Showing posts with label Jasper Kiergarten. Show all posts
Showing posts with label Jasper Kiergarten. Show all posts

Friday, April 16, 2010

Heritage Key -- a virtual world designed for learning

~~~
At Heritage Key, visiting Stonehenge as it was in ancient times


We know that learning takes place in virtual worlds. It isn’t always something that the designers of those worlds intended, and if they did intend for learning to happen it doesn’t always take place in the ways that designers hoped for or expected. Nonetheless, what we have seen happening--both in the unplanned learning that takes place and within the context of conscious educational experimentation--is giving some groups and individuals a sense of how they can try to do a better job of fostering structured learning experiences in virtual immersive environments. A wonderful example of this is Heritage Key, an independent learning grid utilizing OpenSim, software that is based on an open source version of Second Life code.

Heritage Key is a project of Rezzable, the company that is responsible for creative experiments such as the “Greenies” build in SL. However, rather than being a purely artistic or creative endeavor like the little green guys, Heritage Key is a stand-alone grid designed specifically for didactic purposes. Its elements include a number of archaeology/ancient history themed “exhibits” and immersion environments that are crafted to achieve specific learning goals, and to convey specific messages and information.

Elements of a structured learning experience in HK are distributed throughout the exhibits to provide context and meaning for the builds.


You come away from an experience in Heritage Key knowing something you didn’t know before, or having seen something you thought you were familiar with in a new light--and that information and perspective is more than likely one that the designers of the spaces wanted you to get.

This is real different from the type of learning I have been a part of and am familiar with in Second Life. There it’s not so much something that was intended, as it is a series of serendipitous light bulbs going on and someone suddenly saying “holy crap, I think we just learned something here, didn’t we?” It’s different and it’s intriguing. I have been visiting Heritage Key and watching their progress for a while. And yes, it is very much a work in progress. You can go visit it right now, but keep in mind it is changing almost daily.

Back when I started visiting HK, I was delighted to find that some old friends were part of the project: Viv Trafalgar and Jasper Kiergarten. They, along with some other folks who work there have been very friendly and forthcoming, answering my numerous questions. And when I hit them with some things they couldn’t answer, they directed me to Rezzable’s top guy, Jon Himoff.

Jon was likewise very helpful, especially as I was seeking to understand as well as possible the background of the project. Here are some of the questions I asked him, along with his answers:

DAK: I gather Rezzable Productions is a for-profit entity that generates income from advertising and providing services to facilitate virtual marketing initiatives for corporate clients (even the use of the term "sponsorships" implies an underwriting approach borrowed from the non-profit world). But I am unclear as to how Heritage Key is underwritten. I was wondering if perhaps it is actually not meant to generate income and is in fact a sort of "loss leader" designed to kill two birds with one well-crafted stone: doing something civic-minded and positive in terms of fostering learning in the metaverse; and actually creating a successful and innovative educational grid, thereby highlighting and promoting the creative and practical skills of Rezable and its partners?

In short, I'd really like to get a handle on why you're doing HK and what the goals are.”

Jon Himoff: (Our) goal is to make money with all this work on Rezzable/HK. We have equity funding to get all the technology and methodology in place. We started in 2007 really with the challenge of figuring out how to attract mainstream online users to more engaging, immersive experiences. Heritage key is our brand and we are using a combination of rich media--including virtual experiences to delivering unique, compelling content around the idea of traveling to ancient world sites. As this rolls out we are also looking at other types of brands that would benefit from real-time community capabilities. “

....Education is not as much an objective as making history relevant to people (or maybe that is what education should be?). Clearly if people find something intriguing or even fun then they will pull on it and drill into the material. The ancient world content fits the virtual online well--it has a level of imagination but also the facts are rich and many stories have not been told to large audiences (like Boudicca)."


DAK: “I would also like to know if there were there academic partners involved in each segment--content specialists who were partnered with the virtual worlds experts like Viv and Ordinal to create a successful and meaningful experience for the visitors? (I'm big on the idea of partnerships that cross boundaries of disciplines and worlds, and correct me if I'm wrong, but it seems like that must be part of your philosophy in trying to make your projects work)."

