Showing posts with label Virtual World. Show all posts
Showing posts with label Virtual World. Show all posts

Make a BUBU of yourself

Sunday, 27 September 2009

As regular readers of Rez will know, I am mostly found wandering the Second Life network as a 'normal' human avatar however I do also have a penchant for different avatar shapes notably Loco Pocos and Tinies. It was with this knowledge that fellow Rez writer Voodoo Buwan approached me with his latest discovery, namely the BUBU.

The brainchild of Logan Skytowner and Edge Axel the BUBU avatar is larger than a standard tiny avatar and generally with less of the 'aww' factor mixed in. These are highly customisable avatars which come complete (for the modest fee of 250$L) with all the templates and textures for creating your own skin as well as the exceptionally effective (and cool) spraycan for changing skins. The skins and accessories on the market are all very reasonably priced and offer avatars a different style of appearance.

Armed with my BUBU avatar I headed in the direction of the newly created main store for BUBU where I caught up with Logan Skytowner and Edge Axel, in possibly the most fun interview I've ever done for Rez Magazine, and asked them about the BUBU including the future and possibilities you could experience with one.

Trinity Dechou: Firstly, please explain what a BUBU is and how it came into creation in SL.
Logan Skytower: Well, the BUBU is an avatar, made specifically to create your own distinct, stylized look. It came into creation because I love all those little Vinyl DYI toys, but couldn't get any good ones around where I live, in real life. So I decided to sculpt my own and that's sorta where Edge came in and told me I should make it an avatar.
Edge Axel: Yeah. I was like "LOGAN, DO IT! DO IT, DO IT!" And he's like "Omg, okay! :D"
Logan Skytower: That's basically what it came down to :)

Trinity Dechou: How long has the BUBU been available to buy in SL?
Edge Axel: Seventy-four years!
Logan Skytower: Hahahaha, nice, Edge, nice. It's been available for round about 7 months now.
Edge Axel: Wow - It's sure felt like seventy-four years..
Logan Skytower: Absolutely. It has made me an old, old man.

Trinity Dechou: Had you had any content creation experience in SL before you started to make these avatars?
Logan Skytower: Yeah, loads, actually. Quite early on in SL I started hanging out with Aemilia Case of Philotic Energy and Fusemelon fame and she got me into learning sculpts and making clothing. For about 8 months I had a little clothing store called Felid Disrupt, which basically taught me how to do textures, sculpts, and all those things and that's sorta how I figured out how to make the BUBU. The only thing totally new to me was animation. And scripting, so for that last part I hired a scripter, who is now my steady scripter and also consistently for hire, Lillium Elcar.
Edge Axel: I help to script when I can. I'm not as great as Lillium, though - she's fantastic!
Logan Skytower: I have Edge for my crazy fun scripting, like jumping cars and whatnot, and Lillium for my serious scripting, like how to make an encrypted channel to send the textures over when the spraycan paints the avatar.

Trinity Dechou: So there are also accessories which go along with the BUBU, can you explain a little about what those are.
Logan Skytower: Most accessories so far have been made by Edge Industries, owned by Edge here, like the rideable animals and the BUBU car. I pretty much had nothing to do with that, except help testing them and watching them be built. My own big accessories are only just starting to come out, like the army set. And essentially, it's attachments to help personalize your BUBU. Or vehicles to share the BUBU fun with your friends.
Edge Axel: Yeah - as Logan said; I've got the two rideable animals, the horse and the turtle - those were just experiments I guess. They weren't built to go on sale, but I guess I changed my mind. Oh! And the car. There'll be more stuff, better stuff - I'm still learning. :D

Trinity Dechou: Yeah sure, it's all a learning curve of new experiences with a new product, have you each learned any new skills because of the BUBU and if so what?
Edge Axel: Oh, definitely - I've picked up some sculpting skills and texturing skills - and with scripting, I guess that's a given since everytime you script you're going to pick up something new - more often than not, anyway.
Logan Skytower: That absolutely goes for me, yeah. My sculpting and texturing has had to improve so much during the whole process, to create the things that I had in my head. For instance, looking at the Tier 1 skins, as I call them, the ones you see in the vendors , are now, in my opinion quite bad, especially compared to my new work. And sculpt wise, I've just learned so much, just learning how to do oblong sculpts, to keep prim count down and keep the BUBU lowlag. And of course, animations, like I said before, were completely new territory.
Edge Axel: Oh! Yeah, I'm learning about animating, too! :D

