Friday, June 19, 2009

Testing Island Designs

Kaboom Prims Sent up to 1000 Meters
Overhead View, Hamora Island Design by Sweetie
Written 16 June, 2009

Testing Island Designs

This morning I raised every prim on the surface of Whimsy Kaboom one thousand meters. The ground is bare.

We’re ready to rez a variety of terrains on the sim.

Over the last year Sweetie has used the off-world Mac program Backhoe to design a variety of terrains. The first, Whimsy, was a collaborative project between the two of us; the rest are purely hers.

We’ve put her terrains briefly on the land so we could look at them, but now we need to get them ready to sell. So for a few weeks we’ll be rezzing her various designs, checking and tweaking them, and putting down vegetation and houses to take photos.

Sweetie’s work is unlike any other designer’s— so don’t be surprised by what you see on Whimsy Kaboom.

And if you’re looking for the prims that used to be on the ground, fly up to 1000 meters. They look strange sitting up there.

Earth





Earth

When my friend Leaf Shermer visited her parents in Texas last week, she drove thirty miles out of her way to take these photos in recognition of my recent decision to no longer refer to my material existence as my first life.

What a hoot!

Thanks, Leaf! :)

Monday, June 15, 2009

Poor Harry the Humpback!



Written 15 June, 2009

Poor Harry the Humpback

Over the weekend we tested one of Sweetie's terrain designs on Whimsy Kaboom. The water was replaced by a large center island.

We raised lots of palm trees and the deck on Kaboom, but I figured Harry the Humpback II (the original is on Whimsy) would fare okay. Bad call.

Whimcentricity Arrives!




Written 15 June, 2009

Whimcentricity Arrives!

Leaf Shermer has reactivated one of her former homestead sims. It's now called Whimcentricity and is located south of Whimsy and north of Leaf's Eccentricity sim. This means that either Whimsy has been pushed one square north on the map, or Eccentricity one square south-- no matter, as all landmarks still work.

We will be sharing expenses with Leaf.

It's nice to fly up on Eccentricity from the ocean, and similarly nice to get a view over the ocean from Whimsy's south side. Frame rate is better on both sims, since graphics cards no longer have to render textures from both sims.

Whimcentricity will be mostly water, with some land masses for renting or building. The actual design has not yet been decided, as Leaf is away seeing family with a poor internet connection. When she returns we'll collaborate on ground textures and design.

Meanwhile, why not play?

In its initial incarnation, there's a wonderful underwater labyrinth that takes forever to walk, making Whimcentricity seem frigging HUGE!

The labyrinth was born when I took Sweetie to see the Virtual Native Lands, a multi-sim memorial to the native peoples of the Americas. She was enthralled by an overhead photo of a serpent mound (click the image to get a good look).

She couldn't wait to make something similar in Second Life, so when Whimcentricity arrived, she designed the labyrinth offworld in Backhoe and e-mailed the resulting RAW file to Leaf, who uploaded it onto the land.
Whimcentricity's labyrinth is at this point entirely landscape, except for a few marker prims, but it's well worth seeing, as it gives a sense of distance rarely seen in Second Life.

We will be putting several rental houses on Whimcentricity's islands. Faithful readers who would like to  live in paradise should visit the sim, and, if interested, should IM me, Cheyenne Palisades.

Saturday, June 13, 2009

Tiny Empires, Revisited

Written 13 June, 2009

Tiny Empires, Revisited

I bought the HUD-based Second Life game Tiny Empires a long time-- maybe a year-- ago. See here and here for info on T.E.

By patiently working the HUD, I worked my way up to Duchess, and even finally managed to acquire a subject.

Building a downline is critical for success in Tiny Empires; otherwise you just plod onward and slowly upward. But there's a downside to a downline, for if one or more of your subjects is enticed away by a bribe or otherwise jumps ship, you can be downgraded in rank.

