Saturday, March 19, 2011

Dio's public service announcement number 2: Bloggers, please restrict your writing to stuff you actually know about or understand

~~~
Do you have a blog?

You do?

Good.

Please look at the picture below.



Here's what we want you to try to do:

Imagine that you are the typist in the above image. Think about the pictured typist. Imagine that this typist is a blogger...like you. Now, think about what this typist knows....think about what this typist understands...what kinds of experiences the typist has to draw on...

Yes, this particular typist probably understands things like what can be eaten in a rain forest, what do live ants taste like, how far can poo be flung (taking into consideration pertinent factors such as fiber in the diet and wind direction and velocity), and how one can tell if a female of the species is in estrus (and what to do about it if she is).

You may also reasonably conclude as a corollary that this typist probably does not know much about things such as the neo-industrial economy, has read relatively little Russian literature in the original language, and does not have any extensive or particularly sophisticated understanding of the complex nature of the customer base in SL and the diverse ways that this customer base adapts to and utilizes the platform in continually evolving ways.

OK, so let us ask you a theoretical question, now that you have imagined yourself in the mind of the typist in the illustration, and pondered what this individual probably knows or does not know.

Here's your question...ready?

Does it make sense for this particular typist to try to write blog posts about subjects such as the neo-industrial economy, Russian literature in the original language, or the complex nature of the customer base in SL and the diverse ways that the customer base adapts to and utilizes the platform in continually evolving ways?

If you answered a definitive "no" to that question, then you are doing just jim-fucking-dandy and can go about your bloggy business.

On the other hand, if you answered "yes," or perhaps you aren't quite sure, we have a second question for you. But first allow us to add another set of considerations into our speculative parameters: let's say that this particular typist had left the rain forest that it started out in, went to another rain forest that was eventually cut down to be made into wobbly Swedish pre-fab furniture, and then returned to its original habitat without doing much to really grasp how that habitat had evolved, except talking mostly to forest rangers who had been fired rather than the majority of the animals who actually made the rain forest their home.

Righto then, have you thought that all through?

Good.

Keeping all that in mind, please now answer the final question:

Should this typist be blogging about anything other than how to find green bananas, his mom's live ant recipes, and/or specifics on the lag time between the point where females initially display signs of estrus and the point at which they actually are ready to mate?

Have you answered the question?

Good.

Are you dying to know the significance of how you answered the question?

Well, bucko, we're going to tell you whether you want to know or not.

If you answered "no," then you're doing pretty good. You pass. Please continue contributing stuff on the internet.

If you answered "yes," however, then you are a slackjawed wally with week-old rice pudding for brains. You have failed and should not be allowed to reproduce, drive a car, vote, or blog. If you have a blog, it has now passed into irrelevance or pointlessness, and you should go ahead and pull the plug and get a real job. Or you could keep doing it until it has actually gotten so far off the mark that it qualifies as quaint, or some people may even think that you are being ironic.

Oh, wait...that's OUR job.

Have a nice fucking day.
~~~

