<cont>
There are components ready to create a decentralized universe of virtual worlds: open source clients (Indra – the official SL client) and open source server software. OpenSim seems to be the current decentralised contender (which offers some SL interoperability) plus others including WoW server software. With the creation of Google’s _Lively_ we’re already seeing a lack of concern with interoperability through name collisions or name theft incidences.
Who stands to benefit from this kind of lack of interoperability? Obviously corporations with the goal of controlling the only available synthetic world would benefit enormously from halting interoperability. Users, then, need to demand interoperability or create systems that operate as such and make those that are not unusable. As users of virtual worlds and synthetic environments, we are responsible for the choices we make about what software we use. Users of Microsoft software are as much responsible for the Microsoft monopoly as is the company itself.
What stands in the way of creating interoperability? One major component of the web’s success is open standards. We need open standards in – and for – synthetic worlds. IBM and Linden Labs are currently working on developing such standards [see: Architecture Working Group].
Friends of mine who are daily Second Life users describe it as just another social networking site – just another place to chat with their friends, buy a cool outfit and have a nice house too. In this way, one can see that the real value of Second Life is in making synthetic worlds accessible. While the initial openness of the web allowed anyone to write html and make websites, one could argue that it was only with MySpace that a true explosion of web authoring took place. MySpace allowed every kid to suddenly have a web page because of the combination of simplicity (fill out this form, pick your song here, upload your photo here) and social value (express your vanity here, look good to your friends here, show how cool you are here). Second Life does something similar; playing to sociability and degrees of vanity through the use of an easy interface designed primarily for creating and buying 3D objects. Perhaps Google’s Lively will demonstrate whether ease of use and a lack of catering for creativity is the adoption benchmark for the next synthetic world interface.
<tbc>
Twitter is a microblogging service that is currently experiencing continual outages. Users are encountering a range of Twitter functionality issues including scalability and stability problems. These outages are provoking debate regarding the future of Twitter as a primary microblogging vehicle for user-driven content.
Twitter engineers are aware of these criticisms regarding software reliability. They report on the status of Twitter through official channels and utilization of novel error messages. One such error message that has developed beyond its intended use is _The Fail Whale_:

The Fail Whale [FW] is an interesting example of Synthetic Presencing. Initially, the presentation of the FW graphic resulted in a dispersal of negative reactions provoked by technical failure; his appearance softened an otherwise irritating user experience. This base intention has now been magnified and reappropriated by a growing Presencing population.
This FW demographic is loosely defined by expressive affection of, and interest in, an emergent persona. They embrace the FW as an example of a seemingly innocuous/juvenile attempt to distract, disarm and amuse a community user-base. This affective redirection – whilst still engaging the target community in a type of awareness-byproduct that results from meme development – allows users to feel connected even when experiencing software dysfunction.
FW has also evolved from a single image selected to cushion error evidence towards a synthaptic construct. FWs basic graphics, simple colour scheme and brief soundbytesque messages blend together to guide followers with a type of cartoon palatability. This synthetic assemblage now has a generating history, a fanclub, multiple representational variations, a theme song, merchandise and associative characterisation. This FW entity-threading has ballooned past Synthetic Presencing while venturing into deliberate Branding territory. Is this FW Branding strangling potential user projections? Does this activity shift Presencing towards economic ratification? When does Presencing morph from an authentic synthetic-driven [re]vision into the corporate?
