Destination: Duché de Coeur

An impressive build: Duché de Coeur, languedoc Coeur

Every once in a while as one travels around Second Life, one comes across a place that is so utterly unexpected, that one cannot help responding to it by thinking, “This is what Second Life is about!”

Duché de Coeur is just such a place. To my shame, I’d never come across it in nigh-on five years of SL wanderings until Pete Linden passed me information on a festival being held there in July. That the festival was a mix of arts and music was intriguing enough; that it was in its second year, even more so. I had to investigate; and I’m glad I did.

Morning reflections

Centred on the Languedoc Coeur region in-world, Duché de Coeur is a Second Life community in the truest sense of the word: a gathering of like-minded people from around the world who have come together to create and develop something in-world that is both reflective of, and an extension to, their real-life interests and passions.

The regions of France that inspire the sims of Duché de Coeur

Comprising 14 sims, The Duchy represents a fictitious area of France that comprises the real life regions of Provence, Languedoc, Aquitaine, Poitou, Normandie, Touraine, and Franche-Comté as they were in the 18th Century – the Age of Enlightenment. It is an openly idealistic take on the Age, combining the period’s advancement of knowledge and value system with romance and chivalry; although that’s not exactly how it started out. When first established, the Duchy was far more focused on romanticism, as founder Bedrich Panacek explained, when I met him and fellow community leaders SkyRider Varriale (his partner) and Baharat Atlas, recently.

“The Duchy was originally inspired by the book Angélique,” Bedrich said as we sat together in the Green Room at the Duchy’s Opera House. “Gradually it moved forward 100 years with Tatiana and Skye,” he adds, smiling at SkyeRyder Varriale, seated beside him, who takes up the story.

“Bedrich and I met and formed a partnership, both personal and business. We were both interested in France in the 1700’s 1800’s, and I had experience building and landscaping for another game company, while Bedrich is the IT guy, the scripter. Our ideas works together. We also have a third partner, TatianaDokuchic Varriale who has contributed lovely works to the Duchy.”

Angélique, the Marquise of the Angels

The ‘Angélique’ Bedrich refers to is  Angélique, the Marquise of the Angels, the first is a series of novels set in the 17th Century written by French author Anne Golon and her husband (responsible for researching the story), Serge Golon. Published in English under the pseudonym Sergeanne Golon, the book was itself inspired by the life of Suzanne de Rougé du Plessis-Bellière, and grew to a series of 13 novels published between 1956 and 1985, with a fourteenth, Angélique et le Royaume de France, due to be published in November this year, and an as-yet untitled fifteenth volume set to conclude the series.

But why this period in particular?

Bedrich takes the question, “Much of western government and ideals are based on concepts that were discussed by some of the greatest thinkers in England and France in the Age of Enlightenment. Centres of thought including L’Académie Francaise, L’Academie Royale des Sciences, and L’Academie Royale de Musique were some of the most important public institutions that caused people to question established thought. We wanted to try and capture that, bring it to life.”

Education and the arts both play important roles in the Duchy, which hosts an annual Arts and Music Festival, together with a season of events that commences in September; all of which are co-ordinated by Baharat Atlas and Pekel Panacek (no relation to Bedrich). And while there is a degree of role-play among the community members (something I’ll return to in a moment), the more organised quarterly role-play events are primarily aimed at providing insight into the history of France over a 400-year period spanning the 15th to 19th Centuries.

Creative force: Baharat Atlas, SkyeRyder Varriale & Bedrich Panacek

When it comes to the matter of events in the Duchy, both Bedrich and Skye are full of praise for the contirbution Baharat has made, and continues to make, “She understood our desire to make this an open, sophisticated, environment,” Bedrich explains.

“She organised our music program, which has taken off,” Skye agrees, “She has really brought events alive here.”

So what is it that attracted Baharat to the Duchy? “I was first attracted to the beauty [of Languedoc, the original sim],” she explains, “That it had an interesting movement and energy unlike any other sim.”

Walking through the avenues and along the footpaths of the Languedoc, it is easy to see what Baharat means; not only are the buildings correct to the period, there is a certain harmony and balance that is clearly apparent. This has been continued throughout the additional sims in the Duchy as they have been added over the years, a subtle mixing of nature and architecture and blending of movement through the use of rivers and canals, that breathe a romantic life into the sims that one rarely comes across elsewhere.

