Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Thursday, September 13, 2007

Readings in Digital

I’ve gathered the resources I intend to return to first in the writing of my paper on Virtual Worlds and Virtual Romance this semester. This is a very brief annotated bibliography of the first books I’m looking at with this topic in mind; many of them are particularly useful works in virtual worlds studies. I hope this might be helpful to others as a resource for looking offline for respectable sources for virtual world studies; I've found that when reading articles online on topics like the virtual economy or interactive narrative much of the same surface impression appears repeatedly, and these are some works that get beneath that surface.

Digital Texts / Digital Worlds

Castronova, Edward. Synthetic Worlds.
Edward Castronova approaches the new concerns of virtual worlds not from a social perspective but from an economic one. With the monopolies and mercenaries of Second Life and the still thriving trade in virtual gold and avatars virtual worlds must be considered as places where people go not only to play but to profit. Castronova considers the implications of the various economic factors affecting virtual worlds, including the use of cheap labor for “goldfarming” and the profitability and contract inherent within the subscription model still in use by most MMOs today.


Crawford, Chris. On Interactive Storytelling.
In On Interactive Storytelling, Chris Crawford begins by determining what makes a story, particularly for the purposes of storytelling in games. There is an expectation on the part of gamers that Crawford notes allows games to escape the actual confines of storytelling: “Games have never paid much attention to the many structural requirements imposed on stories…players don’t complain when games jerk them through wild dramatic gyrations because they don’t expect games to follow the protocols of storytelling” (14). However, this doesn’t mean that games should be limited by this historical trend, and Crawford goes on to address how the future of games might address the diametrically opposed demands of interaction and narrative.


Juul, Jesper. Half-real: Video Games between Real Rules and Fictional Worlds.
Jesper Juul writes particularly compellingly when he is discussing the relationship between computer systems themselves and the playing of games; essentially he points out that there is no more appropriate use for both to be put towards. At the heart of game design is the creation of the rules that will govern someone’s play; without rules, a game cannot exist.


King, Brad and John Borland. Dungeons and Dreamers: The Rise of Computer Game Culture.
In Dungeons and Dreamers, Brad King and John Borland offer a history of developments in the last thirty plus years of computer gaming. They begin their account before the first computer games emerged, as they pinpoint two origin concepts and discuss the rest of the history of gaming in those terms. Both occurred in 1972: the first is the creation of the paper based gaming system Dungeons & Dragons, the second the craze surrounding arcade video games. This offers a familiar duality of storytelling based gaming, where almost everything was left to the imagination of the players, and the electronic based action and reflex gaming of the arcade. In surveying the developments in computer gaming, Borland and King begin with these earlier forms, noting the origin roots that would have a strong influence on the computer games of today. If you’ve ever read a comic in Penny Arcade and not gotten the joke, then it’s likely you weren’t as thoroughly immersed in computer game geek culture as a few of us were in the late 80s and early 90s—Borland and King can catch you up on what you missed while seeing the outdoors or going on dates.


McLuhan, Marshall. The Medium is the Massage.
Marshall McLuhan has been heralded as a prophet, named the patron saint of Wired Magazine, and even made a cameo in a Woody Allen film--all this from a man who didn’t want his own grandchildren watching television. McLuhan looked at media with a brilliant nonlinearity that has made him infinitely quotable, so I’ll let him explain himself: “All media work us over completely. They are so pervasive in their personal, political, economic, aesthetic, pyschological, moral, ethical, and social consequences that they leave no part of us untouched, unaffected, unaltered. The medium is the massage. Any understanding of social and cultural change is impossible without a knowledge of the way media work as environments. All media are extensions of some human faculty--psychic or physical.”


