The Garden: an immersive, absorbing and creative puzzle to delight the eye and engage the brain

I’m going to kick this off by saying up front that Grace McDunnough is someone I admire greatly for a number of reasons: I love her music in SL (although I don’t get to as many of her performances as I should), her writing is thought-provoking and has often been a leaping-off point for many of my own meandering pontificating on SL; and I’m flattered she considers me a friend through SL.

I mention all this because Grace has been one of the minds behind the focus of this review – The Garden. As such, some might feel I’m being overly effusive in this article simply because Grace and I are friends. Not so. The Garden is an incredibly immersive experience, both as a puzzle game and as a place to visit, and any enthusiasm this article exudes towards simply reflects that fact.

Essentially, the idea behind The Garden is that of a clue-based puzzle which incorporates a mixture of exploring, gathering and logic. The aim is to seek the seven Guardians and / or to find their artefacts and, by doing so, gather clues which enable the player to identify which sin each Guardian committed, and the penance they suffered as a result. Then, having correctly identified the sin committed and penance paid be each Guardian, the player can offer forgiveness to one of the Guardians.

The Garden, and the vision behind it, is the brainchild of Salome Strangelove. She developed the concept of the puzzle and also defined and landscaped the sim. In developing the concept, she has been joined by Trav Rexen, who has developed the scripts used throughout The Garden, and  Grace McDunnough, who has provided motivation and sponsorship, and who is working with Salome on other elements yet to be introduced into The Garden.

The Puzzle

Teleporting to The Garden delivers you to the arrival point. Here you can opt to participate in the puzzle or immerse yourself in other aspects of The Garden.

To take part in the puzzle, you will need to make use of the Patron’s HUD. This comes in two forms: a free version will be delivered to you on your arrival (use the redelivery terminal if it fails to reach your inventory, and a purchasable version. The free version of the HUD is feature-limited, but which allows a player to complete one round of the puzzle. The purchasable version of the HUD costs L$299, which allows an unlimited number of rounds of the puzzle. The purchase price of the HUD goes directly into the upkeep of the region.

The Patron’s HUD, showing the progress tracking grid

The full version of the Patron’s HUD is a multi-faceted tool which allows a player to:

  • Start a new game – either on their own or with one or more friends
  • Mark their progress in solving the puzzle
  • Save progress between game sessions – the HUD will retain progress made if removed or if the player leaves The Garden before solving all the clues
  • Review their achievements
  • See information on other players.

While exploring, the HUD can be reduced to a single button (labelled SHOW), providing players with an uninterrupted in-world view, and then expanded again when updating the puzzle grid with clues received.

Another nice touch with the HUD is that once purchased, a player need never return to the arrivals area when revisiting The Garden. Instead, they can attach the HUD wherever they are in-world, click the HOME button and be instantly teleported to a part of the game area called Forgiveness. This does not play a role in the puzzle-solving itself, but acts as a “home” location for players, allowing them to remain immersed in the game through successive visits to The Garden.

Once a player has attached their chosen HUD, they follow the cobble path to the threshold. This includes an outline of the game’s objectives and both pictures of the Guardians and copies of their artefacts, a handy overview for those who do not request a help card from their HUD. Crossing the shimmering blue threshold moves a player from the non-immersive arrivals area and into the immersive element of The Garden.

Continue reading “The Garden: an immersive, absorbing and creative puzzle to delight the eye and engage the brain” →

A-mazed and at sea

Captain’s personal log, voyage date: 061112.09. We set out on the first leg of exploring the Sea of Fables today. Captain Caliburn Susanto had passed on information about ancient ruins on the sea which he believed to be the lost Labyrinth of Daedalus. While we had far to sail, we decided that his findings had to be investigated, and so we held over in port and risked the tide in order to obtain additional air tanks and equipment we might meet on a dive….

