Imagination in a Lost World

Update: Lost World has closed and Beguile no longer exists as a region name.

I’m the first to admit I’m not the world’s greatest SL photographer, but I love finding places in SL that are both interesting to explore and can make excellent backdrops / subjects for photography; and if they have a hint of a story of their own – so much the better.

One such place that combines opportunities for in-world photography with the hint of a mysterious back story is ! Lost World !, created by Lolmac Shan.

This is a fabulous build covering the region of Beguile that calls out to photographers and machinima makers alike.Here you’ll find the ruins of … what? a great house? An Abbey or religious centre? A castle? A once-thriving port? ..

Ancient ruins: ! Lost World !

You arrive in the middle of the ruins, standing at the crossways of two ancient walkways. Before you lies the ruins of a great hall (Lolmac’s store), the roof long gone, the supporting arches starting to collapse themselves. From here, it is up to you as to where you go…

Behind you, a short distance away, the ruins stand sentinel in a losing battle against the encroaching sea; aches stand in isolation, their winged gargoyles facing inland as waves crash against weathered and deformed stone carvings beyond, fallen columns and walls littering the waters, while here and there further fragments of whatever once stood here rise from what has become their own little islands in the fight against the incoming sea.

A little further along the coast stands another building, looking for all the world like a covered dock where ships may have once sought shelter while offloading their cargoes. Here is a hint of a possible religious element to the place: a great winged figure  – an angel? – seems to stand guard before the arches of the building, face set sternly towards the ocean…

Further inland, there are other hints of a religious nature, and what appears to be the remnants of a great abbey, complete with what seem to be a flooded cloisters…

Carved face

But look up and across the quiet, blue water, and the gigantic stone face staring back at you suggests that if this were a place of religion – it might just have been one that embraced violence and strange rites…

It is these contradictions that make ! Lost World ! so alluring; it is if nothing is quite what it seems. Having looked upon the great stone face, with its horned and barbed helm, it is hard not to look on the winged figure on the shoreline and not imagine it to have a more sinister purpose, or at the gargoyles atop the flooded arches without finding them somehow more menacing, as if standing guard to prevent anyone leaving this place…

Guardians – or guarding?

And there are secrets to find within this place, if you are prepared to look; and not all is in quite the ruinous state as seems to be the case…

But even with these sinister or mysterious edges, there is no denying ! Lost World ! is a mesmerizing place, and considerable thought and creativity has gone into its development, making it a marvellous location for filming and photography. The careful visitor is liable to find a veritable treasure-trove of detail while exploring on foot – although at times an airborne look helps one fully appreciate the build as a whole.It may not be as extensive as some, but the balance it exhibits is sublime.

This is a place I love to come to simply because it is so beautiful and yet thought-provoking. It’s a place I can visit and wander and dream up stories; it’s a place I love to photograph, and it’s a place where I can always find some corner or nook, and simply watch the passing world and quietly observe those who also come to visit…

And despite the undertones of sinister mystery, this is also a place for romance in all its many forms. Here you can sit with a loved one and whisper quietly to one another amidst the tumbled walls and pillars, or you can wander together through the trees and along the banks of the waterways, or dance together as the sun sets behind you…

But don’t simply take my word for it – why not pay a visit yourself?

Related Links

Linden Realms: additional elements

Well, the issues around the receipt of HUDs for the Linden Realms game appear to have been finally fixed, so today I took the opportunity for a quick re-visit to see if anything has changed.

As was rumoured, the quest itself has grown, with additional tasks required of players. These look to be more about guiding you around the island than with helping the mysterious Tyrah – but along the way you get lots of opportunities to collect yet more crystals, which you can in turn convert in L$. In fact, in this respect, the aim of the game does seem to have changed focus somewhat.

Caving can be a shattering experience…

Most of the new elements were in the game during prototyping – although some might have been easily missed. One of these is the Shattered Cavern, which I explored by chance during the beta, and which players are now directed to search. All I’ll say on this is: mind your head and keep your eyes peeled – you might otherwise miss a little bonus.

Other places on the island are also more directly pointed to; Tyrah’s Peak, Whispering Hollow and other familiar names from the signposts around the island are now the focus of very specific explorations that tend to break up the gathering of crystals for the purposes of helping Tyrah make her flares.