Monday, February 28, 2011

Dio's public service announcement no. 1: don't force an SL content maker to slap you silly

~~~
Dear Reader:

The following is a public service announcement, brought to you by the Dio Kuhr Department of Useful Things and Stuff You Should Know.

Please study the image below:


Have you studied the illustration?

Good.

Does anyone in the illustration remind you of YOU?

If so, then please continue reading.

I have been asked by content makers in Second Life to convey this useful bit of knowledge:

If you are someone who does roleplaying in Second Life -- oh, say, someone like The Royal Personage of Great Self-appointed Hoohah-ness and Mighty Bling, or maybe the evil Herr Oberslchonger von Grossestuckuppenderarsche -- when you contact a vendor or content-maker to discuss a customer service issue, do not...repeat, DO NOT try to stay "in character" while doing so.

What will happen is that the vendor or content maker will get very, very irritated with you (see above illustration, again). They may not actually slap you, but they will want to do so very, very much. And that which we do in our hearts, we have done in reality, yes?

Furthermore, (and this is just a hunch), you may also find that you get better customer service if you DO NOT try to stay in character while seeking to sort out whatever the problem is with whatever you bought from them.

Yes, yes...we know you are a person of Power and Influence within a certain make-believe context. Yet there obviously are vendors and content makers who don't give a rat's left testicle that you are a person of Power and Influence within that certain make-believe context.

Does this lead you to conclude that said vendors and content makers are mean people?

Well, yes...more than likely, they are. But many of them got mean because of having to deal with mud-eating knuckledraggers like you.

So it all kind of evens out, doesn't it?

Look...just do us all a big favor and simply talk to the vendor like a normal person when you want to let them know that the screaming snake-hair multi-color fatpack you bought from them didn't get delivered.

TRUST ME...THINGS WILL WORK OUT MUCH BETTER.

Thanks for listening...

...and have a nice fucking day.

- Dio