There is also an historical subtlety to the Duchy; all of the builds are either modelled on real life buildings from the period, or they have been carefully crafted to be representative of the the various regions of France included in the Duchy.

The lighthouse

To take the lighthouse overlooking the habour as an example. This is a reproduction of the 75m-tall Phare de Barfleur-Gatteville, built in 1774, and still stands as a museum to lighthouse-keeping today. The Queen’s Hamlet, meanwhile is a reproduction of The Petit Trianon, originally intended for Madame de Pompadour, who died four years prior to its completion. Following her passing, Louis V awarded it to his last Mistress, Madame du Barry, prior to it becoming a country escape for young Queen Marie Antoinette when she need to escape the court of her husband, Louis XVI.

Morning reflections II

Nor does the historical element end with the buildings.

As I mentioned earlier, while role-play is not the primary aim of the Duchy, many of the residents engage in the period life on sim: they adopt roles suited to the age, as well as the style of dress, mannerism and courtesies. Most joining this broader role-play element (which is not a pre-requisite for living in the Duchy) also outfit their houses (all of which are designed and built by Skye) with period furnishings where possible. There are also efforts to establish an economy within the Duchy reflective of the period in order to give added depth and authenticity to living on the sims.

The authenticity extends to transportation as well. While teleporting is permitted, residents often prefer to travel on foot or by one of the scripted means available to them: by boat or by horse-drawn carriage. Both systems are the brainchild of Bedrich, and demonstrate considerable flexibility of use. Resident can, for example, use the carriages to travel between one another’s homes across the Duchy or to reach the notable centres of activity, such as the Académie Royale de Musique. In addition, visitors can also use them to reach public destinations within the Duchy; carriages can be summoned as required by clicking the signs located around the sims. Boats on the canals and waterways perform a similar function, again allowing residents and visitors a natural freedom of movement.

Your carriage awaits….

Nor are you restricted to horse and carriage or boat; given the Duchy presides over the period of the Montgolfier brothers, balloons are also available for people to float serenely over the sims,enjoying the sights and this innovative (for the time!) mode of transportation.

Given the historical context of the Duchy, the focal point for activity is very much centred on the four Academies which have been established. These are:

  • L’Académie Royale des Sciences, which is being developed to help people become familiar with the huge impact of French science on the world. Those with a passion for science and its history are encouraged to become involved with the Academy by recreating experiments and ideas (“laboratories” are available for rent where diagrams, models, etc., can be displayed)
  • L’Académie Royale de Musique at the Versailles Opera House inspired Duché de Coeur Opera House, is the focal point for all music and threatre-related events in the Duchy, supported by a number of other venues across the sims
  •  L’Académie Royale de Peinture et de Sculpture is one of the focal points for the visual arts in the Duchy, supported by a second area at the village docks
  • L’Académie Francaise is intended to host literature readings, ettiquete lessons, French lessons, art exhibits, etc., and offers a venue suitable for discussions and presentations suitable and related to the Age of Enlightenment.
The magnificent entrance to the Opera House at the Duché de Coeur by night

As a venue for events, the Duchy offers many opportunities for artists across Second Life. This year’s Arts and Music Festival saw no fewer than 28 performances across two days, covering a range of musical styles and which also included a dance presentation. September will see the commencement of the new arts and music programmes which I’ll be endeavouring to cover.

As mentioned above, education is an important aspect of the Duchy’s activities. “We have had several different types of groups use the Duchy for their events,” Skye said, “And we would like to do more. We recently conducted a tour for an educational group.”

“The Virtual Pioneers,” Bedrich continued from her with a nod, “We showed them some of the issues that resulted in the French Revolution. [As a result]  they are going to host their annual historical society meeting here in January.”