One element that does appear to be new – I don’t remember encountering it when rambling around the island during beta, and I can’t find evidence of it on the early screen caps I grabbed of the island – is the Portal Workshop, wherein more crystals can be converted into L$.

Portal Workshop

I might also be wrong in this as well: be it seems that there are more rock monsters to avoid now – at least, I had a lot more fun baiting 2 or 3 at a time…

Performance-wise, the game is holding up well; it took several attempts, but I did manage to get to an island where there were 10+ others playing, and there was no sense of any lag – ah, the benefits of mesh and a basic texturing scheme!

One thing that did surprise me were the number of people either using their Viewer’s fly override to flit around the island, only landing to grab crystals, or using fly to vertically avoid rocks, and those who were running around with personal shields active in order to try to avoid being “bumped” by rock monsters. Come on, people, it’s just a game! :).

Making the Code Available

We’ve yet to see the release of the code used to make the various tools within the game possible – but in some ways this is understandable: the code presents certain issues for LL, as it could be used for purposes that were not the original intention. The unscrupulous could have a field day with the forced teleport system, and the auto-attach HUD could also present opportunities for griefers and spammers alike.

Tiggs Linden

When talking in a group conversation, Tiggs Linden indicated that these issues were very much on his mind, but added in reference to the teleport capabilities, “I think I locked them down pretty tight.” He also joked about having overall control of the system and that as a result, “It will be a fun set of snowball fights this year. I dare ya to hit me!” When I jokingly suggested doing so could see someone teleported home, Tiggs replied wickedly, “Not home, 1000m straight up!”

Whoever said tigers don’t have a wicked sense of fun?!

Even so, there’s still no apparent date as to when the tools will be made available; one hopes that their release is accompanied by a formal announcement given the degree of anticipation many developers have with regards to them.

In the meantime, if you’ve not tried the game, or have experienced problems in receiving a HUD since it was declared open to all, why not give it a go? Just be prepared to see your 15-minute trial turn into 45 minutes of running around as you find yourself muttering, “OK, but this is the last group of crystals I’m gathering…! :).

Bobbing along, bobbing along…

…on the ocean of the beautiful blue Blake Sea

Or so Angela Lansbury and David Tomlinson might have started singing, had they been in receipt of the latest Premium gift from Linden Lab.

Premium gifts have been something of a sore point in some circles, with people taking LL’s promise to offer “regular” gifts as meaning “monthly” gifts – although the two do not actually equal one another. I also suggested that the next gift roll-out would be as we headed towards Christmas, so I wasn’t really that surprised when an e-mail popped-up in my inbox announcing the next gift has been released –  this time a sailing boat.

The boat appears to have been made by someone called Crazy Mole from the LDPW, with scripting (I assume) by Michael Linden. I’m not sure if putting the work “in-house”, so to speak, is to combat critics (such as myself) who have questioned the idea of LL entering into arrangements with content creators for the provision of such gifts. If so, then the approach only partially works – there’s still the question of LL effectively competing (even on a modest scale like this) with established content creators in SL in supplying popular items.

The gift itself – available through the premium vendors, comprises the boat, a sailing HUD and a number of LMs to places where you can go sail. The boat itself is a mesh creation with a physics weight of 12, a server weight of 13 and an overall land impact of 147. It’s rather nicely styled and somewhat customisable.

All at sea…

The HUD provides a compass, a roll indicator, a switch that allows you to use the sails (wind) or the boat’s engine, indicators for the wind speed (when under sail) and boat speed (when under power), and buttons that allow you to change the hull, sail, deck and furnishings textures, as well a help button and a button to minimise it, if you prefer.

Operationally, the boat is restricted to the owner for sailing – so although it is COPY, no rezzing a couple of extras to go racing with friends – but it does include additional seating poses for friends to sail with you. It also requires the HUD to be attached (centre top by default) before boarding, or you won’t be able to sail it yourself…

The HUD

Sailing is essentially a matter of using the arrow / WASD keys and setting off on your merry way. Flicking the HUD to the sail mode will unfurl your sails, and the boat will take on a healthy roll as she picks up speed, when turning, this can result in water seeping through the sides of the cockpit. When piloting the boat, you get a very nice over-the-shoulder view – although this can be blocked as the sails move. A wake effect is also produced, which phosphors nicely at night.