~~~

Monday, February 14, 2011

The "Welcome to New York" effect in SL

~~~
The first time I went to New York City, late in 1997, the circumstances associated with my arrival there were pretty much a spectacular three-ring goat screw. The whole mind-blowing festival of Shit Going Wrong featured late arrival of my flight, public transportation from JFK airport shut down for some ludicrous reason, and a nonexistent hotel reservation.

The woman at the hotel front desk (whose level of concern for my situation was approximately the equivalent of the merest microscopic portion of a rat's left testicle), waited until I had completed a relatively inspired railing against the gods and fates. Then she looked at me for a moment, shrugged, and said in a deadpan manner that to this day, I consider the epitome of the genre...

"Welcome to New York."

That experience came to mind for me a couple weeks ago when I was hanging around in the vicinity of the Royal Court of Prussian King Friedrich der Grosse, (I have been on an 18th century kick lately--I shall endeavor to write more about this current fetish of mine at some other opportunity). Anyhow, there I was standing around in my small-town "freifrau" outfit, smoking my clay pipe and trying to rouse up some convo with the local gentry, when I was approached by a young lady who asked me if I could direct her to a place to get a proper 18th century court gown.

The lass, who was very polite--though she typed her chat in a manner that suggested she was not a native speaker of English--had apparently been in SL every bit of three days. And she was at the point where some assistance and guidance was in order. Her hair and dress were in fact in need of some improvement, though in actuality I have certainly seen far less attractive outfits on much older avatars. Anyhow, no one else seemed inclined to be of much help, so I figured I might as well give it a go.

Josephine, the young lady, turned out to be from Poland, and once I switched over to using the English to Polish translator built into the chat preferences gizmo, she could do a pretty good job of guessing what I meant as I jabbered at her. Bless her heart, she was struggling a bit with SL, but by damn, I sure do give her credit for how far she had gotten in three days. Her primary enthusiasm is 18the century European life, art and culture, and she had somehow managed to find places like Old Fritz's palace of Sansouci and a dress that was kind of cute, even if slightly inauthentic.

We went shopping and talked some, and together we made a bit of progress. But a real low point hit the next day: she sent me a pathetic email asking for help. As I was in the middle of some rp, I told her I would be there as soon as possible. She politely said ok, she would wait...and when I finally teleported to her location...

I found she was utterly and horrifically Ruthed.

Ohmyfuckingawd, even in poorly translated typed chat, I could tell poor Jospehine was nearly in tears. Well it took some work, but I got her sorted out, got a decent skin and shape on her, found her a bald cap to kill the dreaded Ruth hair, and we put a nice dress and powdered wig on her.

At this point, I wasn't sure how she felt about how things were working out, but after a long pause she said,

"oh...I look beautiful!"

And bugger me senseless if she didn't. It was just such a charming moment.

Josephine and the Freifrau von Kühr at Chenonceau

Sooooo, anyhoooo, we did some more shopping over the next few days, and talked about history and life and got to know each other a little bit, and we explored other 18th century sims. Among the places we went to was Chenonceau. It's a great build, though it never seems busy. And Josephine introduced me to a recreation of the Polish royal palace, where she and some other Polish rococo enthusiasts hang about. It's pretty freakin' impressive.

Along the way, I tried to help her figure out how to use different elements of the viewer, but this effort was perhaps the least successful of our interactions. I periodically seemed to just puzzle and confuse her further with my explanations and instructions. I think Josephine was starting to get pretty frustrated with me, when I realized that a huge part of the problem was not just one of language and marginal translator programs...

...it was the fact that I was on Phoenix and Josephine was using Viewer 2.

Beelzebub's blazing bunghole! No wonder we weren't connecting on most of these issues! I was telling her to look for buttons and other shit in locations that were totally different from where they lived on her viewer.

I can't believe that it took me so long to catch on to this simple reality. Just one more proof that this ol' girl's headguts ain't firin' on all cylinders.

So I switched to Viewer 2 to see if I could be more help to her from there...and goddamn, it really didn't help that much. I have eschewed the use of Viewer 2 since the first week it was out when I tried it and found it to be a clunky, cluttered mess. I know some folks love it because it gives you more attachments points and hell, makes espresso, or some silly shit like that. But especially for role playing and combat where you need intuitive controls and a view that is as uncluttered as possible....it's a piece of weasel-squeezing pig snot.

Overall--other than our confusion related to the different viewers--the experience with Josephine has been a very positive one. I like her very much and hope she enjoys her time in-world. But it inspired me to ponder what starting out new on the grid had been like back in 2004-5. It wasn't a particularly fast process, it sure as hell wasn't all that much fun, but at least it was made easier by the fact that I came over to SL with the migratory herd from The Sims Online, so I had people to help me.

My heart really goes out to people like Josephine who come to SL nowadays without a support network like that--unless they run into someone who takes pity on them and decides to help like I happened to (guess she caught me on a good day). But you add into the whole "Welcome to New York" mix the fact that the new folks have to try to work with Viewer 2....and I have to ask myself, how in the name of St. Joe's toolbox does anybody make it past the first 15 minutes in-world? The hell with worrying about the first hour. I'm guessing far too many folks don't get anywhere near that point without tossing their monitor out the goddamn window.

Which brings me back to "Welcome to New York."

New Yorkers say that because...well...they're painfully aware that there is a certain Darwinian natural selection process that goes on in the city, and if you're going to stay there any length of time, you have to put on your adaptability galoshes pretty fuckin' quick. But in our virtual world, does it really have to be like that? I know the old mentor program was apparently flawed and for some reason the Lindens felt compelled to take the durn thing out behind the shed like Old Yeller and put a .44 round 'twixt its goddamn eyes. But nothing can really replace a human connection and the application of just a bit of some tolerance and kindness. Does it really take that much time away from our busy schedules to make an effort to help each other to be able to look in the mirror and say, "I am beautiful?"

So what inspired me to randomly decide to assist this one gal? In all honesty, it helped that Josephine was very polite, intelligent, and patient, and didn't beg for money or do any of the other hundred little noobish malefactions that lead an old fart to shrug and shove 'em back over the railing into the river full of piranhas. But what would encourage us to regularly help more people to get up on their feet and run with the platform so as to enjoy it the way that us ancient fuckers do? And what about the people who aren't as nice as Josephine? I suppose you could argue that even the annoying gits deserve some kind of help when they are newly minted avatars--an opportunity to move beyond their initial gitliness?

I have no answer--basic human kindness and consideration, unfortunately, doesn't seem to scale. At the same time, I am relatively confident that the answer can only be partially technological. Hell, maybe it's one of those things that if each of us helped just one other person...

*sighs*

Yeah, I'm probably not going to make it a regular habit of providing guidance to greenhorns, but by gawd, if you ever happen to see me shrug and tell someone, "Welcome to Second Life,"...you know...in that way... please just walk over and slap the shit out of me.
~~~