Meadows, Mark Stephen. Pause & Effect: The Art of Interactive Narrative.
Everything from CYOA books to MMOs fall under what Meadows refers to in his work Pause & Effect as interactive narrative: “An ‘interactive narrative’ is a form of narrative that allows someone other than the author to affect, choose, or change the events of the plot” (238). While a narrative is being offered, it is always secondary to the demands of interactivity, as the user is confronted not with a written linear text but with a screen, an interface, a host of characters and a perspective that differs from game to game. Most importantly, a game must be playable. Often the criticism is leveled at computer games that the stories are not “literary.” However, this misses the point: these stories must be designed to work as part of a whole subject to interactions of the user, not as a master story to be “read.” Balance varies across the genre: greater openness comes at expense of the planned story, while a planned story requires the limiting of user freedom.


Montfort, Nick. Twisty Little Passages.
In Nick Montfort’s Twisty Little Passages, Montfort explains the literary connection between interactive fiction and the riddle: “the most direct counterpart to interactive fiction in oral and written literature is seen in the riddle…by presenting a metaphorical system that the listener or reader must inhabit and figure out in order to fully experience, and in order to answer correctly, the riddle offers its way of thinking and engages its audience as no other work of literature does” (4). This metaphor of the riddle offers Montfort the opportunity to draw a comparison that declared that riddles and interactive fiction “both have a systematic world, are something to be solved, present challenge and appropriate difficulty, and join the literary and the puzzling” (43). The ability of a riddle such as one by Swift to remain literature while existing as a challenge for the reader reveals that “the literary and puzzling aspects of the form are hardly inherently antagonistic, but rather must work together for the effect of certain IF works to be achieved” (63).


Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press: Boston, 1998.
In Janet Murray’s Hamlet on the Holodeck, the holodeck mentioned in the title remains now a construction of a media fiction, in particular the Star Trek universe. The Star Trek vision of the holodeck is of a space where anything can be projected and interacted with on the same level as reality—people, food, and scenery. Janet Murray describes the seduction of the holodeck: “The Star Trek holodeck is a universal fantasy machine, open to individual programming: a vision of the computer as a kind of storytelling genie in the lamp” (15). However, like the genie that fulfills wishes in sometimes disastrous ways, there may be a dark side to the holodeck story world—“If we could someday make holographic adventures as compelling as Lucy Davenport, would the power of such a vividly realized fantasy world destroy our grip on the actual world? Will the increasingly alluring narratives spun out for us by the new digital technologies be as benign and responsible as a nineteenth-century novel or as dangerous and debilitating as a hallucinogenic drug?” (17).


Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. Arcade Publishing: New York, 2000.
In Trigger Happy, Steven Poole does not set out to tell of a videogame revolution to come in the future: he is instead a chronicler, exposing the revolution that he has already seen happening around him. It is not a matter of whether the videogame will become an art form; instead, it is a matter of how the videogame already is an art form and what the next steps of its evolution will be: “…when videogames are at their best, what you’re doing is something vastly more creatively challenging than watching a docusoap or a quiz show…that hunk of molded plastic, that PlayStation or Dreamcast, is a magic box that allows you to play with fire. A Prometheus engine” (206). The examples Poole offers, the PlayStation and Dreamcast, are two previously popular gaming platforms allowing for the playing of games on the television set that have now been superseded by newer systems. Poole gives these systems and by extension their more recent counterparts a mythical significance, fire being the gift of Prometheus from gods to man, a life saving tool and potential destructive force.


Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press: Baltimore, 2001.
In Narrative as Virtual Reality: Immersion and Interactivity in Electronic Media, Marie-Laure Ryan takes the concept of Virtual Reality as a technical construct and uses it to create a framework for discussing different experiences of text. She first defines “Virtual Reality” as “a computer-generated three-dimensional landscape in which we would experience an expansion of our physical and sensory powers; leave our bodies and see ourselves from the outside; adopt new identities; apprehend immaterial objects through many senses, including touch; become able to modify the environment through either verbal commands or physical gestures; and see creative thoughts instantly realized without going through the process of having them physically materialized” (1). At the time Ryan is writing, 2001, this virtual reality remains mostly a construct in progress; five years later this remains the case.

Sunday, September 9, 2007

Warcrafting for the Whole Family?