Jon Himoff: “The hard research comes from the experts. We are not subject matter experts, but the packagers of that into something engaging online. We actually spend a lot of time learning about the things we will make virtually -- in fact almost the entire content of the .com is the work in progress on that effort. We would like to work more with universities and museums. “

DAK: “I gather there is some connection between this open-sim grid version of King Tut and the VotK build, and a similar previous project on the SL platform (but that in moving to HK, the concept was refined and expanded). If I am correct in that, then I am curious why the use of SL was abandoned?”

Jon Himoff: "We use our own OpenSim-based grid. We did some initial work in SL, but it is too expensive and integration is impossible. SL will also not scale."

DAK: “I would also be curious to know how things that were learned in the course of developing and presenting the previous version may have shaped and facilitated the expansion and enhancement of the new version--and if so, what sorts of lessons were learned in the previous experiments?”

Jon Himoff: "I think major lesson has been that just because you build it, doesn't mean people will come. You need to do a lot of work to make things digestible for mainstream online users. Navigation is major issue. Also we are investing a lot of time/energy into offering quests as parts of dynamic, user-oriented story telling.”

DAK: “HK is obviously open for visitors, but still seems to be very much a work in progress--is there a schedule for opening additional elements and a plan for promoting usage of the HK grid as bugs get worked out?”

Jon Himoff: “Yes, it is a sort of open kitchen right now. We are also getting a lot of great feedback from visitors. There are some technical issues, but main focus is really getting the flow across the content working better. It is hard to get it all right--some people are newbies, others are gamers so their interest and skills are very different. Ultimately they should all gain something by visiting.”

DAK: “Is it accurate to say that the current exhibits you have set up on HK are not just a laboratory to work out how to get "the technology and the methodology in place," but they also essentially function as "demonstration" pieces, to show potential clients what can be accomplished with your platform and the good people you have working with you? “

Jon Himoff: “I think of it as a proof point -- it does work and it can scale. We have done Tut, Stonehenge and integrated rich web content as well. Check all the videos for example, but there are also tons of articles, images, slideshows. See site search results as an example http://heritage-key.com/search/ancientworld/king%20tut . I think you don't really know how something can work until you get on with it and try to make it engaging. You hit a lot of issues that you wouldn't see as critical until people are using it. “

DAK: “If the current exhibits are in fact demonstrators, I was also wondering if the upcoming British Museum segment is also a demonstration piece or an actual contract job for an institutional customer? ”

Jon Himoff: “The BM is not a customer, but I also don't really see the museums as customers. They should really be partners with us. In general we should be able to work with them to generate more interest in their collections and special exhibitions in order to drive more visits and make online more profitable for them. Especially for the sites--which often don't have strong collections but are very exciting to actually visit if you understand the context of the history.”

DAK: “In one of your answers to the previous questions you said that you gave up on doing projects in SL not just because of the cost, but because "Integration is impossible." Would you explain exactly what you mean by that?”

Jon Himoff: “Trying to create a streamlined user experience from web community to virtual experience is not possible in SL. There are no API's for example. There is no way to brand the viewer etc, etc etc. And I would add that Linden Labs is not a credible business partner. There model is selling virtual land (at a high price) in a closed, proprietary platform--so if that is all you want, then they have it ready for you. We don't see that as a foundation for 3D Web.”

I found Mr. Himoff’s answers enlightening...as well as raising other issues that I am still not clear on. The question of how they plan to monetize HK still eludes me a bit, although I have noted sponsors being associated with various elements such as the Steamfish game on the main Rezzable grid. I also understand British cab company Addison Lee is sponsoring an ancient London element of HK. But I am intrigued that they think of the institutions they are working with--such as the Britsih Museum--not as “customers” or clients, but as “partners.” I am curious about this knowing that there are other organizations that would have an interest in being involved with experiments like the exhibits on Heritage Key, and at this point I am not clear how they would go about exploring the possibilities with Rezzable--I suppose in the end I shall simply tell them to get in touch with Rezzable and see what they can work out, if anything.

So that’s all very cool, but I bet you’re wondering about what the experience itself is like--why am I so excited about this alternate grid.

Well for one thing, they don’t make you use Viewer 2.0, which, for the record, I completely and utterly loathe.

