Four years older

This weekend saw me pass the four-year mark of continuous activity in SL. It didn’t actually occur to me until after the fact that it was probably because it was the anniversary of my Rezday that the Second Life asset server decided to bash me around somewhat and left me with a better understanding of why the males of our species seem to explode in fits of swearing in front of a computer: while it doesn’t actually achieve anything it is bloody therapeutic – even if I did embarrass my cat by using some most unladylike terms!

So, what has happened in these last four years that keeps me logging in? I’m going to steer away from the most obvious answer (some might say “cliché”, despite its inherent truth) for a moment and consider a few other things.

Whether we are prepared to admit it or not – and “not” does seem to be the yardstick – Second Life has come a long, long way in that time; even further if I cast my mind back to the start of 06 and my first 5-6 months here in a different incarnation to Inara Pey (one now long gone and never re-used).

When I first came back to SL:

  • There was no Windlight
  • Flexiprims were still so novel that when Calico or someone announced a new release, the store would be swamped with people desperate for a try
  • We could only build to a maximum height of 768 metres (despite being able to fly much higher)
  • Class III servers (remember those?) were the norm
  • We had Black Wednesday every single week, when Second Life would be down for 6-10 hours a day: no logging in period
  • The Grid would regularly go down for 2-3 hours at other times in the week as well, notably weekends, after the Great Friday Night roll-outs
  • Anshe Chung was hitting the headlines after just 30 months in SL, giving rise to an influx of new hopefuls who never actually paused to consider just how Anshe achieved her success – and perhaps expected things to simply land on their plates
  • SL had survived one land glut / crash and was showing signs of recovery
  • SL had come through a number of Linden lab / Resident head-to-heads that have been the hallmark of the history of the platform (there’s probably a book waiting to be written on that subject alone)
  • From a D/s perspective, Lulu was all the rage; Marine Kelley’s Real Restraints were just coming out; Darien Caldwell had yet to make an impact with the Haus brand, and RLV was but a twinkle in the future
  • Everyone (including Linden Lab) were convinced Second Life’s Time Had Come.

Since then, we’ve had more peaks and valleys than the Himalayas. Linden Lab still persistently wrong-foot themselves; residents still get to the rending of garments all to readily when a policy change – however minor – is announced. Linden Lab still nip, tuck, tweak and outright break things simply because – it would seem – they can, and are increasingly out of step with the realities of just about everything that goes on in-world simply because they refuse to spend any time here while remaining resolute in their (misguided) belief that they still understand the platform and all its complex nuances better than those who actually use it day in, day out.

Technically, whether we can see it or not, SL has massively improved. Crash rates are down; the Viewer (even Viewer 2) is well beyond anything we had in 2006; we have Windlight; we have an entire sky to build in without having to worry too much about gravity saying, “Oi! you can’t do that!”; rendering has come on in leaps and bounds; we have a degree of photo realism in skins and the like that was unheard of four years ago; we have the ability to multi-attach prim items; wear multiple clothing items on the same layer if we wish;  Black Wednesdays and frequent grid lock-outs/take-downs have ceased; server performance has massively improved; we have sculpties  (warts notwithstanding), and will soon have “full” Mesh; we have much improved media capabilities…

…and the list goes on. Of course, not all of these have come about smoothly, and there are still issues that get all of us hot under the collar: we still cannot cross sim boundaries without at least rubber banding; sims; the server software is getting rather long in the tooth when it comes to handling much of the demands we place on it; the asset system is still something of an unpredictable beast.

Nor has controversy ever been far away: the gambling ban; fiddling around with Traffic; The OpenSpace debacle; Adult Policy Changes; buying-out the opposition (which is at least somewhat better than simply putting them out of business, as was the GOM case); Land price crashes; land gluts…. And over-arching it all, there is an increasing corporate indifference within Linden Lab towards users that is almost towering in it hubris – and potentially, given the current emergence of new markets for users elsewhere, suicidal. This came into sharp focus during Mitch Kapor’s SL5B address, when established users were effectively told to “get out” of SL (Kapor used the term “move aside”, but it amounts to the same thing). This view that we, the user base are something more akin to a nuisance than we are to a customer has grown alarmingly over the last three years and, it has to be said, lays at the heart of much that is unsettling within Linden Research as a company.