One of the estate’s parks

Given the immense amount of work that has gone into the sims of the Duchy – including seasonal changes to the land and trees, one can understand why; it represents a truly unique window on history, one that is fully embraced by both those who manage it and those who choose to settle there. Indeed, it is a mark of the success of the Duchy that it has grown in response to demand, the sims being added to meet both the needs of those wishing to live there and the growing success of its events calendar. What is equally remarkable is that none of the original charm and romance of the Duchy has been lost over the four years of its development; while the focus of the sims may have broadened from the original setting and embodiment of Angélique, it has gained depth and breadth as a result – and offers residents and visitors alike a lot to share and take-in.

Related Links

(click here view the slideshow full screen)

Addendum

Even with the amount of work that goes into a piece like this, with copy passing back and forth to ensure accuracy of content, it is inevitable errors still slip through on the part of the writer.

As per the comments below, I should have indicated Bedrich Panacek was the co-founder of the Duchy (alongside Skye and Tatiana). As can also be seen from Tatiana’s and Skye’s comments, the division of labour within the Duchy is more complex than the article indicates.

 

Destination: ISM

Grid: Second Life

The Rocket Ring

Given I’ve written about my very tenuous link to the space shuttle Endeavour, I thought that for this instalment of Destination: I’d take a look at the International Spaceflight Museum (ISM).

ISM is perhaps one of the most famous destinations in Second Life and a fabulous example of what can be achieved through dedication and hard work on the part of a group of enthusiasts. Starting modestly on the sim of Spaceport Alpha, the ISM now covers two sims – Alpha and Bravo, and forms the hub of a group of (non-affiliated) sims dedicated to science, the environment, technology and space – including NASA’s own CoLab sim. The museum and its sims are overseen by the ISM Corporation, a Kansas, USA, non-profit organisation currently seeking 501c3 tax exemption with the US IRS.

ISM arrival: LEO

As one would expect from a long-established SL facility that tackles such an engaging and absorbing subject as the exploration of space, ISM is exceptionally well-thought out. Use the main LM (from Search), and you’ll find yourself in low Earth orbit, standing on a platform with the glorious arc of the Earth below you and the magnificent and somehow delicate form of the International Space Station overhead, complete with space shuttle (the Endeavour!) and two Soyuz craft docked with it, while a European Automated Transfer Vehicle makes its final approach to dock. Also hanging in space beside the station, a little incongruously, is the Hubble Space Telescope.

Trivia quiz plinth

The first thing that strikes you on arriving – after the magnificence of the display around you, is the sheer care that has been put into things. Around the walkway are hovertext icons, carefully positioned so they don’t intrude on your wanderings, but which provide a wealth of information. Additionally, each of the models in the exhibit is accompanied by a clickable plaque that will take you to a dedicated, multi-lingual wiki page that provides detailed information on the exhibit.

Also located on the platform is the main teleport unit / ISM map, and the first station in the museum’s Trivia Quiz. In this, you collect game cards by answering questions on space and space exploration. Cards can be redeemed at the ISM gift shop (or that’s the theory; to be honest, I’ve never found the object used to redeem the cards – but the quiz is still fun).

Travel to the Planets

The teleporter will carry you to any of the planets in the solar system, where you can find out more out our celestial neighbours and any space missions that have visited them. It’s actually while on the solar system tour that things get very slightly irritating.

On the surface of Mars

While the exhibits are informative and well laid-out, the fact is that once you’re away from the arrival area, it’s pretty hard to get off the tour – there are no “return” teleport points. So if you opt to hop directly to, say, Mars, finding your way back to Earth, Venus or Mercury is a tad difficult.

Each of the displays exists in its own sphere or cube, with (again), plenty of information to absorb as you admire them. Were I to pick a favourite, it would be Mars – but then that planet has always held a mystical fascination for me – simply because you can pay a visit to the surface of our oft-visited neighbour in space.

The Pluto / Charon display, ostensibly marking the “end” of the solar system, allows you to take a peek at some of our nearest interstellar neighbours as it includes a three-dimensional model of our corner of the galaxy, complete with clickable stars!

Jupiter (left) and the Galilean moons; Saturn (right) and the Cassini / Huygens mission

The Pluto / Charon display also appears to offer a novel way of moving on in your explorations: a parachute to get you down to the ground! This is something of a novel approach, to be sure, but as I have my own chute, I strapped it on and stepped off the edge of the catwalk only to splat myself on the ground as the lag prevented my chute from opening in time. Ah, well.