Instead HK uses a simplified version of the old SL viewer. One big difference, however, is that you cannot build here or create new objects. But you can fiddle about with some existing things--and that’s something I shall discuss momentarily.

So let’s start at the beginning: You go through a simple sign-up process and then you get to choose from a series of pre-made avatars (all with a distinct steampunk flavor as they were borrowed from or inspired by the steampunk look of the the educational “Steamfish” game that is on the primary Rezzable grid). You then go into a welcome area that includes basic instructions on how to walk, and teleporters that can take you to a travel center through which you access the various exhibits and environments.

The travel center, in the entry area.


The entry area is clean and attractive--suggestive of a temple/train station mash-up. At times, they have live helpers to assist new visitors. HK/Rezzable staff supervisor Angelina Rhode explained:

“It’s essential to be available to welcome people and show them around. Not everyone who visits the HK grid is an experienced user. I missed that in SL, not having someone guide you if you needed it, taking you by the hand and explaining how the basics of SL work. A virtual experience is something very different and new for many people and it’s important to have someone who can help you with your first steps, to show you where to customize your avatar and then explain how to get to all the exhibitions. Of course we have many signs which do that too, but to talk with someone feels better and you can ask questions the signs probably cant answer.”

I like that a lot -- the idea that there will be times when live people will be there. Yes, if you are used to working with SL, Heritage Key will be second nature for you. But the visitor who is new to virtual worlds has the possibility of getting help from a real person.

There are also tutorial areas where you can make changes to your avatar, get new hair and outfits and learn more about how to navigate, communicate, interact with objects etc. All the usual stuff you get in orientation areas of SL, but cleaner-looking, easier to follow, and devoid of griefing morons.

Tutorial area where various functional skills are taught.


Being the busybody that I am, I quickly found that even if you can’t make your own stuff in HK, you can manipulate most of the hair and outfits to suit individual taste and mix and match. There are also outfits and hair that can be obtained in some of the exhibits. For example, when I got to the “Life on the Nile” environment, I took a man’s tunic and stretched it into a dress, redid the armlets as bracelets to fit me, and then shortened the long hair I picked up in the avatar center. Later on, I got another set of beaded hair from one of the mini-games in that build.

Sitting at the cosmetics table in the scribe's house, where I got my new hair with beads and all. An informative primatar is located in this room (as is the case with many rooms of the compound) to provide interpretive information. The primatars throughout the build were created by the highly skilled Jasper Kiergarten.


So then you go on to the various exhibits and environments. These include, so far, an exhibition of artifacts from King Tut’s tomb, an immersion environment recreating the Valley of the Kings at the time of Howard Carter’s excavations in the 1920s, a series of recreations of Stonehenge (showing how it developed and changed over time, from its initial stages up to the present), and a “Life on the Nile” environment that represents an affluent scribe’s household in Amarna, circa 1350 BCE.

In the Tut exhibit, viewing a the three dimensional, 360 degree recreations of one of the inner coffins. Clicking on various exhibit elements brings up interpretive information about the object, as well as links to additional interpretive materials.


I liked all the elements. The 360 degree representations of the artifacts in the Tut exhibit are just mind-buggering awesome. They can be viewed both in relative scale so you get a sense of their actual size in real life, and as “blow-ups” so you can see the stunning detail. The Valley of the Kings environment can be viewed either just as a cool immersion experience, or you can take advantage of various game-like elements that allow you to “follow in the footsteps” of Howard Carter.

I especially liked the recreation of the tomb, which for the first time gave me a clear idea of how it was laid out and just how bloody cramped the damn thing actually was.

Inside King Tut's tomb. The sarcophagus has theoretically been "removed" so it is represented by a semi-transparent place holder object.


The Stonehenge experience was engaging and attractively done. This is what a virtual space is ideal for: allowing you to move around in a space, see it from different angles, interact with objects, carry out tasks (and get easter eggs in the process) and most of all to see change over time.

Stonehenge, the present day.

At first I wasn't real keen on trying out the various mini-games and "scavenger hunt" kinds of activities. Keep in mind that I'm a terrible museum goer. I never follow the path the designers intended for me; I generally skip reading labels; I don't like feeling managed or manipulated. But Viv kept encouraging me to try some of these elements in Amarna, and soon I found myself getting caught up in them, especially once my competitive instincts kicked in.