With the early morning Sun still low in the sky, we finally got underway, using the inboard engine to push us out of the tiny, shelter harbour of Poseidon Island

As regular readers will know, I’m getting quite into sailing and have recently taken time out to explore places like Second Norway and parts of the Blake Sea. I also have an invitation from Indigo Mertel to visit the East River Community, which lies on the coast of the Sea of Fables. Both of these being the case, I decided it was high time to start my explorations around the region – spurred on by Caliburn’s post on the maze of Daedalus.

Soon we were out on the open waters of the sea, and I gave the orders to raise the sails, cutting the engine as I did so. for a moment or two, the Exotix coasted forward, the windlasses rattling as we wound them, the sails rising limpy up the tall mast. Then with a canvas-like snap, they caught the wind and Exotix heeled to starboard, racing forward as the sails filled, and I felt the wheel kick with joy in my hands…

I’ve commented elsewhere in this blog that I enjoy mazes in SL, so the idea of exploring an underwater recreation of Daedalus’ maze – and the specter of finding a Minotaur – intrigued me. So off we set aboard the Exotix,on the first leg of a new adventure…

The maze itself covers the bottom of the entire watery region of Baltic, with the entrance on the north side of the region, just waiting to be found….

By noon we were at the coordinates given to me by Captain Caliburn, and we agreed I should make the first dive. Changing into a white leotard dive suit, I let my companion help me with the air tanks and belt. Confirming the air flow was good, I pulled on my mask and close my lips around the mouthpiece. Standing on the side of the boat, I looked down into the rich, blue water, then jumped, straight-legged, feeling a sharp shock as I hit the water – and sank.

The maze itself is cunningly designed to prevent camera trickery; the roof forms the seabed for Baltic, and is thick enough to discourage attempt to cam up. It is also made of multiple prims (unsurprisingly, given it is a full region maze), so trying to position the camera in the ceiling and then camming around to check the lie of the corridors isn’t going to get you far.

The water was colder than I had anticipated, but not so cold as to be uncomfortable or dangerous. It was also surprisingly clear. Using my compass, I swam a sort distance towards the exact place at which Caliburn said he found the entrance. Sure enough, I found the wreck of an old wooden boat, broken ruins – and there, set into the sea floor, an opening with steps leading down…

There is a means to get some assistance, however. Near the maze entrance is a large ball of twine. Touch it, and you can purchase a twine HUD; when you reach certain intersections in the maze, you can touch the HUD and receive a novel form of assistance…

I slipped down into the first of many tunnels, all clearly artificial, the stonework finely crafted, the joins between the individual blocks little more than a cross hatching on the walls. I hesitated a moment. If this was truly the Labyrinth Theseus has walked and Daedalus had built and only barely found his own way out, I might yet find myself hopelessly, helplessly lost. Gathering my courage, I swam on, only to find myself aided at certain times by mysterious, glowing maps which would fade as rapidly as they appeared, leaving me to wonder at their origin…

While the maze is underwater, the best way to get around it is actually on foot – not swimming, which can lead to camera issues as your avatar rises and your view becomes blocked by the ceiling sections. In fact – as Caliburn himself suggests – running (CTRL-R) might actually be preferable as some of the corridors are looonng…

I have no idea how long I swam, or how many turns I made. I did know I was lost, and with a limited supply of air, that was not good. But I also had the strange maps which brought me, well before my air was half used, to a great chamber, strewn with the implements of battle – and in the midst of which lay the bones of creature the likes of which I had never before seen…

Getting to the heart of the maze isn’t actually overly taxing. There are the occasional maps on the floor and there is also your viewer’s maps, which help determine your position in the region, as well as your X.Y,Z region coordinates. Given the chamber at the heart of the maze is actually at the centre of the region, working out where you are and where you need to go isn’t something that will drive you to despair. And when you do reach it, you might want to give Theseus’ sword a click or two..

