Showing posts with label topics. Show all posts
Showing posts with label topics. Show all posts

Friday, July 2, 2010

Not-human avatars

I was surprised and amused by the amount of difficulty I had in breaking this topic down into categories that made sense. It started out as a short discussion of furry, but I realized I had to explain that, and then to explain the difference between a furry and a realistic animal av, and soon found myself accelerating backwards at great speed.

There's a distinction to be made between several overlapping kinds of not-human representations in Second Life. (In my taxonomy, nekos and vampires and others of that ilk are differently-human rather than not-human, and are a separate topic for another day.)

It is easy to tell the difference between a representation of a black-and-white alleycat and a representation of Sylvester, the would-be nemesis of Tweetiepie. It is rather harder to explain the difference between that representation of Sylvester and a representation of a gryphon: neither of them has a biological existence in RL, but Sylvester is a caricature of a well-known RL type whereas the image we have of the gryphon is a serious attempt to make sense of the descriptions handed down through explorers' tall tales. And what then to make of the distinction between an avatar based on the canonical cartoon images of Sylvester, and a home-made furry cat avatar? Is the attempt at realism (in replicating the well-known cartoon image) to be considered differently from the furry-av-builder's act of imaginative invention (which may result in a figure that would pass muster alongside Sylvester in a TV cartoon)? Very tricky.

Nonetheless, on we go. This needs to be posted before I go to work today, but I'll come back and polish it on the weekend. Comments, suggestions and counter-examples are welcome.

I want to suggest that there are two basic classes of avatars: realistic representations (human avs that look human, four-legged tigers, faithful recreations of mythological beings or characters from popular culture) on the one hand and abstracted, anthroporphized figures on the other. This is not to suggest any kind of valuation between the classes or their subtypes.

RL animal avatars are biologically realistic*: they are quads (or have two legs and wings), their body shapes and faces are realistic in shape and size, and they usually can perform the RL-appropriate sounds and animations.

Mythological animal avatars are mythologically realistic, as it were: fauns stand upright on cloven hooves and have little horns, werewolves howl bloodchillingly and can stand upright or run on all fours at will, gryphons are quads with extra wings, dragons have scales and enormously long necks, etc etc.

The distinction between these types and those that follow is in the avatar builder's intention: the first two attempt to reproduce faithfully a well-known image, whereas the next types are imaginative and abstract.

Furry avatars are not biologically or historical-mythologically realistic (though they may be pop-culturally realistic as in the case of Sylvester). They can be thought of as cartoons or as caricatures of animals: like cartoon figures, they stand upright and have mobile hands, their heads are set atop their necks and usually have human attributes (e.g. binocular vision, whereas most animals' eyes are set on opposite sides of their heads).

Tiny avatars can been seen as a sub-class of furries (though both communities would probably disagree) in that they are specifically very small cartoon or anthropomorphized animals.

Practically speaking however, the most significant distinction between these types is this: that there are flourishing self-organized communities of furries and tinies (and a community of dragons in Wyrms) but natural-humans and quad animals don't seem to organize in this way. Natural-human avs are so common and so close to RL that it hardly seems worth celebrating our shared biology: "Look, I too have five toes on each foot!"

* within the limits of the SL body mesh and prim and texture technologies, obviously.

Wednesday, April 28, 2010

What is it that I remember, when I remember SL

I was thinking about memory, about the Me-component of my memories, about how my body is part of many memories: its position, actions, movements, experiences. That made me realize one of the defining effects of embodiment in SL.

When I remember communicating with a fellow resident of SL — I'm deliberately framing this awkwardly, all will be revealed — I do not remember what my RL body did i.e. sitting in my home office with a typewriter* under my fingertips and a cup of tea on the desk, looking at a screen.

I remember being in SL, not my home office: I remember sitting together at the Playgoda, or dancing together at Fracture, or trying on clothes at AVid, or lying in hammocks on the beach at whatever that place was called.

I remember talking, not typing: I remember the words we spoke and the feelings that they brought forth.

I remember the outfit I wore in SL, rather than my RL sweater and slippers.

I remember the glass of red wine I held in SL, rather than the cup of tea on my desk.

Second Life is a place in its own right. It's neither here by me nor over there where you are, but in some neutral zone at right angles to the RL distance between us. In that place, there is no separating distance and no timezones**. This is another distinction between SL and many, perhaps most, "games:" no matter how many hours I spent playing the Sims or Civilization IV or Blades of Avernum and the like, they never became places that I could be in.

The key is immersion, and in my experience flat games on a screen don't offer that.

Actually, that reminds me that we could try to get some WoW players to talk to us. That would indicate whether the place-ness of SL is specific to it or perhaps a more general attribute of MMOWs.


* Sic, what a marvellous slip that is. I wonder when I last used a true typewriter? Probably when I left college in 1984. One of the first programs I wrote was a typewriter emulator, which sent keystrokes directly to a dot-matrix printer. Such were the joys.

** Time itself does still exist, remind me to talk about lag.

Saturday, April 10, 2010

Helpfulness

Among the most striking features of SL sociability is the widespread culture of helpfulness that obtains here. Most people are very generous with time and information, and will go out of their way to assist others. Newbies are encouraged in SL to an extent that is virtually unheard-of on the Internet. In all other online togethernesses that I have experienced, newcomers are assumed to be socially inferior and are often told so explicitly: "you're new here, sit down and shut up" or "aw hell, another fucking n00b."

Where does this come from? Can it last?

Why are we not naked?

One of those apparently simple questions that has a very complex answer (if indeed there is an answer).

Propriety? Embodiment!

Friday, April 9, 2010

afk

One of the few aspects of Second Life (and other MMOWs to some extent or other) which have no parallel in RL is the rather ambiguous state of being known as afk, Away From Keyboard.

It's a way of recognizing and dealing with the fact that our avatars do not map 1:1 onto our physical selves.