However, in spite of Linden Lab’s inability to grasp the fact that their most vital resource and, indeed, ally in building their brand and market position are their users – and that as such, they should be more willing to end the cycle of confrontation and start engaging with us again – many of us are still here after three or four or five years, forgiving all the angst and heartache and soldiering on in spite of, rather than because of, LL. Why?

The changing face of Pey: Jan 07

Mostly, it has to be said (and coming around to the cliché I sidestepped earlier), it’s because of the people. While few (if any) of us like the term because of its Facebook connotations, Second Life is very much a social network. It enables us to make friends around the world, “meet” with them and share in their lives. We can celebrate and commiserate together; share hobbies and pastimes;  indulge in role play scenarios together, be they “adult” or steampunk, the latest sci-fi craze, Gor, vampires, or whatever.

It is – again despite, it would at times, LL’s efforts to make it otherwise – a deeply immersive world offering massive scope for the imagination to take flight, and for the spirit and mind to simply escape.

The changing face of Pey: Luna Days: mid-07

I make no secret of my involvement as an adult in D/s. I’ve had partners and lovers in my real life who have been as involved as I; at one time, my ego found an outlet in writing about D/s elsewhere. But, at the time I re-joined SL, that was very much “on hold” in my life for a variety of reasons – and SL has, over the years, given me the opportunity to express that side of my nature once more, and to meet some extraordinary people over the years – the majority of whom have remained friends and contacts. It’s even allowed my little ego to resume writing on the subject of D/s!

I’ve also discovered a creative side to my nature. Discovering how to manipulate prims and being taught to do so by those with a unique skill in that area . Indeed, next to the friends I’ve made, it still remains one of the great pleasures I find in SL. I love building; I love the fact I can actually do something with my “hands” – lets face it, I can’t draw or paint; I’m about as green-fingered as a doorknob,  letting me hold a hammer is akin to giving me a lethal weapon (for all the wrong reasons) – so being able to build houses, furniture and so on has been a revelation. And while I’d never call myself a “coder” I’ve enjoyed learning how to make arcane lines of text come together to make other things do something such as swing open or illuminate a room – giving me the feeling of being some kind of digital necromancer in a way I probably couldn’t capture were I to try entering worlds like Eve and Warcraft (had they any appeal at all).

The changing face of Pey: Birdland, Nov 07

Then there is the sheer escapism of SL.  Beyond my involvement in D/s, SL has enabled me to do so much I’d never be able – or indeed, willing – to try. I’ve mentioned in the past that my father served in the RAF as a pilot; from him I have inherited the view (perhaps unfairly!) that anyone stepping out of a perfectly serviceable aeroplane while it is in flight, with nothing but a rucksack strapped to their back with an oversized handkerchief folded inside it is perhaps threepence short of the pound – but in SL I quickly fell in love with skydiving, be it from a launch tower or the back of an aeroplane. I’ve done single jumps, I’ve done target competitions, I’ve done “formation” jumps. I’ve even had my share of splats (which are the things in RL skydiving that terrify me)  – and I’ve loved every minute.

And where else can an otherwise “respectable” middle-class woman in her 30s get to:

  • Be an exotic dancer in two of SL’s former leading clubs
  • Become a red-skinned succubus
  • Transform herself into a mermaid and swim with the fishes
  • Jump on the back of a high-speed “quad” that can also fly and skate over the water like a jetski and blow the living bejesus out of anything getting in the way
  • Become a black-suited, knife-and-gun wielding assassin / gun-for-hire (Angelina Jolie, eat your heart out!)
The Changing face of Pey: The Birdland Era, 2008

I’ve been able to ride horses at will; scuba dive; I’ve wielded godlike powers to reshape the land, raise (and raze) mountains; where I have pointed, valleys and rivers have appeared; I’ve created forests, gardens, lakes and turned barren islands of sand into tropical paradises.

Of course, there have been times when I’ve asked myself if it is really all worth it & I’ve been close to simply purging my inventory and leaving. I’ve brought more than enough of my real life self into “Inara Pey” that she and I are pretty much one in the same in our views, beliefs and attitudes; she is more than just a character to me – she is very much an expression of who I am. And in this, she has been a blessing and a curse. A blessing, because she has enabled me to meet so many people I can call friends; people I can love and talk with and get upset with and forgive; people whom I can vent to, people I can (probably) drive up the wall, across the ceiling and down the other side – and who will still forgive me and accept me. A curse because at times it has led to some serious hurt, partially as a result of me being who I am and placing too much trust in those who have later revealed a willingness to engage in selfishness and deceit because, after all, it’s “just a game”.