Feet on the ground – head in the clouds

Fortunately, no-one ever dies in SL, so after picking myself up and dusting myself down in the hope that no-one noticed, I found myself in the middle of the Rocket Ring. Here you can learn about all the rockets ever flown – and some that never did or have yet to take to the skies. In the centre of the garden is the ISM theatre, which frequently hosts talks on space flight, space exploration, astronomy and the like, and which broadcasts a NASA TV fee during space missions. Under the Rocket Ring you can find a wealth of other information – some of which may help you with questions from the 2nd Trivia Quiz plinth, which also can be found here as well.

Not all the displays are static, either – you can, for example you can ride atop a Titan II rocket in a Gemini capsule into outer space, our climb aboard a space shuttle and have a look around. You can also visit the Planetarium and take in a show. And if you don’t fancy trudging around the sims, try taking the tour ride – just make sure you can get seated before the vehicle moves off!

Spaceship 1, The Shuttle and Spaceport Bravo

Across the water, in Spaceport Bravo (be a little careful around the sim boundary, the crossing can be rough) sit replicas of some of the more famous buildings from America’s Kennedy Space Centre – including the imposing bulk of the Vehicle Assembly Building. Here you can see the huge Saturn V rocket, used to launch men to the Moon, find out about other hardware, past and present…and complete another part of the Trivia Quiz. Atop the Vehicle Assembly Building is the observation deck; turn your draw distance up and enjoy the view (just be sure to notch it back down again to reduce the lag when you leave).

While the ISM is not officially linked to or affiliated with NASA, it is bounded on two sides by NASA sims: NASA CoLab and the Explorer sim, operated by NASA / JPL. Both of these are well worth a look around as a part of your visit.

There are some problems with the museum, lag being perhaps the biggest. There are 14,229 prims scattered around the sim in dozens of exhibits and buildings – that’s a lot of drawing for your Viewer to handle. There are also information givers, web page redirectors, scripted vehicles and displays, all of which contribute to the server-side load. Given this, lag is understandable, and because of it – while it is tempting to pump up Draw as far as possible to see everything – I’d recommend that, unless you have a super high-end system, you keep draw turned down while moving around, and slide it back up while looking at individual exhibits on the ground. I’d also advise you limit your flying; the lag can make this a questionable activity – you can easily hit a sim boundary without warning as the lag grabs you, and end up rubber-banding hither and thither or getting unceremoniously dumped on another sim.

Away from the in-world experience, the ISM website offers a wealth of information on the museum, those responsible for it, what is going on in terms of upcoming events and a whole host of other information and news. The site is extremely well presented with excellent navigation. Of equal use is the ISM Wiki – reached via any of the in-world exhibit plaques. While this can interrupt the immersive experience while actually touring the ISM, it contains masses of information that is well-worth a look-in – and it does so in multiple languages, providing everyone with a chance to delve into it.

ISM website and wiki

Overall, ISM is one of the best attractions put together within Second Life. Whether you are a space enthusiast or just casually interested in taking a look, it has a lot to offer and represents an immersive and educational experience. The “wow!” factor tends to be high, and the exhibits are stunning both for the care and detail that has gone into their construction, and because of what they represent; the exploration of space and our understanding of the universe around us are truly awe-inspiring. And the ISM delivers much of that awe directly to your monitor screen.

But don’t just take my word for it – go pay a visit yourself!

Related Links

 

Destination: SS Galaxy

It’s three sims in length, you need to set your draw distance to over 600 metres if you want to see it all in one go, and the upper deck is over 30 metres above sea level.

However you look at it, the SS Galaxy is an amazingly impressive build. Cruise ship, wedding venue, ballroom, recreational centre, shopping mall, home – the ship is all of these, and more. I first came across her when looking for a new dance venue and had no idea what to expect. Since that time, she’s become a familiar place I love to visit and introduce friends to.

The model of the Galaxy and the deck plan

If you use the Landmark Tp, you’ll arrive at the default boarding point on a floating pier located towards the aft end of the ship. Unless you have Draw turned up, it’s hard to appreciate exactly what you’re facing – but don’t let that put you off.