One of the simple mini-games scattered through the various exhibits--this one, located in the scribe's house, gives you a mask of the river god as a prize when you get the answers correct.


Of all the areas in Heritage key, my favorite, not surprisingly, is the Amarna build. A number of the HK exhibits had been done before in some form in SL, including Valley of the Kings and Amarna (the Stonehenge one is, I believe, completely new). but they were completely redone by a team that included Viv Trafalgar, Jasper Kiergarten, Ianthe Farshore, My Mackenzie, Pavig Lok and LT Bartlett.

Interacting with a primatar at the scribe's house. He asks you questions to make sure you "belong" there. If you can't answer, you apparently get dumped in the pond.

These folks did a superb job. Just to give you an idea of the kinds of people who worked on these projects, I would like to share with you a bit about Viv's background: she has taught at both the high school level (poetry, literature, and writing) and at the university level (hypermedia design, Flash, web design, etc.). She comes from a programming and a graphic design/writing background, and has an MFA in poetry and MA in Interaction Design and Publications Design.

As an educator and virtual artist, Viv made the following comment about HK:

“I love creating spaces where there's a lot of potential for imagination to play, but there's also a lot of learning potential...and I am in love with this platform because it is more open and new-developer friendly than some of the platforms I've worked on.”

In the immersion environment of the Valley of the Kings, 1920s,


OK, so it’s great, but is it perfect?

No of course not. Nothing is perfect. Especially something like this that is still a work in progress. For example, it usually takes me three or four tries to get logged on. Sometimes funny things happen with what I am wearing. Viv recently told me that periodically all the builders find that OpenSim has hidden all their inventory. As she says. “it’s still very beta...depending on what viewer you use it's got different ways of behaving...and then on the third Saturday of the full moon at 2pm it just decides to go down the pub for a few...it's a bit like working with a cranky, but talented toddler.”

On the other hand it has been consistently improving. Viv further pointed out that, “A year and a half ago, the first opensim tests I went on--you couldn't have more than 8 people not moving or doing anything on the grid. Now? So much is possible...it's a huge growth and change rate.”

And not only is it technically improving, but the Rezzable people are taking a direct hand in making it work better for the audience. Yes...that's right: if you give them feedback they will actually listen. One of the things I passed on after my first visit was that I longed to be rid of the dreaded default “duck walk” and desperately wanted an AO. I was told that other people had mentioned it and they were working on it. Lo and behold, when I signed on today there was a gizmo both in the entry area and the Avatar Center distributing a free AO. Admittedly, it's not the best one I’ve ever seen (and slightly glitchy as it was in alpha), but it sure as hell beat the snot out of waddling around and feeling that compulsion to quack.

Are there other things that I don’t like about HK?

Well to be honest, there are some things that I wish had been done differently. I think the inclusion of multiple OOC signs, the steampunky-looking teleporters, and other OOC bits and bobs in the immersion environments does detract slightly from the overall effect of the experience. But at the same time, these elements are important for the “mini-game” and didactic aspects of the builds. I guess it‘s mostly a question of esthetics, and it’s certainly more important that the visitors actually see the pieces that they have to interact with in order to benefit from all the learning opportunities. If these features weren't as visible as they are, a lot of visitors would probably miss them altogether. Also, the freebie Egyptian women’s dresses were a little too fancy for my tastes, and I thought they looked a bit more Hellenic than Egyptian. But that’s just me being a persnickety old harpy. Minor stuff.

From certain viewpoints, the immersion effect is disrupted by the logistical and didactic elements, but they have to be somewhere, right?


The big picture is that I think this works. It offers that kind of improv theater/Kon Tiki/hands-on immersion learning experience that you hope for in a virtual world: it's essentially, as we say, "socially interactive self directed learning" reinforced through play--but in HK they have actually managed to utilize that dynamic combined with the kind of structured goals and desired outcomes that usually don’t seem workable on a platform like SL.

On a big reed boat on the Nile.


Yes, in SL we can have those self directed learning experiences--especially as they relate to world building and the skills connected with content creation, which you can’t do in a place like Heritage Key. But in HK, they have managed to integrate a form of that “exploration” experience with the communication of very specific messages designed by the educators and experts. And every time I go there, something new is underway, and its functionality keeps improving. I think Heritage Key represents an important step in the evolution of virtual worlds as a place to learn and teach.
~~~