The changing face of Pey: All Change! August 2010

Because Inara is such an extension of me, that when things have gone badly awry on the technical side, I’ve been close to putting her to sleep rather than deal with the frustrations of seeing her broken. This weekend, ironically, was a case in point. From Friday through Monday I had an increasing pile of issues – inventory losses, avatar corruptions, etc., that did cause the “Oh why do I even bother?” mentality to kick-in.

However, if I’m honest, “giving up” isn’t an option. Warts, niggles, annoyances, drama and Linden Lab notwithstanding, Four continuous years in Second Life as Inara Pey has added a rich dimension to my life; I’ve had fun, I’ve made – and been lucky enough to keep – friends whom I value and who value me. I’ve lived out fantasies dark and light; explored aspects of my pysche that would otherwise have remained internalised and hidden. I’m not proud of everything I’ve done in SL – but like life, it is a learning experience.

Despite all the doom and gloom we all rather too readily heap on Second Life (or Linden Lab at least), the fact is, that without it, we’d all be somewhat diminished. If asked to sum-up the last four years, I’d use three words: it’s been fun – and the fun is, I hope, far from over.

All change…yet again…

A few days ago, I posted about moving home to a new sim. At the time I mentioned that the house wasn’t *precisely* what I wanted. So guess what?

I’ve changed it. In fact, I possibly change house more times than Imelda Marcos ever changed shoes…

Anyway, the new place is much more along the lines I was trying to achieve the first time around, although it has moved very much away from the “inviting nature in” theme that Ari has managed so expertly with her home, and of which mine was but a pale imitation. Instead, I’ve gone more down the Geoffrey Bowa avenue, combining it with a bit of a Mediterranean feel.

The new house is more traditional in that it has things like “walls” and “windows”, rather than being open to nature on three sides. It also has a more traditional “upstairs” and “downstairs”. Like the first build at the new home, it is still built back into a wooded hill, but I’ve moved it further forward so that it embraces the infinity pool.

I’ve also kept to something of “earthy” tones – apart from the white exterior stucco finish – with wood panel on the back lounge wall and on the bedroom ceiling, together with a Japanese wood screen effect on the bedroom walls, carried over from the first build, and muted natural colours to interior walls, ceilings and flooring – with the exception of the Mediterranean tiling evidenced around the pool.

The lounge, slightly smaller than in the first build, does retain a frontage that is open to the world, with a tiled front patio area linking it directly with the infinity pool, which has now been extended back to almost join with the house – indeed, on climbing out of the pool you are practically *in* the lounge area – an idea I first came across in some of Geoffrey Bowa’s hotel designs in Sri Lanka.

The main reason for doing this is so that the full effect of the infinity pool can be enjoyed from the lounge itself – as I hope the picture to the right demonstrates. I hope also that, by drawing the pool “into” the house more, it will be something I can friends actually make use of, rather than it remaining purely decorative – as so many pools in SL seem to.

While the living room is slightly smaller than previously (15×15 compared to 16×16), the house is actually some 8 metres wider than the original build. This has allowed me to both move the stair case out of the lounge and provide space for a separate area where my laptop and “desk” can sit (the laptop cunningly disguising a few things).

The added width to the house means the bedroom is now much larger and lighter, and now benefits from covered balcony overlooking the front aspect of the infinity pool and the open sea beyond. Full length windows separate the bedroom from the balcony, with access between the two via a side arch. Additionally, the bedroom has a set of sliding doors leading to the “back garden”  – a lawned area on top of the hill the house backs into. How much this will be used, I’ve no idea – but I think it adds a little something to the place overall, and it’ll probably end up getting a couple of trees and flowerbeds and probably a retaining wall.

The revised house has other advantages over my first attempt: for a start, it is much lower than the original, allowing it to “blend” more easily with the landscape and trees – despite the white stucco. It also means that Kelly gets a much improved outlook from her house, which is more-or-less the same in overall style, just without the infinity pool.

Some re-working of the land was obviously necessary in order to “fit” the new design, but even this proved beneficial, as it has allowed me to better sculpt the hills and slopes and make things a lot more gentle and smooth overall. I’ve also been able to revise and improve the footpath linking the two houses. While this wasn’t vital, there were a couple of niggles I had with it which didn’t lend themselves to easy fixes given the style of the earlier houses. Away from this, one thing that hasn’t gone is the dance area … and I hope that will also be seeing a lot of use in the near future.

