Ever since I first read Neal Stephenson’s Snow Crash, I’ve been fascinated by the idea of the Metaverse.  A virtual world that completely destroys physical boundaries, allowing us to interact and mingle in a virtual space across vast distances with similar realism as being physically there.  I’ve seen several virtual worlds rise and crumble, but none as persistent as Second Life.  I first tried Second Life back in February of 2006, and after a single day I never returned.  It was interesting, but almost overwhelming in its potential so I left it for a “later date”, which never arose.

Recently, there has been a lot of press about how Second Life is dying.  Reports from the BBC ask “What happened to Second Life?” call it a “lackluster experience” and claim it’s dying as Mobile applications grow.  Gotham Media says Second Life is on “Life Support”, still alive and kicking but “marginalized” in today’s internet experience.  Most recently, a report from PCPro proclaimed the death of the premier virtual sandbox once again.

We at VizWorld, doing our usual duty, pointed to the article as something worth checking out.  Little did we know the uproar it would cause!  That article quickly rose to the #1 article on VizWorld, and currently hosts 11 comments, all decrying the original author’s poor investigative skills.  Seeing an opportunity, I decided that the “later date” had finally come, and decided to re-enter Second Life and see first-hand what’s really going on in the virtual world.  That PCPro article was quickly usurped by our own Call to Action (currently playing host to an impressive 31 comments and suggestions), showing that someone out there is definitely using Second Life.

Matthew Perreault Concert in SL

And so began what was originally intended to be a single 2-3 page article on either a) PCPro is Right, or b) (my personal hope) that Second Life is alive, but just misunderstood.  Well, I’m both happy and sad to report that won’t be the case.  What I’ve found in Second Life is so huge and diverse that I don’t feel I can do it proper justice in a single article. Over the next few weeks, look for a series of articles on Second Life, where I plan to cover the exciting ventures into online interactive entertainment, online media production, commercial enterprises, scientific research, education, and much more.

To those of you that say Second Life is dead, I suggest that perhaps you haven’t looked hard enough to see what’s there. And that is what our first report is one:  Common Misconceptions of Second Life.

The Biggest Problem: Comparison

The single biggest problem that I see in several different reviews is a failed attempt to compare Second Life to a computer game.  While it certainly has elements present in several modern MMO’s: in-game chat, walking around an avatar, changing clothes and appearance, trading, etc; It is better analyzed as a genre to itself.  People expecting a “game” land in the world and quickly begin to search for the first “objective” or “event”, ie “Where do I go first?”.

The Cotton Club, from Virtual Harlem. Sadly Vacant when I visited.

Unlike a video game, Second Life is much better compared to your First Life.  When you get off the bus/plane/taxi/fuzzy-quadruped transport, the first thing you do is usually either a) Get situation if you plan on being there a while, or b) Do some research for what’s fun around.  Second Life has tools in-game to help with both of those in their Search function.  You can search for “places” in general if you’re interested in shopping, renting property, or finding something specific, or you can use the in-game Event browser to see scheduled events nearby.  Just like in real-life, the first event may be a dud.  If it is, you simply move on or ask someone nearby what’s popular?

In my 4-ish days of traveling around in-game, I’ve had no problems finding events and people.  Some of the most popular places I’ve found have been night-clubs, completed with 20-30 dancing and mingling people, live music, and plenty going on.

The Next Biggest Problem: Description

The next problem that I see is that Second Life doesn’t fit into many of the currently popular descriptions of online content.  It’s not a video streaming service, it’s not a social network, it’s not an MMO, it’s not a blog.. This leaves most journalists as a loss for how to describe it, so they wind up making poor comparisons to the various other popular items.

The true power of Second Life is that it’s honestly not much more than a platform, an SDK of sorts.  It is a completely open-ended environment with tools and systems in-place to allow the users to turn it into anything you want.  If you want to hang out and mingle, there are plenty of places for that.  There are plenty of options for role-play, ranging from Medieval Europe to Victorian Steampunk to Vampires to Starfleet.  There are zones for combat, if you feel the need to grab a laser rifle and start shooting people.  There are zones for vehicular races, careful contemplation, romantic excursions, and much more.

What is Second Life Really?

A scene from a machinima shoot

In my time so far, I’ve come to realize that Second Life, much like the internet in general, is still in that young stage of huge potential, but few realizations.  People are still experimenting with several business models and in-system products, trying to figure out what works and what doesn’t.  Some people, such as Pooky Amsterdam and Draxtor Depres see it as a virtual media platform, complete with configurable studios and environments and capable of everything from sitcoms to documentaries, game-shows to music videos.  Companies see it as a great way to advertise their wares without the physical requirements (and costs) of expensive travel and brick-n-mortar installations.  Scientific installations like IEEE and the extensive “SciLands Project” see it as a way to collaborate and share research and technical information.

The real power (and lure) of Second Life is in the Potential.  As Pooky Amsterdam, head of PookyMedia, told me:

Imagine an in-game event, a talk show with 3 or 4 hosts who all attended a recent popular technical show.  During the show, at a publicized time, various 3D models of some of the popular gadgets could be shown in the virtual world along with photographs and video all streamed in.  While the hosts discuss the project, attendees would be able to watch all of this media and see the 3D model of the device, enabling a degree of interactivity and information not available anywhere else.

Pooky Amsterdam, PookyMedia (summarized)

But the reality is even more than that.  Connecting a virtual world up to a HPC model of some physical event (a blast simulation, a weather prediction model, maybe even some quantum molecular simulation) where the visualizations are shown real-time in the world, turning Second Life into a computational steering system.  In fact, groups are already working on this via a project called ScienceSim.

Take it in a different direction, you can see how Second Life can be used to bring education to corners of the world currently unavailable.  Projects like the One-Laptop-Per-Child (OLPC) and various other nation’s projects to bring computers to the less fortunate make it possible for students and adults alike to log into Second Life and attend courses at some of the most prestigious universities in the world via the SimTeach project.  MIT, Hong Kong Polytechnic, Notre Dame, and many more have in-game universities dedicated to bringing education to the world.

The Inside of the Dresden Museum

The Inside of the Dresden Museum

But there’s even more.  There are impressive art collections via locations like the Dresden Gallery in Second Life, who have digitally reconstructed their entire collection with amazing accuracy and resolution. There are several in-game live concerts and music from the likes of Kyle Beltran (Bronsdon) (9:31pm Spelling Correction, sorry `bout that!) and Matthew Perreault, giving artists a whole new audience and venue to reach out to.  I do look forward to what other amazing stuff I’ll discover in the coming weeks, and I hope that you’ll continue to read along and comment on your own experiences and discoveries in the world.  If you haven’t tried Second Life yet, I highly recommend you at least take a few days to check it out.  While the new-user experience is still a bit klunky, it shouldn’t take anyone long who’s had any experience with an MMO or FPS to get the hang of moving around and talking, and there are plenty of people willing to help out from there.

Over the next few weeks look for a series of articles on:

  • Second Life, Machinima, and Video Production
  • Second Life and Science
  • Second Life and Business

And be sure to come back in for the first one or come visit in-game, as I’ve been invited to be a guest on tomorrow evening’s episode of The 1st Question!

To prove some of my points, check out the pictures I’ve taken over my first few days.  Contrary to the public reports, I’ve had little problem finding people to talk to and hang out with.  Each of the pics are individually titled, showing some of the impressive, fun, and simply beautiful things I’ve seen in Second Life.  These were all taken on a previous generation MacBook so the graphics quality is a big sub-par, but it does show that Second Life is designed to run on a wide-range of hardware.