I'm happy to plod, for I know the acres I save and buy are mine and the rank I attain is permanent and not contingent upon keep my subjects loyal to me. I may never become the queen of all creation, but at least I no longer live in a hovel and burn dung in the hearth. Life as a Duchess is good. Just give me my HUD and let me make my decisions.

But Tiny Empires is by nature a social game, and most people who play it use it primarily for the personal relationships they can form. Through the HUD you meet people and socialize with them; some of them become your friends. You hangout with other T.E. players. Many players hook up in SL and even, eventually, on Earth.

For these reasons I would heartily recommend this virtual virtual game to new citizens and to older citizens who are perhaps a bit bored and  looking for something to do.

I, however, keep myself pretty busy in Secone Life. While I'm always open to meeting new people, I would usually prefer not to drop whatever I'm doing and rush off to a Tiny Empires dance or to meet a new member of my line-- and besides, it's all beginning to bug me.

At first I couldn't put my finger on what was bothering me, but last night it hit me: a lot of Tiny Empire players are like Amway people-- fanatical about what they are doing. They want you participate, and they want you under them in the pyramid, and they absolutely WILL NOT give up their efforts to recruit/indocrinate/brainwash you. They won't take no for an answer-- and not heeding a person's wishes about their own affairs is profoundly disrespectful. I hate it when people try to work me to get their way.

Last night, while busy in world with Sweetie, I was getting simultaneously harangued in IM by three friends  all of whom are perpetually insistent that one day I will be in their downline. "We can make you a princess tonight!" one said.

I said, "I don't want to be a princess tonight, "I want to get there the hard way."

At the same time I was getting IMs to come to a dance held by the queen of my line (Laurelin). I wasn't anxious to go because pregnancy is running rampant on the kingdom's land and talking tummies make me want to strangle someone, or at lest use my Mystitool to make the virtual fetus say something like, "Baby Snookums: Hey, Ted Bundy had to be reincarnated SOMEwhere!"

So I took the HUD off last night and came within an inch of putting it the trash and emptying the trash. I would have, had it not been for a friend who has achieved high rank in T.E., seemingly without being crazy.
For now I'm going to doggedly work the HUD. I'll gradually increase my 477 acres to 1000 and become a princess, and then I'll put the HUD away again.

Because, you know, princess is good enough.

Friday, June 12, 2009

Selling From Cutouts


Written 12 June, 2009

Selling from Cutouts

I've noticed an increase lately in the numbers of merchants who sell clothes from cutouts as opposed to say, signs.

I find them difficult to buy from, as you get rather less of an idea what the garment really looks like until the final rez:


Even rezzed, it's difficult to get an idea of what the clothing looks like:


As with all things new, there's evolution. I've seen some stunning displays that use cutouts. Witness this from (I believe) Sey:


I can live with cutouts like the above.

SweetieKu


SweetieKu

Verse in a Haiku Metric

Oh prim of plywood
Six sides .5 x .5
You are forever

The Zen of Landmarks

The Defunct Playboy Sim Will Linger in the Memories of Men Everywhere
Written 11 June, 2009

The Zen of Landmarks


Sweetie and I were talking about my colossal achievement of having sorted through more than one thousand landmarks. I was lamenting all the places that were no more.

I needn’t have worried. It seems Sweetie had been pondering the issue of broken landmarks, and had developed a theory about them.

Call it the zen of landmarks.

“So long as a single landmark exists somewhere, no place is gone. It’s still there, in the ether, in our hearts,” she said, giving me a serene look.

To preserve all these vanished places, Sweetie has decided to create a landmark conservancy. In that way, Svarga, Pioneer Space, and that sex club you liked so much will endure forever.