Overall, it is fair to say I’m finally pleased with the revised layout – the house “works”, the landscape is subdued and everything (to me at least) has come together quite neatly. I’m particularly happy that despite the drastic changes to the house build itself, I actually managed to get the new place done using just 2 prims over the first attempt; the new house design weighs-in at 84 prims, the “old” was 82.

Now, if I’ll just stop moving around long enough to actually enjoy it!

All change…again…

Yep…I’ve moved. Again.

Santos Isle, the last home location was comfortable, but suffered in two major respects: it was east facing (and I prefer sunsets to sunrises) and the sim itself suffered from the arrival of a *huge* Ozimal bunny farm and a skyhome rental business, both of which impacted the sim – and our privacy – in various adverse ways. Still, when you are opting to live on a unzoned sim, you have to take some of the rough with the smooth.

The new sim is also unzoned, so carries with it some of the same risks inherent with Santos Isle- but its scores in that the parcel is west-facing, and the sim has fewer parcels overall, the majority of which are well-settled.

A third benefit is that the sim is not themed as a sandy tropical island. For me this is important because for a while now I’ve wanted to do something different in terms of living space, and sandy islands, nice though they are, don’t fit the bill environment-wise.

In this latter regard, I have to admit to being influenced by two things: my love for and of Sri Lanka, where a lot of the architecture – particularly as designed by the late Geoffrey Bowa – blends beautifully with the environment (and in some cases works with the environment) – and also the home of my very close friend Ari.

Even so, getting something built at the new place was harder than I’d expected – as several friends are aware. Normally when I have an idea for a place it’s move in, build, settle. No this time: after moving on a Sunday, it was not until the following Wednesday night that I finally got things sorted to a point where I feel comfortable with the new home; in between lay close to 20 builds that were started and abandoned as I tried to make what I had in mind fit the irregular shape of the new parcel.

The new layout features a couple of houses – one for myself, one for Kelly and Vina – and this time I’ve been able to work in some other features I’ve missed recently from other homes in SL – notably a pool area and a “dance floor”.

The houses are an identical build – possibly the first development of an idea I still have in the back of my mind and have yet to achieve – and draw heavily on the aforementioned influences from both Sri Lanka and Ari’s own home, from which I’ve borrowed the same basic concept, and very much hope she won’t mind me doing so; this is the first build I’ve made in SL that is so clearly drawn from the work of another builder.

The house is a simple split-level affair, built back into a hill, with the emphasis on blending with the surroundings. Finished in natural woods and more earthy colours and draped with vines, the house has an open aspect lounge area with a staircase leading to a galleried bedroom. Windows are entirely absent from the build, leaving it open to the  wooded surroundings, which I hope – as with Ari’s design from which this is drawn, gives an entirely natural feel – albeit one with more “traditional” living than her own outstanding build, which draws nature directly into the house itself.

The Sri Lankan influence is present in that many hotels and houses there have similar areas that are both open to the surrounding environs, while maintaining a high level of comfort for those using them – and I was hard-pushed not to include a “traditional” Sri Lankan-style open shower area that I’ve enjoyed in places such as the Deer Park and Saman Villas.

A more obvious Sri Lankan influence – or more correctly, a small homage to Geoffrey Bowa  – is in the “infinity”-style swimming pool I added to the west edge of the land. I first encountered such a pool at the magnificent Kandalama Hotel, near Dambulla in February 2000; and quickly learned that such pools  – whether for swimming or as ornamental focal points – are a trademark feature of Bowa designs across the island. It’s always something I’ve wanted to re-create in-world, if only on a personal level, and I’ve rather pleased with the way this particular pool turned out…

Alongside the pool, set back into the treeline, is something else I’ve missed from recent SL homes: a modest dance area. Comprising a flat rock, with lanterns hanging from overhead branches, and spacing hopefully suited to camming, this is a part of the new home that I very much hope will see a lot of use in the future; a place for friends to come and socialise, dance and / or relax around the pool.

While it didn’t turn out entirely as I’d planned, the new place is very much “home” now – the balance of openness an, natural appearance and privacy seems to be about right. I’m certainly very happy with how things have (eventually) turned out, and I very much hope that those who had to endure four days of me  bashing my head on the desk and being “too busy” for much else will equally enjoy the results of my growling….