I explored the chamber for as long as I dare, trying not to think of my own fate should those glowing maps fail to guide me out as they had guided me here. Instead, I filed my mind with the wonder which lay around me – swords, shields and relics of an ancient era, which together with the bizarre bones, convinced me Caliburn was right. It was also these explorations which lead me to realise I had no need to retrace my route through the maze; the passage of time has given me another way out, and soon I found myself still below the waves, but above the stone walls of the labyrinth, suspended in the ruins of what appeared to be a temple

There is a quick way out of the maze once you reach the Minotaur’s chamber – a hole in the roof. For those who simply want to get to the centre of things quickly, this also provide a quick and cheerful way to discover the Minotaur’s remains. But to echo Caliburn’s thoughts on doing it this way: where’s the fun if you do?

Soon I was back on the Exotix, where I discussed what I had seen with my companion as I changed. We agreed that we would return to this place and explore some more. But for now, with the sun dipping towards the horizon, it was time to sail east and find a safe harbour for the night. As we once more passed among sunlit islands, I found myself wondering what other fables this sea may yet offer us…

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Romance with a slightly Adult twist

Update: This region no longer appears to be a public venue

I’ve not tended to cover Adult destinations in this blog as I’m aware they are not everyone’s cup of tea. However, over the weekend, I did drop into Volubilis on FearyDreams over the weekend, and was surprised to see it now has an Adult rating, having previously been Mature.

The notecard delivered on arrival warns that the region is a place for “romantic BDSM”. This may sound a strange juxtaposition and have some ready to leap elsewhere, but I’d venture to say that the latter would be a premature reaction while the former, in context, isn’t actually anything like the oxymoron it might sound.

FaeryDreams

If you teleport via the Destination Guide / search, you arrive at ground level. Other than the notecard offered to you on arrival, there is absolutely nothing overt in the surroundings to suggest this is anything other than a romantically inclined region. This isn’t out of any desire on the part of region owner Selene Wideshining, to hide the “dark” side (BDSM) of the region’s nature from people, only to have them unwittingly stumble upon it. Indeed, if anything, I’d say she’s doing herself a disservice in including “BDSM” in the region’s description. This is a region which encourages romance and wooing – be it among D/s oriented couples or those with more vanilla tastes. Certainly. one should not be worried about suddenly being confronted by a St. Andrews Cross when walking around a corner, or anything remotely like it.

FaeryDreams

The ground level area of the region has been simply, but effectively landscaped and laid-out, with some of the buildings appearing to draw inspiration from the ruins of Volubilis, the ruins of an ancient Roman city in Morocco from which the region takes its informal name. There is a small amphitheatre, together with the remains of a somewhat larger building – a temple perhaps? –  complete with a statue of Venus, with other Romanesque statutes also to be found.

FaeryDreams

Across a bridge from the main island lies a tall, fairy-tale like tower complete with gold-coated minarets reflecting the sunlight and drapes hanging from pillars which again fits with the Moroccan feel to the region. Here lie plush pillows to share on the floor of the main room, together with sofas and loungers, or, if you prefer, a candle-lit table for two above in the towers, a romantic setting for a dinner for two set against the setting sun.

FaeryDreams

Also lying just off shore is a tall ship, one of Lia Woodget’s wonderful builds, apparently just getting underway. It’s placement adds to romantic feel of the region; One can almost imagine a brave sailor standing on her stern, one hand on the rails, the other on a rope rising into the rigging, looking back at the isle with longing and regret – and to his lover as she stands on the shore, watching him depart onto a hostile ocean…

FaeryDreams

There is a teleport in the grounds near the arrival point (a little hard to miss, given the sign hanging in the air over it), which leads to a sky island. This carries a very oriental theme to it and the landscaping here demonstrates the same care as shown down on the ground.  Both are fully complemented by the default windlight setting, which sees the sun low on the horizon, dipping towards and long, forever sunset.