Wednesday, April 14, 2010

The Good, the Bad, and the Gorgeous--more firearms of the "Old West" in Second Life

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Yes, I know I tend to write frequently about recreated historical firearms in Second Life. Hey, I like guns, they've been a part of my life since I was in my teens. Growing up on a small farm, firearms were a form of useful tool that you had to understand and respect, just like an axe or a saw, or any other technology we employed. But then my relationship with firearms evolved beyond that, into an appreciation of the gunmaker's art, and a love for the sheer beauty of what skilled machinists produced in the last century and a half--so I got into collecting, and recreational shooting, and ultimately working with firearms as an aspect of my professional life.

So you just have to indulge me when I wax poetic over of the work of certain SL weapon-makers.

As the title of this piece says, there is the good: in fact, there is a great deal of good work done in-world by content makers who produce very nice, functional period firearms that are quite respectably authentic. And sometimes what they make is really good.

Below is my Sergeant OHanlon alt with model 1873 Single Action Army Colt revolver that was made by Deadwood sim co-owner Caed Aldwych (Perceval Dryke).


It's proportioned properly, it has the right shape and appearance for a model '73 SAA, and by golly, it's not all tarted up with stupid movie-land crap like angels or crosses on the grips, or engravings of "hello kitty" on the cylinder, or any other Stoopid Shit. It looks like a frakkin' army-issue Colt revolver, it comes with some decent poses and anims, it shoots pretty well, and it functions like 6-shot single action is supposed to.

Does it have exquisite detail? No, it doesn't. Does it come with all kinds of extra optional animations and poses? No. But for crying it out loud, it's a freebie--it comes as a part of the complimentary "cavalry soldier" package that you can pick up at the Ft. Laramie entrance area to the Deadwood 1876 sim.

I shall repeat that: IT'S A FRAKKIN' FREEBIE. IT COMES WITH AN AUTHENTIC 1870's-STYLE CAVALRY HOLSTER AND BELT RIG. I have a couple of alts that use this gun and rig, because it looks good and does the job and was a cost-effective option.

You can spend a whole lot more of your hard-earned linden dollars on stuff that's not nearly as good. In fact, there are so-called "authentic" firearms for sale in-world that will cost you a shitload of money, but that are utter weaselcrap. I'm not going to name any names, but that's the bottom line: there are supposedly "historic" guns out there that certainly qualify as the "bad".

So, you might ask, what really bothers me with certain SL "historic" guns?

Well it's not just the ones that they are sloppily made, pig-butt ugly, and look very little like the actual historical guns they are supposed to represent. What really kills me are the ones that function in wildly implausible ways: ridiculously high rates of fire; bizarre reloading operations; and inauthentic magazine capacity. Holy Moses in his bathrobe, how hard is to look up a weapon on wikipedia and see how many rounds the fucker actually held?

OK here's the new rule: dumb-ass first person shooter games like "Gun" are not legitimate sources of accurate information about historical firearms. You need to actually understand something about what the guns looked like and how they operated before you can make an "authentic" or "realistic" recreation of an historic weapon. You can only use certain weapons in certain ways in particular time periods. Let me give you some practical examples of what it means to follow this rule. For example:

* You do not get to bring weapons into an 1860s or 1870s sim when those weapons--such as lever action and pump action shotguns--were not invented until the 1880s. Nor do you get to make shit up--like adding a lever action to a single shot muzzle loader.

* You cannot "dual wield" (fight with one in each hand) certain types of pistols in ANY fuckin' time period. Like Volcanics. They were LEVER ACTION pistols. That means they took two hands to operate, numbnuts. Not only were they crappy pistols that quickly become obsolete, but there is NO WAY IN ANY FUCKING UNIVERSE THAT YOU COULD USE TWO OF THE GODDAMN THINGS SIMULTANEOUSLY UNLESS YOU'RE A FUCKING OCTOPUS!