The pier itself forms a part of the ship’s recreational facilities, offering dinghy sailing, fishing, scuba diving, windsurfing and jet skiis. For the romantically inclined, there are wooden rez-on-demand rafts that will take you on a tour around the ship. The rafts provide a gentle commentary about the Galaxy, slowing periodically alongside points of interest. Set your local time to midnight if you want to add to the romance and enjoy a cuddle as you sail! If you prefer, you can take one of the rez-on-demand dinghies and plot your own course around the ship.

Entering the Galaxy, you might think you’re actually arriving at a luxury hotel – the embarkation area resembles an upmarket hotel lobby, complete with glass-panelled ceilings and rich carpeting on the floors. Pride of place here goes to a scale model of the ship, with a wall-mounted deck plan and guide located on the far wall, behind the main information desk. To the left lays the main section of the aft shopping mall, while to the right a broad companionway leads forward through the centre of the ship.

The Galaxy at night

As the embarkation area is in the aft sim, it’s usually best to start your exploration here and gradually work your way forward. To do this, take the elevator up to Deck 5. This will deposit you in one of the galleried walkways that lead you past some of the many suites and staterooms that are available for rent. Some of these are quite huge, and extend over two or three  decks of the ship, offering plenty of room and balconied views out over the sea. Continue aft past these and up a short flight of steps and you arrive on the stern deck – and a recreational heaven.

Stern recreation area and helipads

Here you can try your hand at putting (L$10 for 30 mins), or go sky diving (a personal favourite from waay back) – standard and pro chutes on sale at the vendors or pick up a basic freebie – and even add a bubble game to your skydiving fun;  if you’re feeling really energetic, take a short walk up the starboard side and give the rock climbing wall a go. If none of this grabs you, plonk yourself in one of the deck chairs and watch the world go by – you might even witness the comings and goings of a helicopter or two over the aft helipads (four in total: two for public use, two for the use of the occupiers of the ship’s two stunning Aft Staterooms, which are provided fully (and tastefully) furnished and which have a personal prim allowance on top).

Zodiac ballroom

Directly forward of the recreation area and helipads sits the huge dome of the Galaxy’s galleried Zodiac Ballroom with its circular dance floor, raised stage, upper gallery seating area and – way up at the top of the dome – a private dance area just for two.

Passing through the ballroom, you arrive at the upper section of the aft shopping mall, with doors either side leading back out to the upper deck. Take the port side doors, and you’ll find yourself coming out near another game I’ve always enjoyed aboard the Galaxy – the skeet / clay pigeon shooting (L$10 a game).

Moving forward from here, you’ll come to the first of the sim boundaries that divide the ship into three parts. At one time these were highlighted – and needed to be, as crossings could be a bit rough; but in difference to those that say “sim crossings are getting worse”, here’s one place where that is not the case. Approach the crossing gently (eyes on your co-ordinates!), and you’ll get over it with virtually *no* rubber-banding.

One of the two aft staterooms

Once across the boundary, you’re in the midships section of the liner, and can visit the ice skating rink, take a splash in the upper deck pool area, or pop down and walk among the trees of the arboretum. The pool and rink offer plenty of room for fun, with skates available from the rink-side vendor in the case of the latter.

The forward end of the ship houses the huge and ornate wedding area, complete with trestles of flowers, tables, chairs, a dance floor, reception area and the ceremonial area. A chapel is located in one corner of this area, providing a place for quiet introspection.

The wedding chapel and reception area

Across the companionway from the chapel is the ship’s bridge, where you can take a look over the controls and generally play Captain. Above this is the forward observation lounge with room for dancing or sitting and chatting. Directly below the bridge are the Galaxy’s two enormous forward suites, each of which spans three decks.

Also at the fore end of the ship lay the Boiler Room Nightclub and the Galaxy’s spa and fitness centre. The latter includes a pool, sauna, Jacuzzi and exercise machines for that perfect pumped prim look – note that it is also “clothing optional”!

Dining out, Japanese-style

For those who like dining out in Second Life, the Galaxy offers a choice of restaurants. My personal favourite is the Japanese garden, featuring individual chalets where you can dine in comfort, drinking in the night-time ambience and enjoying the company of friends.

