Augmentology"...is a concise manual of reality for our digital age."

Mark Hancock,_Augmentology: Interfaccia Tra Due Mondi_

[Sponsored by The Ars Virtua Foundation/CADRE Laboratory for New Media]

Second Life/Open Sim

If we think about the synthetic environment of Second Life as a metaphor for the web, where are we at today? In the early days of the web, only universities and advanced scientific laboratories had websites. I remember – as a kid – buying an issue of Scientific American that came with a map of the whole web, all 100 or so websites on a foldout poster. The web then proceeded to become popular with the rollout of Netscape, but really gained mainstream status through the development of _America Online_ (AOL). Now, I’m well aware just how awful America Online is; I’m not sure how many people continue to use it as ISP’s and web hosts began to dramatically multiply and offer alternative services.

I would argue that we are currently at the AOL stage of synthetic world development; beyond the stage of university and military applications but mostly dominated by one or a few corporations (think: AOL or Compuserve as roughly parallel to Linden Labs, Blizzard).

In this metaphor, I’m trying to be clear about distinguishing particular components. At this point, Linden Labs’ main function is serving a synthetic world as the client is open source. Yes, they’re also developing the server software, but the _client_ is open source. This is much like a situation where a single company is acting as the only web server where customers build their websites, just as users of MMO’s build their synthetic homes and characters. Yes, AOL did more than host user’s websites, but for many people their homepages were on AOL’s servers. Similarly, Linden Labs does create some content in-world with most people accessing other’s virtual creations through Second Life.

Given the situation today, one can argue that it is ridiculous to have one or a few companies as exclusive web hosting corporations. Some of these reasons include scalability, freedom of expression and developer freedom. We can also see all of these issues within Second Life, with reports of:

- Multiple avatars in a single sim causing performance problems
- Issues like the recent SL5B celebration rated as PG
- changes to server code breaking existing client additions (as in the University of Michigan’s stereoscopic patches).

If we want to encourage substantial synthetic world growth and continue to use the environments as spaces for creativity and experimentation – not just for corporate profit – then it is critical that we work on open standards and interoperability. Through the employment of software like OpenSim and RealXtend, we can attempt to become independent from the corporate restrictions of Linden Labs.

The recent debate over “prim limits” (ie limiting the number of prims allowed in a sim) reveals the importance of this issue. For Linden Labs, limiting individual user’s processor power is critical to their ability to make a profit and to continue to operate as the primary server of synthetic worlds. While they present themselves as our benevolent benefactors, this position also allows them to ultimately maintain control over what is and is not allowed in this environment. Why is there the strange familial naming of every Linden Labs employee? Is it to give users the feeling that they are part of one big happy family? Or that Linden Labs are our avatar’s loving parents? Would we stand for a world wide web that was hosted by just one corporation?

I propose that we would not seriously invest as much time in web use/web content creation if it was all owned by one corporation which had ultimate say over freedom of expression. What makes the web reliable and open and therefore important is decentralization.

<tbc>



7 Comments to “_A Warcry for Birthing Synthetic Worlds_ [Part 1]”

  1. [...] Read more @ _Augmentology 1[L]0[L]1_ [...]

  2. So, if Second Life is in the AOL-phase of development, I guess those earlier virtual worlds such as Cybertown (Blaxxun), Active Worlds, Traveler (Digitalspace/OnLive!) and even Microsoft’s Palace and Comic Chat fall into the internet start-up category, historically speaking?

  3. azdel slade says:

    I think that earlier virtual worlds like the ones you list are similar to other early ISP’s like Prodigy, Delphi and Netcom, which never grew to the size and dominance of AOL. I think that the Palace software was owned by lots of different people, but wasn’t a microsoft project. Although, Microsoft did start MSN back in 95, so they do have a tendency to get their tentacles into lots of platforms early.

  4. The Palace rocked!

    OK, so I just moved a bunch of stuff out of storage, and was dusting off some old books including my copy of the 1993 SIGGRAPH exhibit guide [cough cough from the dust]…

    Let’s not forget about even earlier “virtual world” approaches, like Myron Krueger’s Videoplace, or the Mandala system.

    I’ll confess I’m not a Second-Lifer. All I can handle is Facebook frankly. Maybe the occasional Tweet.

    But I do find myself wondering, are people in Second Life or other “popular” virtual worlds, experimenting with other representational strategies besides re-creating 3D space?

    Like what about visualizations of other data spaces? Or using 3D visuals to map other modes of interaction besides the spacial and the social? Or translating social interaction into other kinds of interactions?

    Or is the really-existing commercialization of virtual worlds such that TINA to WYS[IRL]IWYG[ISL] (there is no alternative to what you see in real life is what you get in second life)?

  5. Hmmm..you are right, Azdel..

    For some reason, I thought Microsoft owned The Place…maybe they briefly owned it when I last checked it out. Either way, a major corporation started it – Time Warner – hardly a start-up but maybe in virtual worlds terms, The Palace itself is a start-up?

    I never liked The Palace that much but I did enjoy stalking 2D icon-couples as a performance piece…that was alot of fun! ;-)

    Back to the corporate influence of start-ups, I am reminded that one of the earliest multiplayer games is Habitat and that was started by Lucasfilm Games…

    http://en.wikipedia.org/wiki/Habitat_(video_game)

    Ok, since Nino mentioned Myron Krueger, I may as well dredge up my interview with him in 2001….

    http://www.ctheory.net/articles.aspx?id=328

    I will warn you in advance, the interview already appears a bit dated ;-)

    As for SL, there are zillions of data-visualization projects in there…I will have to refresh my feeble memory to mention specific examples though…

  6. [...] Part 2 went up last week and there was a really provocative comment from Dusan Writer about open source and the economics of SL. Apparently, she disagrees with my claim that we should find new models for making money in SL besides copy restriction. I responded, but I hope I didn’t inadvertently kill the conversation. Its curious to me that there were a lot more comments to part 1. [...]

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