* Likewise, skip these foolish cut-down Winchesters you see here and there. That is an imaginary weapon created for 1950's and 60's TV shows and movies. I have yet to see any historical examples or evidence that anyone in the late 19th century actually fucked up a perfectly good rifle in this manner. It is NOT a useful weapon in this buggered-up form. In part this is because the Winny has a tubular magazine under the barrel--so when you cut down the length of the barrel, you also have to shorten the magazine and reduce its capacity. In effect, Mr. SL gunmaker, you can't make a cut-down Winchester and still script it with a 12 round magazine, and then call it "authentic" or "realistic." It would hold maybe five or six rounds after you chopped it. And don't tell me that it gives you more hitting power with a rifle round, because the earlier Winchesters used the same ammo as the Colt pistol. So all you did was make a clunky hand gun that takes two hands to operate.

And yes, I know that weapons like that are perfectly suitable for most "fantasy" old west sims where you also might have vampires and lycans running around, stripper poles in the saloon, and Northwest coast totem poles amidst the Plains Indian tipis. That's cool, if that's what floats your boat. Or if you're in a sim like old Sigil was--openly and unashamedly based on the genre of the spaghetti western--well, yeah, then you could argue that having a Hollywood reloader (ie, you never run out of bullets) is actually appropriate.

Ultimately, of course, anyone can make anything thing they jolly well want in SL--it's one of the joys of the platform. But if you are going to call what you make "realistic" or "authentic" then I think you ought to put in some effort and research time in order to actually warrant using those terms.

I am not embarrassed to say that yes, I am an authenticity snob when it comes to my old west technology.

If you too care about the quality and authenticity of the weapons you're using, why spend a lot of money on dross and sludge when you get something as gorgeous as this (the rifle, not the nudie picture):


That's the Kiergarten Armoury Sharps rifle for hunting and target shooting, which we have discussed in an earlier piece. It actually looks like an 1874 Sharps, and it functions like one as well, requiring you to reload in between each shot. Yeah, it's not too handy in a wild-eyed, grief-fueled shoot-em-up, but by damn, that's how a single-shot rifle actually worked.

And it's only $400 lindens.

Let me say that again: it's only $400 lindens.

And Jasper Kiergarten keeps making cool, gorgeous stuff like this. He just sent me an example of a Sharps model 1869 military carbine. This was a Civil War issue weapon that was converted at government arsenals after the war to fire the new .50/70 cartridge--a great many of these were used by the U.S. cavalry until the 1873 Springfield "trapdoor" was put in service. Look at the image below--you will note that not only are the parts of the action textured to look like case-hardened steel, but there is actually a goddamn saddle ring on the left-hand side of the stock.


Now that might not seem important to most of you, but let me ask you this: how do you think troopers hung on to their carbines when they weren't using them? Velcro?

They had a carbine sling that hooked to the ring, so that they could carry the carbine hanging by their side (conveniently at hand--not slung on their back). Now all we need is for someone to make a jacket layer version of the carbine sling, and we're all set.

Anyhow, that's why I like Jasper's work. It looks really damned good, it works like it's supposed to, and it reflects his understanding of how the guns were actually carried and operated. It's all in the details, like that dang saddle ring. After all, how many other weapons have you seen in-world that should have a saddle ring on them, and actually do?

So if you can get something that good looking and detailed for a few hundred lindens, what can you find if you're ready to invest some serious money?

Holy dog crap on white toast, I am so glad you asked me that question. I've already told you about wonderful--but pricey--weapons like Ernst Osterham's boxlock double-barreled shotgun. But here's something in the same class that you haven't seen yet:


This is a SAA Colt cavalry model with the 7.5 inch barrel made by Lockmort Mortlock. My crappy screen shots don't do justice to this gem of a recreated historical firearm.

It's not just that the proportions and the shape and design that are spot on--it's the freakin' detail. The screws in the frame are there. And they are different sizes like the actual thing. You can see the spring in the extractor rod housing. You look on the top of the barrel, and you know what you see?



That's right, the markings telling you who made this and where.

So is this cheap? No of course not. Lock currently has the civilian version of the SAA for sale (4 inch barrel), and it runs around $1,500 lindens.

BUT in addition to the gun, you get a great belt and holster with options for how many rounds you want in the bullet loops; you get options on different finishes; you get different firing poses including single-handed standing, double-handed standing, and double-handed kneeling; AND you get accessories like an ammo box that you can click on and reload the weapon.


Frankly I can't wait to see what he's going to make next. Lock is a true artist, as well as a sincere and enthusiastic firearm historian. Lockmort Mortlock's products are available in the vendor area of Ft. Laramie in the Deadwood 1876 sim.

