Seven years in Tibet. I mean SL.

Posted: 23rd August 2010 by Cubey in Meta, SL

Maybe this is a little early, I don’t know, but each year around the start of September, I like to mark the anniversary of my initiation into Second Life with a little retrospective of my years in the metaverse. Sometime in the next couple of weeks (I can’t remember the specific date), my account turns seven. That’s right, since September 2003, I’ve been rezzing, cutting, sizing, tilting, tapering, twisting, hollowing, dimpling, rotating, moving, linking, and texturing. As a result, I have an inventory full of hundreds — if not thousands — of virtual objects by Cubey Terra. Some became the products that you find at Abbotts Aerodrome, some became Abbotts Aerodrome itself, but most sit unfinished and mostly forgotten in the mess that is my Inventory.

It seems to me that my inventory list is like an archeological record of my years in SL. It’s sorted chronologically, where it’s sorted at all, and so as I browse down the list of nearly twenty thousand accumulated items, it’s like excavating deeper into my past.

The oldest objects in the oldest folders reveal a record of how I spent my first couple of months. There’s my Star Trek folder, where I made Kirk-era Starfleet uniforms, a working phaser, and a tricorder that makes a tricordery sound, but doesn’t actually scan. About as old is my folder full of noobish avatars that I created for Jeff Linden’s “Avatar of the Week” contest. Yes, there was a time when various Lindens actually organized and conducted events at places like the former Stage 4 in what’s now the Ahern/Dore Welcome Area. The Lindens quickly realized that approach wasn’t scaleable, so they started paying regular residents to take that task.

That’s why, near my “Star Trek” folder, I have a folder full of stages, lighting, and props that I used for my own events. A couple of months in, I built a theatre and began my “Bad Poetry Contests”. Yes, oldbies, I still have your bad poetry on file. I’ll pull out selected verses to embarrass people another time.

After I tired of the poetry slams, my inventory began to fill with something new. Hoverpods — hovering, sleek vehicles that hugged the terrain — like my “Squiddy” hoverpod. They aren’t my oldest vehicles, certainly, but they were the first ones to use actual SL vehicle physics, which hadn’t been available previously.

Besides the vehicles, theatre parts, and assorted newbie builds, artifacts from that era are mostly run-of-the-mill objects that anyone with any sense would have deleted long ago to recycle their bits for better uses. I see the Linden beach ball and party hat, which were once party toys, but since have been made into symbols of replicator objects, though these are the originals. I have the parrot, of course, and the hand lamp.

They represent a simpler time when user numbers were so small that it was possible to recognize everyone’s name. You could log in and create a random build in the Morris sandbox and think that it was worth keeping, like my giant meat grinder full of pink flamingos, zebras, and parrots. (The reknowned SL sculptor, Starax, in his Morris-dwelling days, encouraged me to do that one.)

Things changed, of course. Objects became productized, as they say in business, and our Linden dollar balance became worth more than just a ranking in the “Richest Avatar” list. Was it then that SL transformed from a casually creative community of artists and geeks into an economy? When did we mutate from hobbyists into part-time businesses?

When I dig down to the foundational layers of my inventory, I need to ask if something fundamental to the wonder of Second Life has been buried under the escalating efforts of creators-turned-businesspeople. For newbies now, their folders fill not with their own creations, but with polished, professional-looking products — the work of full-time content creators. The barrier to creating something new and unique — something that truly stands out — has become almost insurmountably high. The new user is now faced with over seven years of accumulated products that have evolved from clumsy primitives to refined sculptures.

Somewhere in Second Life, however, is still that spark of creativity. For example, every weekend, Pirate Air goes for a weekend group flight. They pick a destination and fly across the map en masse. Maybe the next level of creativity won’t be from filling inventory folders with objects, but from creating experiences like the group flights. Or Squeebee’s Mystery Science Theatre events. Or the snail races. Or live musical performances. Or countless other events that happen daily. I’ve been in SL seven years, but I guess I’ll have to stick around longer to see where Second Life will end up.