…and under sail….

In terms of customisation, in addition to the retexturing options outlined above (some of which are, I’d suggest, a little bland and fail to live up to their name), the boat includes individual name textures (defaulted to “Linden”) and a flag (bearing the SL logo by default) which can also be customised to suit your taste, if you have suitable textures (I couldn’t resist putting the IPD logo on the flag of my boat). Just remember that if you do this, to make your modified version the default version for rezzing purposes!

I’m still very ambivalent about LL providing gifts in this manner – there are better ways to incentivize (hateful word!) Premium accounts. That said, there is no denying the boat is fun to use – although the land impact might prevent people leaving a version rezzed at their quayside. But – if you want to give SL sailing a go, and you have a Premium account – why not collect your gift and give it a go?

Calat Alhambra, Second Life

Update June 6th 2012: Sadly, Al Andalus Alhambra, Second Life, closed on June 6th 2012. My slideshow of the build will remain on this site as a reminder.  

It is one of the most stunning palaces in the whole of Europe, one that brings together light, life, culture and geometry in a stunning tour de force of medieval Islamic architecture – albeit one forced to incorporate western European styles as exemplified by the Palacio de Carlos V. It is the Calat Alhambra, al-Qal‘at al-Ḥamrā’, the Red Fortress.

Occupying the top of the hill of the Assabica in southwestern Granada, the palace symbolised the height of the Islamic presence in Spain, with Granada itself the last of the great city-states of Islam within Spain to ceded itself to Christian rule when Ferdinand and Isabella conquered the city in January 1492.

Christian history would have us believe that the reconquista of Al Andalus – the Moorish name for Spain – was a Christian fight against an invading and oppressive Islamic nation – yet nothing could be further from the truth. Alhambra in many respects stood at the pinnacle of some 700 years of progressive Islamic rule in Spain which saw places such as Cordoba recognised as remarkable centres of learning for all – some 70 public libraries lay within its walls at a time when the rest of Europe saw books and learning the reserve of religion and those who ruled, while the teachings of ancient Greece – so thoroughly embraced by the people of Islam – were often regarded as heretical by the church.

al-Qal‘at al-Ḥamrā’ as it looks today

Alhambra takes its name from the rich red clays of the soil upon which it is built, rather than from any bloody elements of its history – although in some respects the fortress did initially grow out of bloodshed: following a particularly violent meeting between the Muladies and Arabs, the latter fled south to take refuge in a red castle on or near the site during the rule of ‘Abdullah ibn Muhammad (r. 888–912). In the 11th Century, and in a bid to preserve a Jewish settlement, the ruins of the red castle were rebuilt by Samuel ibn Naghrela, although accounts of the time state it was easily overrun.

However, the Alhambra we know today was started by Ibn Nasr, who fled south to avoid persecution by King Ferdinand III of Castile. In 1238, he arrived at the palace of Bādis and set about enlarging the Alhambra into a palace complex fit for a sultan.

And it is this citadel palace that is beautifully brought to life by the Al-Andalus Community Project. Spread across two regions, Al Andalus 1 and Al Andalus Generalife, which themselves reflect the layout of the Nasrid dynasty’s citadel, the build is quite simply stunning.

Calat Alhambra

The citadel comprises several distinct elements: the Royal Complex comprising the Patio de los Arrayanes (perhaps Alhambra’s most famous element), Patio de los Leones, Salón de los Embajadores, Sala de los Abencerrajes, over thirty watchtowers, living spaces for staff, as well as outlying pavilions located in the Palacio Generalife, or Garden of the Architect (Jennat al Arif in arabic). Much of this has been reproduced in the Second Life build, which avoids any of the reconstruction undertaken post-reconquista and attempts to represent the Alhambra at the pinnacle of its glory as a centre of rule and of culture – although there is a concession to another great Moorish building to be found within its walls.

There are a number of teleports to the build that can be found in Search. These include Patio de Los Leones, the auditorium (which appears to be under the Patio del Mexuar), and just inside the original entrance of the Puerta de la Justicia, in the la Plaza de los Algibes.