Come on, do I really have to generate the slurl for you? Show some ambition and initiative.
~~~

Friday, February 19, 2010

Prim Presents -- cool stuff I got after my Second Life Wedding

~~~
A romantic moment, enjoying our wedding gifts.

I intended to do this for a while but got distracted by some other things. (Yeah, I know it sucks how often my posts start out with some statement like that. Deal. I do.) I want to thank a couple friends who gave me and Sepp some wedding presents back when we jumped the broom in January.

First of all, Ernst Osterham gave us our very own fish-can target set to plink at.

The fish can target set consists of three cans that rez on a railing (included with the set). You shoot them and they fly off. After a short pause (plenty of time to take out all three cans on the rail) replacements automatically rez on the rail for the next round.

I've written about these before. They look great (note the awesome vintage label on the can) and they do cool things as you shoot them, making a plink or clank noise and flying into the air when struck properly. They then lay around on the ground for a little while until they self-delete. By the way, Ernst now has these can targets available for sale at his Albion Importers shops (New Babbage, Deadwood, among other locations, I think). When he first introduced them, they were not up for sale at first. But now they are. Go get some. They're hours of fun. And I really got to hand it to Ernst--he knew that Sepp and I would find this an incredibly romantic gift. The family that plinks together, thinks together....or something like that.

Oh, and speaking of the social aspects of firearms in a conjugal context, the other wedding present we got was a pair of Remington-Rider "rolling block" rifles made by our friend Jasper Kiergarten. Sepp hadn't been around much since the wedding, but last night we managed to get together and go running around in the hills above Deadwood trying these out.


So we spent some time shooting the paper targets up by the old miners' cabin, and did a bit of hunting and chasing around after critters.


The guns themselves are of course the kind of work you expect from Jasper: museum quality 3-D modeling, with proper proportions and carefully sculpted pieces that are shaped to look like what they are supposed to look like. This weapon--which is offered for sale at a very reasonable price in the Kiergarten Amoury shop in New Babbage--features a vernier tang sight (as used at Creedmore and other target ranges), a "slung over the shoulder" pose for carrying, and a receiver that is textured to look like it is case hardened steel.


Another thing I really like: there is a version of the gun available in which the firing pose is adjusted for smaller female avies like mine, so you don't look like a bug-eatin' fool with the butt stock of your weapon sticking out the back of your shoulder blades.

Historically, the Remington-Rider "rolling block" rifle was second only to the Sharps in popularity among professional buffalo hunters. First introduced in 1866, this family of firearms featured an extremely strong action that eventually was able to make the transition from black powder to smokeless cartridges. Ultimately, the rolling block would be produced in a wide variety of calibers, including .50-70, .45-70, 7mm Mauser, .43 Spanish, .43 Egyptian, .43 Turkish, .303 British, .30-40 Krag, 7.62 Russian, 8x56R Danish, and even .22 rimfire, among others. As you might guess from that list of different rounds, it was made in a range of variants for military as well as civilian use, and target rifles built on rolling block actions frequently showed up in competitive shooting.

To load a Remington rolling block irl, you cock the hammer, then pull back on a small lever that protrudes on the right side of the block. This unlocks the block and allows it to "roll" back, permitting you to slide a round into the chamber. After you have placed the cartridge in the chamber, you push the protruding lever on the block forward, which closes the action, leaving the hammer cocked. When you pull the trigger and the hammer falls on the block, it not only drives the firing pin into the round, it also ensures that the action is very tightly closed, preventing any escape of gas. When you open the block again, the fired casing is extracted.

Naturally it takes much longer to explain this process than it doses to actually carry it out in real life. Nonetheless, it is a single-shot weapon that is manually operated, and therefore a tad on the slow side. Once again, it is greatly to Jasper's credit that--as he did with his Sharps--he gave this this weapon a reloading time, animations and sound effects that seek to realistically represent operation of a single-shot weapon. If you are one of those spit-dribbling, dry-humping morons who wants a fantasy gun for shoot-outs that operates in an unrealistic fashion (cranking out too many rounds too rapidly, without requiring reloading), then fuck you. This isn't the gun for you.