And it doesn’t end there – there is more to discover in and around the SS Galaxy, but I’m going to leave this as a taster and tease. If you want to find out more, you should take time out and pay the SS Galaxy a visit – you won’t be disappointed.

The spa’s swimming pool

Places mentioned in this article

Recommendations when visiting the Galaxy

  • Make sure you turn up your draw distance as far as your system can comfortably handle
  • If you want to get around the ship quickly, make sure you pick up and Information Card from one of the many note card givers around the ship – they contain a host of useful landmarks
  • Be aware that the ship is home to a lot of people as well as a place to visit
  • Give yourself plenty of time to explore
  • Keep an eye out for the holodeck
  • If you’re confused as to where you are, look out for one of the cutaway plans of the ship to orient yourself.
A life on the ocean wave: staterooms, suites and cabins for rent

Related Links

Destination: Mont Saint-Michel

Sitting in the mouth of the Couesnon River roughly a kilometre offshore from the mainland, and connected to it by a causeway, lays the magnificent Mont Saint-Michel. Occupied since before the Roman times, the islet (less than a kilometre square) rose to prominence in the middle ages as a religious centre, gaining strategic significance when it was annexed by William Longsword, Duke of Normandy in 933, and 100 years later when it supported William, Duke of Normandy’s claim to the English throne.

It’s also famous for being painstakingly reproduced to careful scale within Second Life by Moeka Kohime. Featured on the French version of the Second Life homepage, the sim is a magnificent testament as to what can be achieved when building in Second Life with the humble prim – or in this case, 14,328 humble prims.

Mont Saint Michel, Second Life

The Mont faithfully reproduces the original in almost every visual aspect; no mean feat given it occupies an area a quarter of the size of the original. Yet it is not just a mere “look but don’t touch” showpiece: it is also scaled to allow avatar access, providing a fully immersive experience for visitors who can walk through the narrow streets, browse shops and wend their way up to the magnificent monastery that crowns the island.

I’ve known about the Mont in Second Life for years – yet I’ve never visited it until this week; I now regret not having done so sooner. Arriving (via a friend’s Tp) in the causeway car park (something that will hopefully vanish in the near future, to reflect the fact that it is being replaced at the real Mont as a part of the project to return it to its original island status), which sits on an adjacent sim, I carefully crossed into *Edelweiss* and followed the walkway to the entrance.

On entering the citadel, the attention to detail is immediately apparent – two massive wrought-iron bombard canon, left by the English after they failed to capture the island during the great siege of 1423-24, lay in the entranceway, just as they do in the original. Beyond these, past the information bureau is a small wooden bridge leading you into Le Grand Rue, and the sim’s shopping mall filled with boutique-style shops that fit the look and feel of the original Mont.

The streets of Mont Saint-Michel and Mont Saint Michel in SL

From here you can choose to either wander the Grand Rue, browsing the boutiques, or you can take one of the many stairways leading further up onto the island and towards the towering edifice of the abbey.  This is one of the joys of the Mont is Second Life – it is a charming warren of walkways and passages that – as with the actual Mont – make exploring it full of anticipation: what lies under the next arch, at the top of the next stairway, around the next stone-walled corner? As you wander, you can peek through windows into the homes of the “locals” (none of the houses are actually occupied, but the detail again adds to the charm and realism of the place), or pause for a breather along the way at one of the many vantage-points and simply enjoy the view.

The sea walls

The monastery itself is beautifully reproduced in some detail, from the stepped entranceway through to the high cloister and its covered walkways and garden, suitable for quiet contemplation. The interior captures the magnificence of a medieval abbey, and one can almost imagine the monks chanting prayer, or quietly going about their business, conversing in hushed tones as they walk around the cloister. I have to admit that the mood for me was heightened as I was listening to Christopher Franke’s The Celestine Prophecy while exploring – but even without it, it’s hard not to fall into the atmosphere of the place.