Tuesday, February 8, 2011

The BIG BIG Contest: name Dio's new ship!

~~~

As you will recall from my previous post (taking the thoroughly unreasonable leap of faith that you read this ridiculous swill-pot full of humbuggery I call a blog), I have utterly fallen in love with my Greek "Kyrenia" ship from the folks at Ars Navalis (please refer back to the aforementioned previous post for the Slurl). At the conclusion of my silly little essay, I mentioned that I needed an appropriate name for my beautiful little ship. Then Iggy suggested in his comment that we have a contest to name the pretty little thing. So let's have a go...

And yes, feel free to blame Iggy for this....

Let's start by setting some parameters:

I intend to use this ship in the harbor of the ancient Roman sim, Alsium, so I will give more points to someone who suggests a name that is fitting and acceptable for the Mediterranean world of the second century, AD.

So yes, you can submit silly names like "Sir Loin of Beef" or "Fast, Fun & Easy"--and I assure you we will share such submissions and smirk mightily--but they are unlikely to win. So think ancient, if you actually have a competitive bone in your body. Hey, you can enter as often as you like--submit all the entries you want--so if you want to toss out some silly ones as well as ones that might actually win this mashugenah contest, knocketh thyself out.


Perhaps you can derive some inspiration from the backstory I have developed for use in Second Life's ancient era roleplaying sims. As I pointed out to Iggy in my response to his comment, the character I have created for ancient rp is the greco-egyptian widow of a wine merchant from Alexandria, in the Roman province of Aegyptus. So a Greek or Egyptian name would be plausible. This 2nd century AD incarnation of Dio is only marginally romanized, so maybe she'd go for a latin name, ...or...maybe not. I should also mention that in her backstory, she traveled a lot with her husband the wine merchant Sinuhe, before he didst snuff it. They went all around the known world, buying and selling wine--so she might also consider a Phoenician or Persian name, as this Dio speaks some of both those languages. I hope you also note that like most of my characters, this Dio has some chutzpah, and enjoys her independence. It is also worth noting that she is a devout follower of the Cult of Isis.



As for the jolly little vessel herself, I think you can see that she has oodles of personality and charm. Her lines are very clean and slightly elegant, and there is a brightness to her overall look that just makes you want to hug the damn thing.


I have taken her out on the Blake Sea and even there, I find she handles relatively well for an SL sailing ship. She can move quickly and turn on a sesterse.

So what do you think? Give it your best shot or shots.

Or not. That's ok too. I will think of something sooner or later if you goobers can't come up with anything that ain't too terrible.

So what will you win? How about one of my Hudson's Bay trade blankets with the "sitting cross-legged" pose, and some boxes of my 19th century cigars, AND I will take you out for virtual drinks in all of my favorite drinking establishments in SL. How's that sound?

So let's give this a week. Post your entries here in the comments section, or send me an IM if you're really goddam shy, or hell, post it on twitter if you want (but I might miss them there). Submissions will be judged on various utterly subjective criteria, such as creativity, originality, appropriateness and whether or not you're somebody I actually would want to go have drinks with.

So good luck, have fun, and think how good you're gonna look sitting on that ratty trade blanket.
~~~