Now I’ll close the archeological record again until next year, except maybe to pull out the occasional exploding penguin. Best newbie build ever.

Rocketeer packs are now FREE

Posted: 21st August 2010 by Cubey in Creations, SL

Just like in that fantasy land called “real life” and “outside”, it’s a lovely a sunny day in Second Life. In fact, I would say that it’s absolutely a perfect day to tear through the clouds with a rocket motor strapped to your back.

Terra Rocketeer PosterStarting today, my Rocketeer and Infinity rocket packs are now reduced in price to exactly zero Lindens. Everyone can have a rocket pack.You can have one. And you too. Oh, wait… no not that guy. But the person behind him can have one. I have to draw the line somewhere, really. But besides that one guy, everyone can have my classic sci-fi styled rocket packs.

What do they do? Well, strap one on, choose one of the three speed settings, and your avatar’s natural flying abilities will be greatly enhanced. And a handy side-effect is that they will most definitely get you some action. That’s right, these things are regular chick-magnets. Walk into a club with one of these babies on your back, and within minutes, there will be two new members in the mile high club. Three if you wear the shiny copper helmet.

Where can I get one of these wonderful devices, you ask?

The truth behind the SL viewer 2 UI

Posted: 18th August 2010 by Cubey in SL

Another moment of Second Life Viewer 2 confusion: I could have sworn that uploading files was in a menu on the top of the Inventory window. I mean tab. Nope, now it’s in a popup menu from a little button at the bottom of the window.

So here’s my theory about why I keep forgetting where everything is. Every morning, Philip Rosedale logs into his “special” copy of Viewer 2. And as he sips his piping hot double-shot caramel macchiato, he chortles as he moves one or two interface elements to new locations quite randomly. Then he clicks the big Save button and wanders off to trim his Zapata moustache, which has become quite out of control lately.

Each time we log in, our viewer picks up the new changes. And that’s why I keep getting lost using Viewer 2. Things are literally moved around each time I log in.

Where is the telecommuting revolution?

Posted: 12th August 2010 by Cubey in RL, Tech

The engine revved as my ancient Civic struggled up the airport end of the Arthur Lang bridge, the worn-out valves popping and clattering not unlike the sound of a coffee grinder in a vain attempt to keep up with traffic. I tried not to notice the newer, healthy cars surging past me and the dirty looks and curses of morning commuters for having delayed their daily pilgramage to officeland by the seconds it took to change lanes and go around my frail old car.

The wastefulness of the morning commute struck me. All these cars roar along choked corridors to get their single occupant to the cube farm on time, while burning vast amounts of fuel and spewing pollutants. And consider the resources and energy spent building thousands — millions — of cars that make the same trip twice a day all across the country. It’s an obscene waste. And none of it is the least bit necessary.

Having spent the last five years working from the remote location of my desk at home, I can assure you that there is no reason why office workers can’t be productive remotely. Using secure software for remote access to the company’s servers and a reasonably fast Internet connection, anyone can be virtually present at the office. Add to that virtual presence an instant messaging and VoIP application, then workers can be available for meetings, presentations, and even casual watercooler chat.

This kind of virtual presence is something that any Second Lifer well knows already. In a world created collaboratively by individuals spread all over the globe, working remotely in environments like Second Life becomes second nature. From our living rooms and home offices, we meet, chat, organize, build. And even though Second Life itself doesn’t lend itself to practical aspects of the workplace, like sharing documents, other software exists that allows exactly that.

So where is the telecommuting revolution that tech pundits promised a decade ago? Why are we still engaging in the wasteful, destructive daily migration to the office towers downtown? What is the resistance?

To employers, it would seem to be a no-brainer. Remote workers don’t use up costly office space and resources. There are no on-site insurance issues. You don’t need to spend money on meals when they work late.