When I started out playing my first Massive Multiplayer Online Game, Asheron's Call, my immediate family bought three copies: I was in high school at the time, and my parents and I decided to move from Diabloesque games where only the three of us or visiting friends played to a larger scale. We weren't alone: my cousin, uncle, and aunt all joined up too. We occasionally joined up with other players, people who weren't members of the Salter clan, but mostly these games became our family pasttime. They live in Florida, so actually seeing them often would have been quite a feat while a weekly or more night of Asheron's Call--and later Asheron's Call 2, Anarchy Online, and now World of Warcraft--is much easier to arrange.

I was reading Laura's blog about some of the fears for isolating effects of virtual worlds: the lack of refined manners and conversation out in the real world, the tendency to substitute virtual contact for "real" ones, the problems that can arise from spending too much time interfacing with the world through a screen rather than through physical closeness. There are so many ways too meet people in virtual space, and all of them filled with that looming risk a person might not be who they claim to be. I've met many people in my life that way, and several have stayed important to me, and many of whom--such as my fellow writers on CinCity2k--provide me with communities of knowledge and interest I would not otherwise have.

This virtual connections can be meaningful, but mostly the Internet is indispensable to me for keeping me in touch with people who are geographically distant. When I was younger I lost my connections with the friends I grew up with in California when I moved back to Maryland, and the plans to be "pen-pals" seemed doomed to fall through. Now I've found some of them again on Facebook. I don't live near my extended family, but I can play Warcraft with them or send out a quick email whenever the thought crosses my mind. This seems to me to be the essence of the new structure: not that it makes new connections possible, but that it makes sustaining connections easier.




This brings me, in a roundabout fashion, to the virtual world sexcapades I'd like to address this semester. Consider again the question of virtual adultery. Say a married man enters a world, Second Life for simplicity's sake, and meets a lady there. There's conversation, drinks in a fully equipped bar, and fully animated connection. Nothing real has happened in such an encounter that can be documented. It's an affair with an on-screen set of pixels and words. Is that an affair at all? Is it any different from playing a game--Monkey Island, say--where the player leads the avatar of Guybrush Threepwood on his continual attempts to win the heart of Governor Marley? It's all just text and pixels after all.

Change one detail: say the man meets a lady at a real bar. They exchange avatar names finding they share a passion for Second Life. Now the encounter is entirely in-game, but there's a face and a remembered connection behind the pixels. Is this more real? Would any wife be satisfied with the explanation "It's just a game?"

Here, the line seems clear to draw: no one's going to be happy with any flirting with girls met in bars, even if it does all go to the Internet. But it's not a long step from the first fully online lady to this level. Would an emailed exchange of photos [even if the lady's image is probably pulled from someone else's myspace page...] make the lady real enough to be a threat? How about a switch from text-only chat to voice over IP?

When, in short, is a connection "real"?

Saturday, September 8, 2007

Second Life: The New Economy

Graziella pointed me to this tidbit of Second Life industry, answering the immortal question, "Where do baby unicorns come from?" The author of this particular article is somewhat appalled; for a [slightly] less one-sided view, the Second Life Herald has an article on the new trend that mentions a few more of the creations going on these days. Apparently, virtual statues can be a bit more threatening than they first appear.

So while CNet may be informing us that business in virtual worlds is going bust, there's a thriving market for services IBM and co aren't accounting for...

Tuesday, September 4, 2007

Shaking the Internet: Virtual Sex Worlds

"The Internet, Dude. Shake it hard enough and you can get anything to fall out of it."
-Brent, PvP Animation Episode 7





Sex on the 'net hits the news at regular intervals, as one big event or another falls in the hands of a news outlet and everyone is briefly fascinated by this brave new world. Right now, Second Life is at the top of the list for mainstream interest. With major companies invested in the Second Life mainframe and real money and--perhaps?--real hearts at stake in the intricacies of this virtual realm, everyone is as interested as they've been since LambdaMOO became home of the first cyberspace rape.