Monday, February 7, 2011

The most beautiful thing I own in SL

~~~


Last night I bought what is undoubtedly the most beautiful thing I have ever owned in SL.

Yes I know, I own some other things that come very close. Like my Kiergarten Armory Sharp's carbine. That is probably the second most beautiful thing I own in SL...and...oh, yeah...Ernst Osterham's boxlock shotgun...and Lockmort Mortlock's SAA Colt....

OK, ok... so I own a number of exquisite objects that have been crafted by SL content makers.

But those things are all tied for second place.

The hands-down most beautiful thing I have ever owned is this recreation of a 4th century BC Greek ship produced by Linteus Dench and sold at the Ars Navalis combination store, dock and museum, which can be found at

http://slurl.com/secondlife/Mon%20joie/205/23/25/

Lint and the other folks at Ars Navalis have been making ancient and Gorean sailing ships and galleys for a couple years. I have seen their work before and admired it. We had a couple of his static ship models--ancient Roman merchant ships--in the harbor at the old Alsium build, and I was truly impressed with their detail, historical accuracy and relatively low prim count (83 prims for a large and very authentic cargo ship). But I had not really considered buying one of their ships until last night. I was over at the Ars Navalis docks, looking at their products with my friends Amber and Caius. Finally I just decided, "fuck it, I'm gonna get one of these suckers."

I picked the fat pack of the "Kyrenia" ship, which included a static model, a "drivable" model, and a sailing model. The whole schmear was 2,500 Lindens. The ship is beautifully built, sails nicely in its sailing version, and it is only 26 fucking prims.

And it's FUN to sail too! Here my friend Caius takes a turn--he had such a good time he bought one of the other Ars Navalis ships the same night!

The only issue I had with it is that because I am such a dinky, delicate little creature, when I was steering my ship, my hands didn't quite reach the crossbars on the steering oars when I was in the steering pose. So tonight I got out my boat at the Ars Navalis docks and began making little handles to attach to my hands when I am steering, so that it would appear that the crossbars are long enough to connect with my hands...and lo and behold, along came Linteus, the owner, and he fixed the problem for me, then and there.

Thanks Lint! You're a real mensch.

And since he was there, I got to talking to him about their operation there.

It turns out that Lint is an archaeologist in his meatspace existence, and builds ancient ships in Second Life because he loves doing it. We talked quite a while about ships and history and how you make things like sailing ships work in Second life. It turns out that my Kyrenia ship is based on an actual wreck that has been excavated, and it took Lint about a year to complete the recreation of it to his satisfaction. Among other things, I learned that the basic style of ship I bought--even though it is based on a wreck dating from the 4th century BC--was used much earlier and continued in use considerably later than that era. So in fact, I can legitimately use it in our 2nd century AD Roman sim.

Linteus Dench and the Kyrenia ship.

They have other ships as well..war galleys, rams, Gorean fantasy warships, a 14th century BC trading ship, all for sale--some in versions that can be sailed, some that can be used in naval combat, and others that are simply static models (because they are too high prim to go sailing). Static models seem to mostly run in the 1000 Linden range, while sailing versions are around 2K.

The coolest thing however, is that in addition to the ships that can be purchased--and the availability of some open water so you can try out your new boat right away--there is a museum space with exhibits about ancient ships and information on the written and artistic historical sources that help us to understand the history of these ships. There is even a recreation of an underwater excavation of an ancient wreck.

Lint in his virtual museum

The ironic thing is that the other night Serenek and I went to visit a very official, institutionally-created "virtual exhibit" that was ok...but sort of crude and half-assed and oh-so-very-2007. In fact, the build had some recreated sailing ships..that again, were OK...but which were rather sloppily made, poorly textured and ridiculously high prim...like 100's of prims.

This particular "educational" sim apparently has never been updated...as often happens with didactic builds in SL , someone finished the project and walked away from it. And now it's just kinda embarrassing.

But at Ars Navalis, you have an example of someone who built their own museum, not as a project that they did as a "hired gun" content developer, or for class credit, but because they loved the subject and wanted to share their understanding of the story. Even better, they have continued to update and improve the build and its features, while selling you cool stuff they have built so you can really become engaged with the story that is being told. AND you can have some fun at the same time.

Learning...fun...cool stuff...nice and interesting people to talk to....all the things I love about this crazy platform.

Now I just have to think of a good name for my beautiful little ship.
~~~

