With the advent of Second Life, communication and creativity should enhance socialisation and improve our lives, according to its designers. Beyond the classic fascination for virtual reality and the economic battlefield of Web 2.0, the vast open range of Second Life is everything but the green fields where electric sheep of our dreaming androids would wander.
According to a recent special report published in the Economist magazine, Second Life is different from other synthetic worlds online, for instance multi-player online role-playing games or MMORPGs. Making instead of Slaying is a concept pregnant with social implication, yes, but is it really the hyped revolution they say it is, or just a gentle evolution of already available Internet tools?
A New Virtual Frontier
Virtual worlds make the stuff of legends. From the white Rabbit to the theory of relativity, from literature to scientific breakthrough, virtual worlds constitute a recurrent theme for our fascination of open and still virgin spaces, which are not yet regulated or compromised.
The interesting and pregnant dualism of law and virtual worlds is that by escaping the boundaries of our everyday reality, or at least the representation we have of it and which has been pressed into our minds by culture and social breeding, we usually discover or create open virtual spaces thriving on our expectations, and which are in fact even more so oppressive. Over-achievers want to free themselves from competition and in fact find on-line an even more competing environment.
Oppression is indeed the theme for The Matrix virtual world, which has been developed by an artificial intelligence to simulate a fake real world, where everything from our religion to our sexual life is controlled and dictated by a computer script of submission to a totalitarian system. Only rare social interlopers can expect salvation by cognitive process and active revolt.
Avalon features by contrast an ultra-violent virtual world of clan wars and burning fields of war for social derelicts, who escape an oppressive society reminiscent of some decadent post-communism. Proficient players are looking for a supreme level, both mysterious and lethal, from which they cannot return to reality, and hence become part of the legend associated with fallen warriors. The interesting aspect of this supreme virtual world is that it is a re-creation of real life, certainly not the dramatic wonderland we expected, as if our every day life holds the secret of our failed dreams.
Schizophrenia is a thin red line for those wandering through the green fields of virtual worlds. Our Dragoons of Eden are those generated by our own minds, according to Philip K. Dick, who spent his life on the edge of consciousness and obsessive fear. Even science is conducting us in journeys through our minds and explaining our intimate lives by combination of scientific facts. But as Kant said, the more we know, the more we have to believe.
Encounter with Rama
According to the designer of Second Life communication and creativity constitute an act of socialisation. Instead of escaping our reality for epic journeys into our virtual fields of glory, travellers are exploring facets of social life. Hence the real challenge is not in the dramatic discovery of a new land, but in the approach to the other player through the medium of an avatar.
Multiplayer games have already introduced us to the concept of virtual battlefields, where collaboration is instrumental to success. As a consequence, disruptive elements generate disorders to the point of becoming legendary. In Halo Combat Evolved there is a player, who would systematically ruin every effort for cooperation by shooting team members in the back, or throwing grenades in the base camp.
Clearly those prefabricated worlds do not always lead to the battles their designers expected, but to surprising events, like discussions between two assaults, where the whole psychological range of online players is revealed from the cool John Wayne attitude – Share a Smoke, Dude? Or Like the Smell of Napalm? - to the kind ignoramus, doing his best to remain decent in defeat, and the psychotic interloper in perpetual erection, an avatar of Sergeant Lee Ermey in Full Metal Jacket.
Second Life was developed by contrast to enhance constructive social activities by providing the player with atoms for creating things. This is not by far a revolutionary approach to the creative process, but merely an evolution in the tools of online socialisation. Barbie dolls stroll leisurely on virtual boulevards, vainly looking for a gentleman with a Breguet watch.
Beauty is in the eye that beholds, wrote Kant. The representation we have of a thing is not merely defined by physics, but also by the representation we make of it in our mind. What is more virtual and conversely more real than listening to a Mozart concerto, or beholding a Rembrandt? Could we escape the cognitive analysis of this music or painting? For instance, does listening to Mozart require a specific culture for the understanding of its beauty? The observation of people listening to a concert or watching a work of Art is revealing that beyond the evident relationship between the observer/listener and the subject itself, there is also a strong communication between the listeners/observers. Is that the case in Second Life?
Since we agree that creativity and communication are not merely social by-products, but constitute the foundation for harmonious social life, the implication and challenge of Second Life is all the more complex. The status of community is achieved between virtual beings, or avatars, who have literally sprung out of our minds, like Athena had for Jupiter. Now that the player has liberated himself of the contingencies of reality his creation and communication are dictated by a projection of his intimate self. To some extent a work of Art created in Second Life for Second Life has no signification beyond the boundaries of this virtual world, or has it?
Gaia for the Corporate
Living on the edge in a Second Life is certainly exhilarating and fascinating, but does not constitute a revolution like the advocates of Web 2.0 would let it be. Beyond the obvious implication of a virtual world developed and hosted by software designers and engineers, there is a paradox between freedom and liberty for our courageous travellers in those green fields, which are not so green than reminiscent of the U.S. (sorry, Linden) Dollar. Politicians and manufacturers like Toyota have already begun to flood our Second Lives with content directly transposed from our reality.
There is certainly some poetry in the transposition of a Japanese SUV in Second Life, precisely because it is such a candid attempt to approach our consciousness with things of outmost uselessness. Certainly the day we invent a world free of physics, some engineer will develop a car to crush the green fields and pollute the virtual air. Do Androids Dream of Electric Sheep? Yes, Philip they do, but do we? Ah, but we may still have people plant trees in their second lives.
As a laboratory for social experimentation, Second Life provides interesting elements for conception and testing. Barbie dolls and Schwarzenegger-copycats parade in front of super markets and shopping malls. Politicians hold virtual conferences for floating entities. Having a smoke in the street will be prosecuted, notwithstanding the impending cancer.
Murder in a Virtual English Garden
Our century will be social or it won’t be. Corporate business strives for ecology. Horizontal communication is thriving on the failures of vertical management. From greenhouse effect to the challenge of harmonious development, we have to face a difficult future and some may be tempted by escapism in the blue yonder.
Second Life is not the revolution it is said to be, but merely an evolution of already existing Internet tools with an access limited to those fellows with high Internet bandwidth and computer über-machines, and built on the success of online socialisation in the age of terrorism and AIDS.
Entausserung ist Entfremdung, wrote Oswald Spengler, yes, but communication and creativity within the context of those virtual worlds do not escape the boundaries of our schizophrenic interrogations. Liberty means combat, or it does not provide a valid answer to our expectations for freedom. And real life is a fight.
Lest a Murder in a virtual English Garden would have been committed in Second Life, those green fields of US Dollars will have a dispiriting effect on our electric sheep. And dispirited sheep make for sorry androids, too.
Frederic W. Erk
Posted in Technology | No Comments »