FaeryDreams

While there are hints of the adult nature of activities which may occur here, they are very low-key, and certainly not anything which could cause upset or offence. Some of the ground-level seating could be regarded as throne, complete with cushions upon which those of a submissive nature may prefer to sit close to hand of their partners. However, as mentioned above, there is nothing overtly “BDSM-ish” here – and I suspect that were overt displayed to be made by visitors, they would be somewhat discouraged and asked to keep more in the context of using the region for a little romance. As the notecard states:

The purpose of this land is to offer  to any guest, regardless of any condition or personal inclinations, a pleasant environment where entertaining, respecting each other. This is a bdsm land, but bdsm activities are not to be considered mandatory. Anyone who violates the  basic rules of good manners and respect for the others will be warned. If you will be repeatedly found guilty of such behavior, you will be permanently denied access.

FaeryDreams

All-in-all this is place where couples can visit, wander through, sit and enjoy one another’s company, talk together, or simply enjoy the everlasting sunset. For those who wish to be more intimate, the sky island offers some privacy anda  place for gentle cuddles (or more) to be enjoyed. It is also a place which lends itself to photography, as my amateur efforts produced here hopefully indicate.

FaeryDreams

For me, the visit to FaeryDreams was one of unexpected and welcome discovery; the romantic at heart will likely find it to be the same as well. My only real word of warning would be: don’t try to pilot the balloons – they are part of the scenery, and not for flying, and it’s a bit of a way to the ground after finding that out! :).

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It’s one hell of a ride…

Update: The Carneval finally closed its doors on May 31st, 2013.

It opened at midnight, SLT on Halloween, and is described thus:

Full of frights and cloaked in shadows, the Carneval stands still, frozen in time. There are whispers and scaretales of its frightening adventures, haunted rides and unparalleled mysteries. Those who seek adventure are encouraged to step right up and prepare for an experience that will leave you begging for more.

Carneval

Carneval is the latest offering from MeaPea Games who have, over the last four years, gained a well-deserved reputation for developing imaginative (and breathtaking games) and immersive storytelling events. Located on MeaPea Base, Carneval takes you on a ride – in every sense of the word – into the dusty, dim world of a town caught in time, falling into ruin thanks to the ever-present force of a carnival where “scare you to death” isn’t so much a figure of speech as it is an actual goal…

Carneval

Right from your arrival, you know you are in for something very different. The region windlight setting settled around you, filling the air with a dusty, fog-bound atmosphere through which things slowly appear. Even the entrance warns you that what lies beyond will be very, very, different.

Carneval: Tunnel of Doom

Carneval offers a feast of rides and sideshows and things to see; so much so that it is not a place to visit in a hurry; you need time to both see and experience everything on offer here, both down in the Carneval itself, and up in the local town.

It is also a testament to the skills of the MeaPea Games team. The region is packed with so much – yet the lag is very minimal even with 39 people in it (as there was in my first visit (and I’ve yet to see less than 30 people there over four separate visits), and the rides all tend to run smoothly and without too many bumps and jumps (although the rollercoaster car does sometimes bounce as it moves from (what I think is) mesh section to mesh section).

Carneval

It is worthwhile following the paths and roads through the build – they’ll lead you up and down and to sights you might otherwise easily miss. Down on the coast are clear signs that while things may appear frozen in time, time itself is perhaps slowly creeping forward as the ferris wheel, long abandoned and canted to one side, appears to be slowly falling apart as the pier beneath it slowly rots away…

Carneval

Wander into the centre of the Carneval and you’ll find just why it is so …malevolent .. as you come face-to-face with the tentacled Master of Ceremonies.

This is an installation which has all the hallmarks of Madpea products: imagination, flare, passion, joy with the medium of Second Life and, as ever, a delightfully twisted sense of humour. It’s an absolute must-see, and once you do, you’ll be dying to go see it again.

Ladies and Gentlemen, welcome to the Madness. You’re in for one hell of a ride.

Carneval

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From Warwick to Fourmile

I’ve been a member of English Heritage for a very long time, and have used my membership to visit some fantastic historical sites around the country – particularly Yorkshire and Northumberland (wherein sit my favourite castles such as Norham, Warkworth, Ford, and (of course) Alnwick.