Virtual sex worlds have been around in one way or another since the Internet emerged. Erotica-esque writer Susie Bright wrote a book in 1993, Sexual Reality: A Virtual Sex World Reader, that began to chronicle the enticement of these realities as they became especially appealing as concerns about AIDS and other STDs mounted and virtual space became a world where the viruses were much less life-threatening: while continual pop-ups from adult web sites may be annoying, they have much easier to come by cures.

Getting things going in one of these environments--whether its a dedicated sex world or the romantic side of Second Life--takes a bit of getting used to, according to Bonnie Ruberg writing for the Village Voice. In Click Me: Getting Started with Sex in Second Life Ruberg describes the typical Second Life virtual sex experience: "Second Life sex is a combination of the visual and the verbal. Players strip their avatars down to their cyber skin, use pose balls (those floating orbs placed in romantic areas throughout the virtual world) to animate them into various sex acts, and keep up with the whole thing in IM" (par 3).

The pose balls are only the beginning--players who make money off designing for the game have created sex beds dedicated to allowing wide ranges of sex acts that the Linden Labs designers didn't account for. In the last month there's been a Second Life scandal turned lawsuit as the creator of one of the best sex beds in Second Life has seen his invention stolen and copied, sold on the cheap by a virtual patent infringer. The drama has even hit ABC News: 'Second Life' Sex Machine Spawns Suit.

This is only one of the virtual moral and legal dilemmas to emerge on the Second Life sex scene. The virtual nature of sex connection can lead to actions others find disconcerting, chief among them "age play." Second Life separates teenagers from adults on their world grids, and acts presumably to prevent actual children from entering the virtual sex scene, although with the distancing factor of a keyboard and a parental account anything is technically possible. Child avatars are definitely present, and thus "virtual child" sexual actions take place within the world. It's not really virtual child pornography in no actual child is involved, but it does lead to moral concerns. CNET has an article, Phony kids, virtual sex, addressing some of the outcry. There's a clear problem with the game trying to police such actions, which is why no attempt has yet been made: if no real children are being hurt, where's the victim in sexual roleplaying by consenting adults?

Of course, even actions between consenting adults on Second Life can have their real world consequences. MSNBC has an article by Kristin Kalning addressing one of the social implications of virtual sex world relationships, Is a virtual affair real-world infidelity?. The same question has been posed by Janet Murray in Hamlet on the Holodeck, but Murray's discussion takes into account future developments in technology: sure, current technology might only allow for a virtual world affair to consist of animated pre-programmed "sex" and dialogue through a text box, but if technological progression leads towards the Star Trek esque holodeck, at what level of "realism" in the virtual does it become genuine infidelity? Kristin Kalning tackles the issue differently: she discusses some effects these virtual affairs have had on real couples, leading to the conclusion that the very need for a virtual affair suggests something lacking in a real relationship.

Second Life is the current hot world for the mainstream to take a look at. Time Magazine sent sex world novice Joel Stein in to chronicle his experiences finding his first penis [in Second Life, nothing comes free] in My So-Called Second Life. Wired Magazine has taken a more ambitious scope: Regina Lynn has taken a look in on Sociolotron and Jewel of Indra, two far smaller worlds that attract a more specialized user: Real Sex, Virtual Worlds. For a historical perspective--in terms of Internet time, at least--Daniel Terdiman wrote in 2004 on Red Light World, a virtual world game based on Amsterdam's red light district: Virtual City of Smut Now Online



I propose to maintain for the course of this Fall a blog as prelude to a final paper looking each week at developments beyone what the mainstream press is catching and particularly in terms of forbidden sexual subcultures. What are the implications for virtual morality when we leave the mores of "normal society" and try to construct a new morality that understands how real the virtual can be? The philosophical turn to moral particularism gives us a balance for considering moral questions in a virtual space, meaning essentially that we have to take questions like "What is adultery?" and recast them in light of the particular situation these virtual worlds present.

In short, are the sex beds of Second Life becoming the new forum for the Marquis de Sade's 120 Days of Sodom, or are we looking at a new era for Philosophy in the Bedroom?