I think in the end it comes down to trust, or a lack thereof. Employers feel the need to keep a watchful eye on their employees when productivity is measured in keystrokes per minute, not in the quality and volume of daily output. If workers aren’t seated in their cubicle and clattering out words at their keyboards, then they simply aren’t working. Part of the resistance on the management’s part is purely emotional, I imagine. Decentralization means a loss of direct control over the minute-to-minute activities of their subordinates. And that means no more leaning on the cubicle wall, coffee mug in hand, with a personal reminder to put the cover sheet on the TPS report.

Somehow, this negative perception needs to change to follow the example of Second Life. Businesses need to change from a centralized, cubicle farm model to a decentralized, remote model. Office workers needn’t be enclosed in a grey stall to work productively. In fact, as I can attest, working from a home office reduces stress, which in turn improves productivity, creativity, and output.

Until the telecommuting revolution arrives, however, I’ll be bumper-to-bumper with the hordes of fellow cubicle dwellers.

Related links:

Canada

Posted: 1st July 2010 by Cubey in RL

Happy Canada Day, everyone! (Even non-Canadians.)

ZOMG! Cubey just slashed most prices in half!

Posted: 22nd June 2010 by Cubey in SL

That’s right… just like the title says, I went ahead and slashed all my prices. Why do stores always say prices are “slashed”? That sounds so unnecessarily violent. How about squished, deflated, dwindled, or just reduced? Prices depressed! Anyway, with my new pricing, all of my aircraft are now more affordable to metaverse pilots.

Here are some examples:

You get the idea, and there are dozens of other aircraft and other items reduced. Most aircraft are 50% off or more right now. Stuff is more affordable than ever, but they still fly better than anything else in Second Life.

(Oh, and here’s the unavoidable disclaimer: Prices are accurate at the time they were published and are subject to change. So drop by Abbotts Aerodrome before prices go up again.)

Sunrise flight

Posted: 14th June 2010 by Cubey in Creations, SL

Flying at sunrise near the lighthouse in Rosedale, just north of Abbotts Aerodrome.

My new canard design flies over Rosedale.

Canard progress, nth iteration

Posted: 12th June 2010 by Cubey in Creations, SL

As always, my aircraft designs through what seems like endless iterative loops in which I sculpt, refine, and sometimes scrap entire features. The other day I posted an image of my new canard, and at the time I thought it looked mostly alright. But over the next days, I replaced the fuselage with a more streamlined sculpted prim, added wheel pants (pants!), and air intakes. Every revision means fighting the limitations of Wings 3D and SL sculpts to produce something that at least resembles the image I have in my brain.

My canard design, resculpted

The result is closer to what I want, but this canard isn’t ready for scripting just yet.

Is the recession reaching the metaverse?

Posted: 9th June 2010 by Cubey in News, RL, SL

Is the recession reaching the metaverse? For many talented individuals at Linden Lab, that would be a certainty. Today Linden Lab announced that it is “reorganizing”, which results in thirty percent of Lindens losing their jobs.

In human terms, this means somewhere around a hundred bright and talented people suddenly unemployed in a time when finding work is almost impossible. And I’m certain there are former (remote) co-workers and friends among those to be shown the door today. I sincerely hope that they land on their feet — and somewhere more stable, if possible. They have my best wishes.

What does this “restructuring” actually indicate for LL? CEO Mark Kingdon says, “It will also enable us to invest in bringing 3D to the web and will strengthen our profitability.” Certainly, they don’t have so many paycheques, so yes… I can see that it’s about profitability.

In the word of the immortal Han Solo, “I’ve got a bad feeling about this.”

Duck! It’s a canard!

Posted: 9th June 2010 by Cubey in Creations, SL

After helping a new SLer yesterday to get started with Wings 3D and sculpts, I was inspired to attempt some thin, swept wings for a canard that I’ve been roughing out lately.

Roughing out the shape of a new canard aircraft

The general shape is coming into focus, I think. I want to improve the fuselage some more and smooth the join between wings and fuselage. Control surfaces would be nice to have too, but as usual with SL vehicles, the prim count for vehicles is only 32, so I might have to sacrifice that kind of detail to the prim gods.