While it is not operated by English Heritage, I’ve also had many a visit to Warwick Castle in the Midlands, where my English Heritage membership has eased the pain of the entrance fee (which amounts to over £100 for a family of four) as well (although I tend to prefer its great rival, Kenilworth, just down the road, and which is an English Heritage site).

Anyway, I mention this because I recently paid a visit to Fourmile Castle in Second Life. The work of Ee Maculate (a name I just love, and which is now sitting as my second favourite SL avatar name after (the now departed) Slightly Offcourse), Fourmile Castle was apparently inspired by a visit to Warwick Castle by Dr. David Wood, the man behind Ee Maculate. Not that Fourmile is intended to be a direct representation of Warwick Castle (although there are some common points between the two). Rather, the visit to Warwick served to inspire Dr. Wood to start ian in-world project for 11-16 year-olds to show how castles tended to grow over time and become not only a strategic centre, but also a commercial one as well, sometimes growing to encompass an entire small town or large village within its walls.

Fourmile Castle

In this, Ee Macluate has succeeded very well. Starting from a single Mainland region, Fourmile Castle now covers a goodly acreage of both the neighbouring Maceday and Cavenaugh regions, with the castle walls encompassing houses and places of business, with more – in keeping with how things often were – beyond the walls. With Cavenaugh bordering the Sea of Fables (itself a place I recently forayed into by boat), the castle even boasts its own modest harbour.

Fourmile Castle

When you arrive at the castle, you do so at one of the main entranceways. Take heed of the signage when you do – there are no info notecards, but the signs provide a wealth of information – such as the castle being both open to the public and a residential area, with many of the houses in and around it available for private rent. The sign also advises you to be on the lookout for tiny Anywhere Doors, which can help teleport you more easily from one point of interest to another in the same location.

Fourmile

Where you go after arrival is up to you – there are footpaths to follow both inside the walls and outside, and there is much to see whether you keep to them or not. As with many a real castle, Fourmile appears to have grown organically over time, with new walls appearing, new walkways, houses, places of business….alleyways, stairs and so on being added over time to create quite a warren of places to tour on foot. Like Warwick, the castle boasts elements from a range of historical periods; the chapel features the tomb of a Cavalier alongside that of a Norman knight. Also like Warwick, Fourmile has its own watermill and sits on the bank of a river which forms a natural defensive point.

Fourmile

Most of the rental houses lie either just outside the castle grounds or within the outer curtain wall, but outside of the castle proper. Many are already rented, so visitors are asked to respect the privacy of those living in Fourmile. Unrented homes are signed as such, and the castle store includes information on rent. All homes are within their own parcels and parcel privacy can be enabled for tenants.

The castle itself is reached either over drawbridge or through double portcullis entranceways (which had me looking up for signs of murder holes as I passed through). Here you’ll find towers, a chapel, a throne room, dungeons, stables, stairs, secret rooms, tunnels – there really is a lot to discover. For the particularly hardy, there is a 3D maze (with the recommendation you tackle it in Mouselook), and there is also the castle store, as mentioned above.

Fourmile

All of the rental properties appear to offer reasonable space, with the houses outside the castle walls being models by Maxwell Graf, which give the castle surrounds a unique feel.

Also outside the walls are a couple of henges, complete with fires burning in their centres as well; whether for warmth or ritual is hard to tell! Whatever their purpose, they are not out-of-keeping with the castle as a whole, and add further points of interest to any visit.

Fourmile

If there is anything at all to be regretted about a visit to the castle, it is in the fact that it really does bring home one’s regret that Mainland regions don’t have the kind of covenants (or some form of estate control) to limit the placement of stonking great (and perennially ugly) skyboxes within spitting distance of the ground. It’s almost impossible to get a snapshot which encapsulates the size of the build without also ending up with someone else’s eyesore in the frame. Even a couple of the images here have been somewhat judiciously “edited” by means of tight control over draw distance…

Fourmile

This aside, the only minor problem I had during my visit was that some of the Anywhere Doors were non-responsive. Whether this was due to lag (a rolling restart was in operation across the grid at the time of my visit) or other reasons, I’ve no idea. Either way, it did little to spoil my enjoyment and appreciation for the castle and Ee’s work in bringing it together.