But it's just the kind of gun that Sepp and I love for hunting and target shooting. Oh, and bless his heart, Jasper even "engraved" our names on our respective weapons. Ain't that sweet?
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Sunday, August 23, 2009

Good stuff -- Kiergarten Armoury model 1874 Sharps rifle

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I love getting a new toy, especially when it turns out that the item is as decidedly nice as this one. So many things in SL prove to be a real disappointment. To be honest, a lot of what is made in-world outright sucks. It's fun to get to review something like this that most definitely Does Not Suck.

It's my latest acquisition -- a model 1874 Sharps rifle, in caliber .50-90 (the "Big 50" favored by buffalo hunters), made by Kiergarten Armoury in New Babbage.

Kiergarten Armoury products are the work of Mr. Jasper Kiergarten. The vendor identifies this particular item as the "1874 Sharps Creedmore Rifle."

The use of the term "Creedmore" refers to the style of vernier tang sight that this weapon has mounted on the wrist of the stock, as well as being a reference to the fact that historically, the model 74 Sharps was used both as a hunting weapon and as a target competition piece at places such as the famous Creedmore range on Long Island.

Anyhow, back to the review: I gotta tell ya, this example of Mr. Kiergarten's work goes way beyond the "Does Not Suck" category, and is well into the realm of what is generally known as:

"ohmyfuckingawdthatistoosweetforwords."

You know, most attempts at recreated historic firearms in SL range from fucking dreadful mutant travesties, to the occasional act of brilliance. There are not too many of the brilliant gun makers who really care about authenticity and detail, though Lock Mortlock and Caed Aldwych leap to mind. Well kids, I now have another gunmaker to look up to with starry-eyed admiration: Jasper Kiergarten.

Even the better gunmakers have things they struggle with. The shapes of pistol grips and rifle butt-stocks seem to frustrate many: they may get close but they are not quite on the money. Others struggle with shaping hammers and lock plates correctly. Well, holy shit on whole wheat toast, I want you to look closely at the action on this Sharps that Mr. Kiergarten has made. This is in the realm of museum quality 3-D modeling.



The shapes are correct. The proportions are correct. It's a fucking work of art.

And it shoots well. Nice flat trajectory--the sumbitch hits what you point it at, and does so over decent distances. I was shooting deer targets in the hills above Deadwood and was taking them down at 70 meters, which ain't bad for SL shooting. But the real joy of this piece is the look of it. The detail is super: octagonal barrel, tang rear sight, and double set triggers. At the same time, I will confess there are a few details I wish were different. One is that the trigger guard/loading lever on this version is brass, and I'm just not sure about that -- it seems most of the rl Sharps rifles I have seen have a steel lever. Also the color of the metal parts is a dull grey...I would kind of like it if they were blued (or on some parts, colored to represent case hardening) like the originals. But then I also realize that doing so would probably hide some of the detail and outlines of component parts.

The poses and anims with the piece are basic, but appropriate. Like many SL firearms, this weapon comes with two guns in the set: the one you attach to your hand and which is used in holding/firing mode; and a "slung" version. Something that I really like about the Kiergarten Sharps is that the latter version of the piece is attached so that it looks like it is actually slung over your shoulder -- not stuck in one of these goofy-ass-looking back scabbards that so many SL gun makers give you with their rifles.

For a woman sharpshooter, some serious adjusting is necessary to get it to look as right as possible when you are holding it and firing the piece. But Mr. Kiergarten states in his vendor information that he is well aware that there is an issue there, and that he is considering a version adjusted for female avies. So updates may be expected, and in fact, the rifle comes with an updater gizmo that will enable the buyer to get improvments as they are introduced, or fixes for when LL does another goddam dumbass update to the software that will inevitably break things like gun scripts.

There is one other thing about the weapon that I hope Mr. Kiergarten will change at some point: it would be nice if he were to offer a version with the Deadwood combat bullet in it. The version sold now has a bullet that works fine for target shooting (which is all I am likely to use it for) but will not interact with the Deadwood combat system. Mind you, I'm happy as a pig in poop with the gun the way it is, but I know there are people out there who would like to have a good-looking firearm like this that is set up for their particular rp community's mutual killing fun.

Jasper also makes two models of Martini-Henrys and a whole slew of revolvers. I gather he is also in the business of making artillery and other implements of extreme diplomacy, which I shall have to check out.
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