Monday, January 17, 2011

A Funny Thing Happened on My Way to the Agora: community and participatory sim management in SL

~~~

Pericles in the Agora

My friend Sere and I have been active in a couple of the same sims over the last year or so, and I find it useful to talk with her about our shared experiences. I greatly value her perspective, not just because she is coming from a very different background than mine (academic), and therefore understands things in ways that I am not necessarily inclined to, but also because she is whole hell of lot smarter than I am.

So the other night we were talking about what makes certain sims work, and others flop, and the thing she brought up was a connection between the degree to which a sense of community identity and common shared purpose is developed, and the level of success and survivability that a sim experiences.

This made sense to me, and I asked her, "ok if we need to build community to make a sim live long and prosper, how do we do that?

She replied that she thought it came down to a couple of things: make sure that the sim residents feel like they are listened to, and have a defined role in managing the sim and making things happen; that the residents must feel that their contributions and ideas are valued and respected; and there should be structured means to give the residents the opportunity to participate and contribute.

This seemed reasonable. I have certainly seen sims where there were some very good structured systems--such as town councils, circle of elders, elections, etc.--that brought the residents into the process and made it clear to them that they had a role in fostering progress. And of course it only works if those systems are actually utilized and the residents ideas and opinions and contributions are taken seriously. It doesn't work if they are just given lip service while the local oligarchy goes forward with making all the decisions, crafting scenarios and determining what the sim is going to have in it.

The sad reality of it, of course, is how seldom this happens. Most sims are run by a small cadre or an individual with a distinct vision (or as de Tocqueville described it, "the despotism of selfishness"). Some people come up with an idea, find the money to start a sim and then by golly, they are going to run it in such a way as to assure that they get what they want and need out it. We all have the potential to be sim despots within us. How often have all of us said, "great horny toads, if I ever win the lottery, I am going to buy my own private island, build what I want, and as GAWD is my witness, I shall run it the RIGHT WAY!"

Which of course, you can....it's just that the likelihood that it will be a successful, dynamic, well-populated sim is relatively remote, unless you bring others into the mix to help you build a community and collectively work as a community to make the sim move forward.

Which brings us back to de Tocqueville, who said, in writing on democracy in early 19th century America:

"...as soon as a man begins to treat of public affairs in public, he begins to perceive that he is not so independent of his fellow men as he had first imagined, and that in order to obtain their support he must often lend them his cooperation..."

I then said to Sere, "well, hon...giving people role in decision making--even if it's just getting their opinion, making them feel their contribution is valued...communication and respect...that all sorta sounds a lot like what LL is going to have to do on a macro scale to make SL survive n' thrive."

She laughed and said, "yes, but that's going to be a lot harder than just doing so in one sim."
~~~