Fourmile is very much worth a visit and a wander – and can be reached by teleport, road, air or water (the latter thanks to the Fourmile harbour in Cavenaugh, and arrival by air made possible by a neighbouring airstrip!).

Fourmile Castle

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Wizardhat: dance, explore, contemplate, admire

Update: Rati dAlliez is now largely residential in nature.

Rati dAlliez is a Homestead region operated as a part of dAlliez Estates. It is home to Wizardhat Studios and the creation of Karencreek Melson and WizardHat Mornington. It is open to the public for visits, and offers plenty to see and do, from dancing with a partner, through admiring the work of the artists, to taking a trip out in a small sailboat.

Wizardhat Studios

It is a region which has both atmosphere and whimsy, mixing reality with a dose of fantasy. There is no windlight preset on the estate, but given the design, complete with a storm threatening, I felt that the Fine Day windlight preset helped give the region an additional depth, with deep blue skies which (to me) blended more smoothly with the offshore storm to the north than the default SL blue sky. Which is not to say other presets don’t also work.

Wizardhat Studios

Sweeping vistas of sky, land, and ocean together as one. Tranquility reigns over a land of dreams. Wander, dance, sooth the eye and soul, magic happens here. A living painting and a work of art where the whole is greater than the sum of its parts.

So states the Destination Guide write-up for the region, and truth be told, Rati dAlliez is a living painting, one which encourages your participation, whether it be wandering through the flowers, dancing across a meadow or in a floating tower, swinging under the boughs of a tree or sunning yourself with the polar bears enjoying the beach – themselves very much the mark of an artist’s touch of humour.

Wizardhat Studio

It’s a place I’ve been spending a bit of time at of late, sitting and pondering on matters such as the question of my premium membership, as well as on Second Life and my place within it as a whole.

When it comes to thoughts about Second Life, the island might be seen as something of a metaphor when it comes to the bleaker outlook some ascribe to SL’s future (and which I do sometimes feel myself). On the one hand, we have the wonderful build of the island itself, yet looming on the horizon are roiling storm cloud split by lightning, almost personifying the issues SL does face is terms of falling region numbers, high tier, retention issues, all of which present a potentially stormy future for the platform.

The calm before the storm?

Yet walk just a short distance across the island, and it all does become much brighter and calmer, and a reminder that Second Life has weathered many a storm without the sky falling in completely; and while it cannot be denied that some things will have to change over time, all is not yet lost.

I love the eclectic mix of expression the region offers, from the storm-crowded horizon to the north through the mountains to the east and south-east to the little habour itself, nestled between the two tall towers. It is a place where thoughts do come easy, whether high in the mountains or lying on a hammock.

Wizardhat Studios

Of the two towers on the coast, one offers places for couples to enjoy a dance. The climb to the top might require a little patience as the ramp is a little tight, but the seat and the top offers coupled the opportunity to just sit and chat or enjoy the view. The second, slightly larger tower (castle?) forms a studio for Wizardhat Mornington’s artwork as well as also offering places to sit or to dance with a friend or loved one.

Wizardhat Studios

This is perhaps the beauty of Rati dAlliez; whether you want to enjoy a little romance, have a little fun exploring, share a swing with a friend or just sit and contemplate the world (or worlds), there is something here which is likely to appeal. If you visit, you may well bump into one of the Wizardhat Studios group members; if so, don’t forget to say hello; they may not all be as they seem, but messages do reach the right people!

And if you find me sitting atop a mountain and I don’t reply to your call; it’s not because I’m ignoring you, it’s probably because I’m wrapped in thoughts I can’t always articulate very well on these pages.

Wizardhat Studios

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