Virtual Alchemy

by AK365

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Yo. Bronxelf here. So, I came to the conclusion that I sort of liked the idea of a 365 project, but really wasn't up to taking photos of me every day.

What sounded in some ways more challenging, but in some ways more comfortable was to twist it slightly and do 365 days of my avatar on Second Life.

AK, as I think everyone knows are my initials. They're also the initials of my avatar. And my avatar is well... pretty much like me. So there you go.

Um, I don't know the first thing about CSS, so I'll uh.. get to that.

Other, more traditional, currently active or completed 365 projects include...

365 Days of Mr. Kyoob
Joker365x
Mikey365
My Defective Ear(the one that started this madness- COMPLETE!)
See Me
Slice of Life
Whose Shoes?


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taniwha says:

B-elf - so are there people who play at being cab drivers in 2nd life?

26th Jun 2008, 08:21

bronxelf says:

I have no idea. I could count the number of people I've actually spoken to on one hand.

26th Jun 2008, 08:22

taniwha says:

A few Christmas's back I mucked about with Second Life and found the same thing. I found it a little lonely and wasn't sure what to do with it. How do you spend your time there?

26th Jun 2008, 08:24

bronxelf says:

Well, so far I've been doing a fair bit of exploring. I've also learned how to make tshirts (thank goodness because I really, really dislike most of the clothes I've seen inworld- the hypersexuality/gender role thing is really offputting) , and I'm learning how to build things using SL's 3d software (which is far less sophisticated and more frustrating than what I'm used to.

Ultimately, what I find useful about it is the idea of being able to build projects virtually and have them be interactive rather than just static images. Even being able to use space virtually helps you pull the bugs out of projects.

The biggest thing I've discovered in SL in terms of design so far is that their interior designers suck ass, and that everyone thinks they're in Vegas- buildings and interiors are both poorly laid out and scaled much, much too large.

I'll be able to show this very easily tomorrow with my Dailyme (I take them a day in advance because I have to be able to guarantee that I'll be able to get to a computer every day- this way I have a cushion in case of failure.)

I don't find it lonely mostly because I am pretty much the same in SL as I am in meatspace- I'm really not comfortable talking to strangers, so the lack of people is far more comforting than intimidating.

26th Jun 2008, 11:06

taniwha says:

It sounds like you like it as a design project and an aesthetic experience? Perhaps this is what I missed from the experience.

I guess being in the business I'm in orients me more towards the people aspect of it ... when I was using usenet and chat pre-world wide web, this was the stuff that interested me most.

26th Jun 2008, 11:11

bronxelf says:

I spent years and years on Usenet, but over the years I have become more and more introverted, so it became less and less appealing.

I like the idea of working in virtual space to be able to create an interactive experience prior to creating it in meatspace. When you create a 3d image, usually it's just like a photo. It might be 3d, or it might be in perspective, but it's not interactive. You can't really determine how people will use the space.

Granted, SL isn't quite like meatspace, but people still use spaces in much the same way. You're still dealing with the same design principles. So if you build say, a nightclub, the same elements that go into a good one IRL go into a good one in SL, too.

Ultimately, I'm probably going to just bite the bullet and build my thesis project in SL.

26th Jun 2008, 11:15

bronxelf says:

Yes. It is true. There's a pretty significant discrepancy with the exchange rate, though if you're in the US, you're used to that by now... but yes, it's absolutely true.

26th Jun 2008, 11:26

bronxelf says:

I think the big difference is that WoW is a game. It has a point: missions, goals, specific tasks and obstacles.

SL is really more like a sim. There's no real "object". There's no quests or anything like that. It's really more like a sim, except in first person.

That's not to say you can't find groups of people to play games with inworld. You can sure find places where you get to run around and blow people up. It's just that that's just a very small part of what you *can* do.

Of course most people are just as limited in SL as they are in RL- So, just like in real life, the signal to noise ratio is still pretty lousy.

26th Jun 2008, 11:34

Rich says:

i was a bit worried when I saw you were getting into SL but this bunch of comments has reassured me slightly. You're one of the few people with the skills to not make something that looks like pure ass and you see to be aware that you shouldn't talk to the natives, keep your hands inside the car at all times, don't make eye contact so i reckon you'll be fine.
I'd also be a bit careful about that whole "you can make money" thing because when I checked it out for the Royal Bank of Scotland a couple of years ago I concluded that it was massively scammy in terms of getting your money out of the system. Of course it might've changed but I have my suspicions.

But I look forward to seeing your creations, and hope that they don't get filled with badly rendered penises by 14 year old script kiddies.

26th Jun 2008, 13:05

bronxelf says:

I think you *can* make money. I think that going into it thinking that's your goal is foolish. Most people can at best, hope to break even.

My goal is really just to improve my 3d skills and be able to talk to other designers/architects/potential clients. I think SL is a long way away from becoming something a very, very sophisticated chat room for a lot of people. Since the amount of people I want to talk to in SL is no different than the amount I want to speak to in meatspace, that aspect of it isn't all that appealing. But I find the idea of working out the bugs in projects via a virtual simulation really interesting.

26th Jun 2008, 13:10

Dhamaka says:

*lightbulb
now I get where you're at... that took me too long...

26th Jun 2008, 17:09

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