Where you roam from any of these is entirely your choice – there is a lot to wander around, and no set order in the direction you may opt to take. There are numerous notecard givers to be found around the citadel, each of which provides more detailed information on the section you are visiting.

Patio de los Leones, Alhambra

While there are some doubts that Alhambra’s growth beyond the original expansion started by Ibn Nasr was seen as a part of some over-arching plan for the citadel, the original royal complex was exquisitely designed over successive generations using a geometric progression based on a simple Pythagorean principle to achieve the stunning and harmonious design evident in the complex as a whole. The progression was based on the relationship between the length of a side in a square with that of its diagonal, and is elegant in its simplixity and magical in its meaning.

To explain: take a square and then measure the diagonal between two corners. This measurement becomes the long side of a rectangle with the same base length as the original square. Now take the diagonal of the rectangle and use that as the long side of another rectangle, again with the same base length as the original square. Now take the diagonal of that rectangle, and make it the length of the long side of a third rectangle.

When you do this, you get two intriguing results: the first is that the diagonals of all four progress through the square roots of 2, 3, 4 and 5. The second is that the third rectangle is exactly twice the height of the original square.

The unique geometry of the Alhambra is clearly evident in the Patio de los Arrayanes and the Torre de Comares beyond.

This approach to building the Alhambra is repeated around the original royal complex, and is perhaps most notable in the Patio de los Arrayanes, where the Torre de Comares rises behind it, to form a perfect geometrical and symmetrical design that is reflected perfectly in the water of the Patio’s infinity mirror. It lends the Patio an even greater feeling of sitting in harmony with nature.

The use of this progression is in evidence elsewhere within the royal complex, both in the buildings and in the layout of the courtyards and gardens. Similar geometry is also evidence in varying forms within the ornate wall coverings and carvings.

Patio de los Leones and the geometry of the Alhambra

It is also something that has been captured in some measure in the Second Life reproduction.

Take the Patio de los Leones, for example (right). Here the progression using the square and rectangle can clearly be seen. The lower section of the pavilion (up to the bass-relief) is the square. The diagonal of this square gives the elevation of the wall to the eaves of the pavilion. It’s a very subtle nod to the original, and it is sad in some respects that the nature of Second Life, where scale is compromised by things like the average height of avatars (7+ feet) and the default placement of the camera, that this ratio / progression isn’t always obvious or achievable throughout the build.

A garden of dreams at World’s End

Update: World’s End Garden relocated to its own region at Worlds End Garden.

Himitu Twine has a marvellous talent. No, that’s not right; Himitu Twine has many marvellous talents. Let me start over…

One of Himitu Twine’s many talents is the ability for find truly wonderful places in Second Life one can visit and enjoy. In the time I’ve known her, she’s introduced me to places that, to my shame and despite nigh-on five years in this incarnation in SL, I’ve totally missed – and would have remained in ignorance of, if not for her.

One such place is World’s End Garden. The work of Lucia Genesis, the garden is a haven for the lost or restless soul; a place for quiet contemplation, for thinking about life, and for romance.

World’s End Garden; come, explore

You arrive in a the stone ruins of once was clearly a huge building – but what was it? Abbey? grand mansion? Towering castle? Immediately the imagination is engaged – what was this place? Who built it? What is its story? Wander the ruins and seek clues; you might find them – you might not; it depends on your own imagination. But as you wander, you will discover things.

Across the water is the decaying remnants of what once had clearly been a house – this one made of wood and, it would seem, built much later than the ruins where you arrive. Furniture and ornaments sit within what is left, broken staircases climb forlornly to half-vanished rooms and empty sky. Does someone still live here? Why is the decrepit carousel still turning, the paint on the horses faded, cracked and peeling? Again, the visual cues are here to set your imagine running, curiosity well and truly piqued.

Is a house still a home?

The house also doubles as Lucia’s shop and features some gorgeous creations masquerading as household objects; I particularly fell in love with the rose in a glass bowl; simply exquisite – as are all of the designs.

Water is cleverly used to break the garden up into individual “islands” that attract the eye as one wanders the sim; but nothing is entirely unrelated here – or at least, that is the feeling the place gives. It is as if one is wandering the ancient estate of some great family, long past its prime or that once belonged to the church but now long abandoned, the land deserted and given over to the encroaching sea, the surf lapping about those parts still left, gulls crying distantly.