Summer blue

The last month and a bit have seen considerable changes in my Second Life; the end of a 3-three year relationship / friendship; much fiddle-farting around with i-Squared, partly due to the upcoming release of the SL Marketplace (which I’m actually beginning to like, despite the dearth of certain key functionality…); and a general amount of to-ing and fro-ing.

Most of all, though, it has (again) seen me swapping houses and living style. Three times!

The first change came about as a result of feeling that the Caprican house I’d put up to replace “Fallingwater” was a just a little bit on the large side for beach front living, so I set about trying to put together something a little more modest and which had a better “fit” for my beach location.

The result was the start of what I call the “Lion’s Gate” range: a 2-room single-floor house in something of a Colonial style. After the roominess of the Caprican, however, this was just a tad too far in the other direction, so the single-floor house became something of grand-fronted 2-floor affair.

I have to admit, I’m rather proud of this design, and it brought together several ideas I’ve been playing with of late: a revision of the old (and boring) “window tinting” that allows for “working” blinds on the windows without pushing up prim counts; the use of indirect scripted lighting to achieve an atmospheric  (and hopefully life-like) look to the place at night, and so on.

Lion’s Gate quickly matured into a mini-range of four houses which are now available via i-Squared, hopefully at prices to suit all pockets.

Sadly, no sooner had things settled down in the new house, which was also intended as a merging of tastes between two people; personal matters in SL changed for me, with the result that as much as I liked the house, I knew I needed another change. I just wasn’t sure quite what, although returning to sky living was a strong consideration – but so did living more “on the water”.

Flicking through various WordPress blogs, I finally came across a source of inspiration. This spurred me to design the Water Margin, my first attempt at a “floating house”.

Like the original Lion’s Gate, the Water Margin is a 2-room, single level house, with the two rooms linked by a 10m hallway. Like the house that inspired it, it includes a large open deck area where I can entertain and enjoy my sunsets, and it again incorporates window and lighting ideas refined in the Lion’s Gate range.

I have to admit, living on water is a little odd, but at least in SL I don’t have to worry about rough seas. And as it started out as something specifically for *me*, I’ve already grown very fond of the new place.

I’ve no plans to make any further changes; so long as I have a lot of water around me, the new house will remain undisturbed – and I’m blessed in having a sunken parcel to the south of me that is likely to remain undeveloped as it hosts various bits way up in the sky. Who knows. Maybe I’ll get a little sail boat and try my hand messing about on the water…

Moving house

The House at sunrise

Yep…another day, another move!

Well, actually, this happened about two weeks or so ago, but I’ve neglected posting on it until now. Blame it on my toes, shoulder or the stinking rotten cold that refuses the eviction notices I keep sending it in the form of vitamin C pills and Lemsip….

I’ve not actually moved that far, to be honest: just from the north side of QE over to the West. The move was prompted by a number of things:

  • I adore sunsets in SL – and having an uninterrupted view over water of them
  • Two adjoining parcels became available on the west side of the sim
  • I got somewhat fed up with the number of visitors to the skyborne “club” a couple of parcels over who would invariably fall off / out of the club and pancake themselves on the roof of the house….then get booted home by the security system (an event that occurred around 3 times a night on the twice-weekly “party nights”)
  • I adore sunsets in SL – and having an uninterrupted view over water of them.

As a part of the move, I played around with the house itself and was somewhat pleased with the results of my tinkering: recouping over 100 prims without losing any of the capabilities the house has (internal lighting system, curtains, etc.). Part of this is down to the new LSL commands allowing me to do things a little more efficiently, and it is something I now plan to carry over to the commercial versions of the house and incorporate into several other builds.

Kelly's beach front home

So here we are…and I’ve finally been able to make good on my promise to Kelly, long-time friend and “little sister” in SL and build her a home down on the ground once more (she’s been stuck up in the air ever since I sold Scorpius Myth).

Kelly’s house is a slightly customised version of my Tahoma beach house – a design I’m rather partial to, if I say so myself. More importantly, Kelly likes it, and she’s now got a great ocean-front view alongside of us.

Who could ask for more?

The future of Second Life?

At times it is easy to forget that, warts-and-all, Second Life is potentially the prototype environment of future systems that might aid us in so many ways.

The following is a video produced by Bruce Branit that appears to have been wonderfully inspired by Second Life and is both moving and points to a possible future use of immersive technologies that doubtless strikes a cord with any of us who can still glimpse the wonder that lies beyond the computer screen each time we go in-world.

My thanks to SuzanneC Baskerville for bringing this video to my attention.