite episode is “Bart’s Inner Child” from season five, but every show from the first eight years is guaranteed to have a host of quotable lines.

Intriguingly, the end of the Simpsons’ golden age (as I see it) coincides exactly with my 30th birthday…

Endless Vacation

I’ve been reading reviews of the film Hostel 2, which was released in the UK the other week. Critics over here are fairly unanimous in the opinion that the movie is an unpleasantly misogynistic piece of crap. US film writers pretty much hold that view too, though a few do buy into director Eli Roth’s explanation that his film is not actually a cheap exploitation flick, pandering to the worst instincts of sick individuals who like to fantasise about torturing young women, but is in fact a serious work of horror, which performs the traditional role of the genre by allowing the audience to exorcise their subconscious fears through a cathartic experience of vicarious menace.

I haven’t seen the film myself, or its predecessor, so I don’t really have an opinion on whether Roth has a point or not. Whichever way you look at it though, the fact that there is enough of an audience in the US to make this movie a commercial proposition tells us something interesting about the current state of the collective American psyche. Either casual sadism is becoming more mainstream, or paranoia has become so widespread that people really worry that stepping over the border carries a risk of being kidnapped and murdered by sinister foreigners. Thinking about how this might translate into US foreign policy is the sort of thing that keeps faint-hearted Europeans like me awake at night.