Wander on through the water and you’ll discover not all is forlorn or decayed; under the shade of a great tree you can sit and reflect the passing of days or play the ghostly piano that awaits you. If you are with a friend, you can dance to the music of the piano as the sun kisses the far horizon.

Dancing is also the focus of another “island” shaded by a tree, where stands a peculiar gazebo looking for all the world like a gigantic bird-cage, waiting to trap whosoever steps inside to waltz to the music of an old, horned gramophone.

Come sit, come play, come dance

The impression that the gardens are but a remembrance of a once great estate is heightened by the fading white of an old church, fighting a losing battle against moss and lichen and – just a short distance away – bleached crosses presumably marking the last resting place of the departed…

But were they members of a family or an order? Listen at the church and you’ll hear a deep, ghostly chanting…the last echoes of a forgotten brotherhood? Close your eyes and let your imagination paint a picture…

But this isn’t just a place to explore and look at – there are hidden secrets for you to find; gateways that lead Elsewhere. Is the sunlight falling through the ruined roof of the church and across the partially flooded floor simply sunlight, or does it offer something more?

More to see than may be apparent (click to enlarge)

What happens if you try to touch a beam of sunlight?

And is a cross simply a mark that death has passed this way – or it is also a gateway to another place and another mood?

Take these clues and discover what they hide for yourself.

It is this added dimension of exploration that is possible within Second Life that makes places like World’s End Garden a joy to visit; no only do you have so much to see and contemplate and enjoy from the moment you arrive, you also have much to discover, little mysteries to solve that lead you to new scenes, new possible revelations and a new sense of wonder.

Every scene in World’s End is beautifully designed and rendered; Lucia has clearly spent  many hours in developing the Garden and sculpting it to tell just enough of a story that it naturally draws you in; it is truly a visual delight. Just take the time to zoom in close to any of the trees down on the ground or elsewhere and examine the intricate detail of the textures used to create the foliage.

The Garden is a place this is very much alive as well – it evolves and changes over time as Lucia revisits and remodels, which means that over a span of months a returning visitor may find much has changed and shifted and there are new secrets to uncover.

But that is the beauty of art in Second Life: it need never be static; the artist and the creator are free to turn and change, and as a result the visitor and audience always has more to discover and share.

For my part, I have fallen in love with World’s End Garden, and will be returning often to wander, to dance …. and simply to sit and look.

Links and Hints

Positively Phenomenal Particle Phantasmagoria

Last week I was able to see Tyrehl Byk’s Catharsis (more than once in fact, it is so good). It is an amazing tour-de-force in the use of music, particles and images within second Life. This weekend I’ve been fortunate enough to witness the show that started it all, Particle Phantasmagoria  – and it is a wonderful feast for both eyes and ears.

More abstract and free-form than Catharsis (although with a very subtle subtext to the images accompanying It’s the End of the World As We Know it), Particle Phantasmagoria is a fabulous ride marrying stunning particle effects and images with an inspired selection of music in a trippy rollercoaster of a ride that will not only have you watching in awe and whooping in delight, but also quiet probably seat dancing along to the soundtrack.

The show is running at LEA6, alongside Tyr’s Not -a-Knot, and shares the Event Horizon theatre with presentations of Catharsis. Words cannot really do the show justice – nor can still images; this is something that really has to be seen.

Show Details

  • Start location for Particle Phantasmagoria – enter through the door and follow the arrows
  • Calendar for Tyrehl’s performances (updated regularly)
  • Go as lightly scripted as possible (remove HUDs, scripted attachments, etc.)
  • On arrival at the Event Horizon theatre:
    • Sit in any available seat in any of the tiers
    • Set your Viewer Draw Distance to 250m
    • Set your Particle Count to maximum
    • Set Sun to midnight
    • Make sure the music stream is allowed and playing
    • Tap your ESC key a couple of times to free your camera – this is important, as it allows Tyrehl to take you into the show
    • If you can, turn off your RL lights and watch in the dark – the bigger the screen the better
    • Sit back and enjoy the 24-minute ride!