Canary Beck has a really interesting and provocative and long analysis of the types of Second Life, based on her 8 years of being an SLer, which she categories in four ways: Real-Fake, Real-Real, Fake-Fake, Fake-Real. You should read it all here, but I wanted to highlight a couple of my favorite insights before you go:
The very most popular SL places in terms of traffic are Fake-Fake:
[F]ake-fake sims are not what they say they are, and not true to themselves. Sims like this are harder to find because they tend to not be often photographed, or written about. I believe we tend to model most simulations on either originals we have experienced in the real world or build them in ways that are entirely impossible in the real world. Fake-fake sims, however, seem to be a haphazard mixture of the two.
Frank’s Place Jazz Club
Self-touted as Second Life’s Premier Dance Venue (to be fair they did win at least one Avi’s Choice award in their category), nearly everyone in Second Life is aware of Frank’s. According to Metaverse Business, Frank’s currently places as Second Life’s 2nd most popular sim – and its most popularGeneral sim. The interesting thing about Frank’s (pictured below), is that it’s neither a “ballroom” (as it says in its description), nor does it really play jazz. What you actually get is a mall leading to a palatial open-air dance floor that bears little resemblance to any jazz music venue I’ve ever seen. It has a formal dress code where men dress in tails and the ladies dress in ball gowns (clothing which isn’t at all associated with most jazz clubs in real life) and instead of jazz, Frank’s mainly streams easy-listening music.
And she gives many other examples in that category. (By the way, she's not saying "Fake-fake" as a value judgement.) She's very astute to note that a popular sim like Frank's Place doesn't, well, feel like an actual place (though clearly, a lot of people love it all the same.) By contrast:
How to Create Great Virtual Spaces: Design for Feeling, Believability, and Hyper-Realism (Comment of the Week)
Last week everyone was talking about the jaw-dropping Angel Manor as depicted in the machinima below, and fortunately for all of us, the creator of both the machinima and the Manor stopped by NWN to discuss how he created his acclaimed sim. Kaya Angel's comments are such a master class in creating virtual architecture, I'm highlighting them here (with some light editing on my part):
VIRTUAL ARCHITECTURE CHANGES HOW SOCIAL INTERACTION
"I often think and SL structures are used as a means of providing an environment to give a little context to social interaction. So if you go to a ballroom to dance with a friend the ballroom is simply a hint in the back ground for you to then dance and chat. The building its self only plays a small role. I differ from that in that I love the power architecture has to not just provide a context for a social interaction, but if done right a building can enhance social interactions. And bring a whole new level of how you feel in the space. This is my own personal experience. Being a living building that feels real changes how you live in a space and how you use the space when it comes to interacting with people."
As Kaya goes on to argue, the old prim-based approach to building in Second Life has held back more ambitious builds like his:
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Posted on Tuesday, January 27, 2015 at 04:48 PM in Comment of the Week, SL Builds - Spaces | Permalink | Comments (5)
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