Wednesday, January 5, 2011

"Rectangles R Us"--content creation for the clinically inept

~~~
I love Dusan Writer's blog. Even with the qualification that a good 30% of what he has to say goes completely over my head, I love to read his stuff. In the parts that I am able to comprehend, I always find something illuminating, thought-provoking, or just beautifully phrased. For example, I really enjoyed a piece he did back in late November about the idea that companies that are involved with "participant media" and building "digital communities" (such as Linden Lab does with Second Life) should value, engage, and jolly well make sure they retain the "clever people" among their customer base. He argues that particularly in a product like Second Life, the people who have the motivation, creativity and skills to create high quality content are vital to the health of the enterprise.

Sadly, however, Dusan concludes:

"...that Linden Lab has abandoned its 'clever people'.

The Lab turned its back on 'Your World, Your Imagination,' as Philip clearly did (and told me so, when I interviewed him at SLCC) and as others at the Lab continue to do.

In the discussions about mesh import, for example, Jack Linden made the point that 'there are very few creators' in response to my question about the cultural implications of mesh. This implies that the number is significant, and equates a one-to-one relationship between how many people there are and the influence they have on the culture of an online community.

Jack (and others) would say that mesh changes very little, it doesn’t shift the emphasis out of the in-world experience, because the number of creators is very small....But the larger significance is that the Lab’s principle concern is with a volume of people – that it’s the larger 'casual users' who matter, the users who haven’t even arrived yet. Philip said to me: “And most of them will never rez a prim, so it’s not really ‘Your World, Your Imagination’ because for them, they’re just shopping and hanging out.'

Which may be true (although I’d argue that you enter a world of your own imagination no matter WHO you are, when you arrive in Second Life and many other online platforms) but places a certain literal faith in the power of numbers alone."

I'm really glad there are bright people like Dusan who actually get to talk with the folks at the Lab, and who can come back with something for the rest of us to chew on. What is really fascinating to me in this particular discussion is the idea that it seems there are only two groups being focused on--the small minority that has wild skills and the hyper-creative warp drive to make really awesome shit, and the large majority of "casual users."

The thing that doesn't quite fit for me in that world view, however, is that I really believe that the majority--the big lumpy pile of avatar flesh and blingy bits called "casual users"--is actually more diverse and complex than the Labsters seem willing to acknowledge. I find it curious (and disturbingly revealing ) that Philip argued that in the case of the common garden variety boobis avataris, "most of them will never rez a prim."

Perhaps that was only hyperbole. I hope it was, because it is a view that misses the fact that there are a great many of us who might be considered causal users because we lack the skills to make wonderful content, but by golly, that certainly doesn't keep us from using at least some of the tools provided by the platform to make all kinds of crazy crap.

Let me offer up myself as an example:

I am
utter and inescapably digitally challenged; a recovering cyber-luddite with a limited range of skills. Yet that has not stopped me from being a sort of content creator in my own right. OK...yes, admittedly it is often pretty retarded stuff, but I have a hell of a lot of fun making simple bits and bobs and using them to enhance my experience and personalize my environment in-world. In fact, my friend September Blasidale (who has a similar skill level to mine in the content creation department) and I have decided to embrace our ineptitude and opened a vendor space in the Deadwood OOC area to hawk some of the less awful junk we have caused to appear in the pixelated vale of tears.

We have named our enterprise "Rectangles R Us"--because that's pretty much what we can handle: books, posters and pictures, a Hudson bay trade blanket, cigar boxes, ammo boxes....you get the picture. I have even produced a piece of furniture--a dry sink. In short, if it can be made from rectangular prims, we can pretty much deal with it without too much trouble. Sort of.

September and I at our booth in the Deadwood vendor area. And yes, rectangles are the predominant form of prim on the premises.


Look, I won't blow any smoke up yer hoohoo about it. I know my limitations. Sculpties scare me. Torturing a prim is torture for me. Hell's britches, it took me about a year to get around to putting a decent "squatting cross-legged" animation into that mashugana trade blanket, and even then I could only do it with guidance from Clay.

But I like the stuff I create. I have a great time either taking pictures of real-world stuff that I or my friends have (such as ammo boxes, antique beer ads, or the labels on vintage cigar boxes), or finding public domain images, and turning them into unique textures for what I want to make.

And the thing is, if I really put my mind to it, I probably could learn to make more sophisticated stuff--it's just that it would be an ugly and unappetizing process (think "making sausage"). Because let's face it, when it comes down to the bubble and squeak of creating content, I am a "casual user"...but it's certainly not a case of being someone who "will never rez a prim."

I believe that the creative potential of the platform is very important to me and people like me. No, we will never be super-duper "clever people." But I am convinced there are an astonishing number of us who fall into this sizable category that lies in between "the makers of really cool shit" and the folks who want to just hang out and shop (by the way, I fucking loathe shopping in SL almost as much as I do irl--but that's another story for another time).

I just hope that if Dusan is ever able to talk LL into not abandoning the "clever people," he might also convince them to not forget those of us who are among the "cheerfully inept."
~~~