Tuesday, June 9, 2009

A Second-Rate Second Life: VI. Violence & Degradation (by Sweetie)

Written 8 June, 2009

A Second-Rate Second Life: VI. Violence & Degradation

by Sweetie

This post was written by my Sweetie, who has taken a look at a most serious subject. It was inspired to a small extent by my previous posts in this series and to a larger extent on the article The Big Death in Role magazine —Chey

For the most part, I see people who have selected to enter Second Life as curious wanderers. They tend to be well-educated, seek a connection with others, and basically work and play well with others. Sure, some come in with grand plans and others with no clue, but they come nonetheless with a spirit of adventure and good intentions.

However, whenever people get together, a certain percentage will prey upon others. These will range from residents looking to do serious harm to those who will never do anything more dramatic than beg, be viciously snide, or leave a trail of broken hearts and burned business partners in their wake.

One thing I can tell you is you cannot be neutral about violence. You are either supporting the victim, or your inaction is supporting the abuser. When you witness violence and degradation, you must, as a conscientious person, speak up about it.

However, speaking out can be difficult because of some basic and faulty assumptions:

Assumption 1: No one can physically hurt anyone here... so how violent can it be?

Response: The only type of violence that can’t be perpetrated in Second Life is direct physical violence. People can steal your intellectual property, and they can damage you financially by theft or elaborate fraudulent schemes, and they can make your second life hell by stalking or persecuting you.

Everything is verbal in SL. Verbal violence can range from defamation to straight up emotional abuse. Victims of violence— especially systematic violence— will tell you the physical abuse was awful, but the terror and anticipation of violence, the feeling of loss of control caused some of the deepest wounds.

If the person you are involved with threatens self-harm, knowing you are powerless to stop it, or has your RL information and threatens to defame or harm you in real life, the physical violence can translate from one world to the other.

Assumption 2: Some people come here to experience violence/degradation in sexuality. That is a private choice between consenting adults, so others should stay out of it.

Response: There is a huge difference (and it is all in the intent of both of the participants), between the consensual role play of BDSM and when one person conditions another to be manipulated, shocked into saying yes under pressure, and minimizing their outrage by saying “If you loved me you’d do it,” or “You agreed to the training and we told you it’s for your own good.”

Sexual violence is primary psychological to begin with. When someone you know flashes you with images they know will disturb you or touches you in unwanted ways, it is awful. But the psychological damage, the guilt, the self-doubt that follows conditioning and betrayal by someone with whom you are intimate is difficult to overcome. If you’re on a poseball and your partner has someone else jump on the animation with you and tells you not to get up— is it not a rape, using a sexual violation as a way to express dominance and degrade you?

Assumption 3: If someone is hurting, being cruel to you, or degrading you, you can hit the big X and close Second Life.

Response:
There is a point in every relationship when we make the decision, usually subconsciously, that this person who was once a stranger now has my “assumption of trust.” We say we have a good feeling about that person and feel safe to share with them. When you first make the connection, it’s because everything is charming or exotic or interesting or familiar and better than before. You don’t chose a business partner thinking “Oh, I bet in three months they’ll totally rip me off, let’s do this!”

Once a stranger become that friend or partner we trust, there is of course still that off switch, but it becomes a lot harder than you think to hit it. Why?

The only way to function in the world without being completely paranoid is to trust our own judgment. We trust all the time that even strangers, let alone loved ones, won’t hurt us, rip us off, or drive on the wrong side of the line suddenly and smash us to bits.

If an old friend did something awful to you, would you turn you back on them and just walk away? Would you terminate the relationship completely so they never had the chance to do something bad to you again? Ok, you would if it was bad enough? So how bad would it have to be? What if it was just shy of that? What if it wasn’t terrible, just pretty rotten and out of character. Would you maybe get angry and ask for an explanation? Would you accept an apology? How many times? What would you do if, when you decided to leave, you were challenged, “Is that all the relationship meant to you?” by a friend or relative? Would you still go?

Denouement

If you are having a second-rate Second Life due to violence or degradation, speak out and ask friends for support. You don’t have to trash the life you’ve built in SL to be safe and free from harassment.

If you see someone being violent or degrading, speak out. If you aren’t supporting the victim, your inaction is aiding the abuser.