Wandering the isle

There are a few things to be wary of: in a couple of places, the build exceeds the sim boundaries, and if you try to follow the outer sea wall all the way around the island, you’re going to find yourself inexplicably bouncing against empty air in a couple of places (and may get bounced right through a wall and down to the sim-edge below). Keep an eye on your bearings, and use the provided covered walkways to avoid this. The Mont was also constructed with the default camera angle in mind. As such, if you use adjusted camera positioning, either through a HUD or Penny Patton’s super Camera Offsets, you may experience the odd camera movement stutter or find your camera swinging unexpectedly through a house wall to give you a view of the interior. This is worth it however, as overall, you get a much more “involved” feel for the place with a decent set of offsets.

Of course, if you are good with navigation, the most immersive way of experiencing the island is through Mouselook – and I really recommend you try; the Mont comes alive in so many ways, and you really do not know what awaits you around the next corner. It is certainly worth keeping to Mouselook when walking around the monastery itself.

Cafe au lait among the rooftops

When you’ve done with your wandering, make sure you seek out the Café Poulard and have a well-deserved rest, either in the café itself, or out on the upper floor balcony with its sea view. It’s also a great place from which to camera around the island and make sure there is nothing you’ve missed in your wanderings, and which might be worth a Mouselook attempt to find when you leave the café.

If there is one thing perhaps missing from the build, it is the opportunity to learn about the history of the real Mont Saint-Michel; the museum is devoid of displays, information plaques are minimal, and so on. This is a shame, as the sim represents a superb place to enthral, educate and promote. Of course, no-one wants to be bashed over the head with facts and figures and historical diatribes, but it would be nice to see some context around the build and its real life counterpart.

Mont Saint-Michel is – to use the superlative yet again – a truly magnificent build. If you haven’t done so already, I’d recommend you do; you will not be disappointed, and you’ll be capturing a slice of history from two worlds in the process.

Cloisters – real and reproduced
Le Grand Rue
Mont Saint Michel

Addendum

When someone says to me, when I mention Mont Saint-Michel, “Did you find the hanger and the spaceship under it?” I tend to think they are trying to tug on my leg in the hope that bells ring. When three people independently raise the same subject (one of whom swears they’ve never read my blog), I get the feeling that either there is something to the comments, or the world is out to get me.

The Edelweiss

Given the second reaction is pretty much my everyday state of being at the moment (you’d be the same if you’d had the same issue with technology this last week, believe me), I opted to go with “there is something to the comments. So off I zoomed to have a nose around. And guess what? There is a hanger hidden under the Mont – although I’m not sure if what is inside is a spaceship or so kind of futuristic aircraft.

The Edelweiss sits in a bunker under the Mont, apparently fuelled and ready for flight (although you don’t appear to be able to board her), lit from above by powerful spotlights.

It’s a strange thing to have under an abbey atop a small islet, and certainly well-hidden from casual eyes; had I not received three separate prompts on the matter, I’d have remained in ignorance of it being there. But it does raise an interesting question…given the accuracy of the rest of the build…is there yet something extraordinary to be found under the crypts of the real Mont Saint-Michel? Could it be that those 11th and 12th century monks who built the original abbey actually knew more than they were letting on?! The mind boggles! ;-).

That said, I’m not telling you where it is. Go and find it for yourself! ;).

Related Links

Celebrating FLW

Update: The FLW museum has closed its doors and Dilemma City has been redeveloped.

A new museum has opened – not without controversy – in Second Life. It’s on a subject dear to my heart: the architecture of Frank Lloyd Wright. Located on is own sim – Dilemma City – the museum primarily consists of five reproductions of Lloyd Wright’s buildings, coupled with two museum facilities and a small retail area.

The museum is of particular interest to me as it contains two reproductions of FLW houses I really admire: the Robie House and the Kaufmann House – the latter being more popularly known as … Fallingwater!

FLW-1_001Take the LM / primary SURL to Dilemma City and you arrive at that Museum’s main entrance. This is an imposing building style after Frank Lloyd Wright’s style, containing exhibits relating to his life and works that visitors can wander through at their leisure. Fronting the ocean, this section of the museum is the most developed, with paved footpaths  that mix brickwork and water in a fashion beloved of FLW, a small marina / dock and footpaths that lead to the commercial sections of the sim – of which more anon.

In keeping with the FLW theme, the main building comprises two blocks linked by a central walkway. Behind this sits an open plaza-like space – again very redolent of FLW’s use of space within his builds – which abuts Wright Street. Here the visitor is transported back to the start of the century – the 20th century, that is – as across Wright Street sits the Robie House.

FLW-2Built in the Hyde Park neighbourhood of Chicago between 1908 and 1910, the Robie House is a fitting model to have in the museum, given it has now reached its centenary. Regarded as the finest example of his “prairie” style houses, the property took its name from its original owner – Frederick C. Robie – who was just 28 and the assistant manager of the Excelsior Supply Company based in Chicago, and owned by his father.

As was common with Wright’s designs, the commission not only encompassed the house and grounds – but also the fixtures and fittings, many of which weren’t installed until 1911, by which time Robie and his family had already moved in. Sadly, the Robies did not enjoy the fruits of FLW’s labours – the house was sold just fourteen months after they moved in.

FLW-5The reproduction at the FLW museum has been donated by Miltone Marquette, and is a beautiful model very faithful in looks and layout to the original. Just as FLW provided the interior furnishings for his Robie House, so has Miltone for this one. Each of the rooms has been finished in a decor matching that of the original and with furniture very similar to that of the original.

Walking through the house, the attention to detail amazed me – from the positioning of the furniture to match photographs taken inside the actual house, through to the careful reproduction of the distinctive glass designs used in the windows throughout the house. The other thing that struck me was that while some of the rooms were perhaps a little on the small side, the entire house was entirely “livable” for an avatar.

Behind the Robie house lay a number of smaller FLW properties – the Jacob’s Houses 1 and 2 and the Seth Peterson Cottage, with plenty of room for further builds to be added, or for builds to be rotated on display. But I have to admit, it was the Kaufmann House that drew my attention.

FLW-3To be honest, when I read Pathfinder’s piece on the museum, I was somewhat confused. The main picture showed what was clearly a terrace from the Fallingwater build by Lox Salomon and Ethos Erlinger. I’m particularly well-acquainted with this SL build, as it was a visit to it that persuaded me that a decent reproduction of the Kaufmann house could be made within SL – and that with tweaking, could be very avatar-livable. As the Salomon / Erlinger build is elsewhere within SL, however, I was confused at to why Pathfinder and the FLW museum’s principals were sitting on the terrace…

Well, the answer was simple: Salomon and Erlinger have donated a copy of their build to the museum! True, it is something of a bare bones version of the house compared to Erlinger’s and Salomon’s original, but it more that gives one a good feel for the actual house; and while the landscaping around it is not as extensive as I’d like (prims, prims, prims!), it does give a comfortable setting for the house.

Elsewhere on the sim is a combined gallery / “wine bar” / social centre called “Breeze”, and somewhat based on an FLW design. With a rooftop dance floor, this is clearly intended to host events held at the museum which in turn will hopefully increase traffic flow. Downstairs is an area that I understand will become a gift shop, as which is already selling a small selection of furniture items made by Frey Bravin, who has done much of the work necessary to make the museum possible.

FLW-4Abutting Breeze sits a small commercial area containing a number of shops. Both Breeze and these shops have been made the subject of controversy in the short time the sim has been open – as anyone reading the comments in Pathfinder’s blog entry will see.

For my part, while I can see some faults in the arrangement, I have to say the loudest criticism against it does smack of a clash of personalities than it does of any other issues, real or imagined. The person shouting the loudest clearly has issues with one of the store owners (who, it has to be admitted, is a major donor / builder involved in the project) – and it unfortunate to see what appears to be an genuine effort to celebrate FLW’s work subject to such ill-placed backbiting.

If one had to fault the museum at all, it would be that some of the signage is confusing (or missing altogether), and that the place would benefit from a little more landscaping (prims permitting)  – or from the inclusion of a sim-based Tp system to move those disinclined to walk / fly to the exhibited houses to Tp to them. But these are really minor issues. Overall, the museum represents what SL is really best at: showcasing good, resident-based activities and projects. It could benefit from perhaps being on a full sim – lag is very evident throughout, this being a homestead sim – but then, locating it on a full sim either massively increases the tier costs, thus reducing its potential longevity or (if the sim is shared) risks little in the way of performance benefits with a large reduction in the available land area.

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