Trinity Dechou: Yeah, talking of the skins, you actively encourage people to make their own skins for the BUBU, can you explain a little about the process behind making skins and why you encourage people to make their own?
Logan Skytower: Ah, well, that was fairly easy for me. I set out to make a DIY toy, turned it into the avatar and through the whole process I just kept in mind that I wanted to keep the idea of it being a DIY avatar.
Edge Axel: I like the fact that people can take a product and then work to make it their own kind of thing, having them add their own style to it. It's nice. :D
Logan Skytower: So, encouraging people to make their own skins comes first and foremost, more than what I make with the BUBU. Granted, I have the advantage of knowing how their made and as such how to take the customization to it's full advantage so, as such, I've made a video of the process of how I go about making a skin and made that into a giant tutorial, which can be viewed in the store. Still, I've seen some people make amazing skins with the BUBU, or just generally do amazing things, like what Edge is working on for his Halloween BUBU, which is an actual transforming Werewolf.
Edge Axel: I'm pretty proud of the werewolf so far. I learnt a lot scripting the transformation. It's far from done, though. Let's just hope I can get it out at Halloween. Haha.
Logan Skytower: And that, to me, just shows how far you can push the BUBU, ya know? That people can just go absolutely nuts on it, completely change their appearance. I get more of a kick out of seeing others work than making something myself.

Trinity Dechou: So by opening it up and allowing others to do their own things and add their own styles the mixture of BUBUs grows and helps you to develop them further perhaps?
Edge Axel: I like the fact that the Bubu can be used as a learning tool, rather than an avatar - too!
Logan Skytower: Oh, absolutely. See, my imagination only goes so far, but for instance, Helena Stringer, another business associate of mine, has made these super cute Cthulhu BUBU's that are just a complete departure from anything I'd ever do, and to see that, and see what she's done with it, to me, just shows the diversity and the enormously broad appeal it can have.

Trinity Dechou: What sort of feedback have you had for the BUBU?
Logan Skytower: Loads, absolutely loads. From people IMing me asking where I got it because it was so cute, to people telling me two, three times a day that I should make this or that skin. Overall, so far, the reception has been amazing. Just, the people who get one seem to love it, since it's also just... a little crazy. It's a strange, tiny, insane avatar with no real limits besides imagination.

Trinity Dechou: And presumably more and more people want to make their own additions and skins for their newly found avatars, roughly do you know how many others are making products for the Bubu?
Edge Axel: I think just about everyone that's picked up a Bubu has at some point made something for it, or modded an existing object to fit it.
Logan Skytower: I know exactly, at the moment. I'm still keeping track of everyone who makes skins. There is, of course, Edge Industries, who makes rideable creatures and vehicles and who knows what else to come. There's Helena Stringer of the Stringer Mausoleum, who makes insane mythical skins for them. There's Erricson Turbo who makes game related skins for the BUBU, besides his own amazing scifi/anime products, he has a Halo skin in 3 colors and a Resident Evil skin. There's Voodoo Buwan, of VooBu Skins who just opened his own little store, selling BUBU skins based on pop culture figures and that's it, really :) And, like Edge said, everyone who got one has at some point modded the BUBU in some form or way, yeah.

Trinity Dechou: Have you faced any hurdles along the way and if so, what?
Logan Skytower: Well, the biggest hurdles have definitely been the learning curve and the finding a place to sell them. I rarely do things small, so not this time either. So I wanted to open with a big store in a nice, big place. Started at VSN, the Virtual Sports Nexus, and due to problems, namely, that sim was closing down, I had to move and went over to Caisteal, FSG, the Furry Sandbox group, and for both these sims I've had to rebuild my store by the owner to "fit more with the style". At first, you take offense to that... but I understood it. It was still a hurdle though. I eventually left Caisteal because it was being rebuilt and it was quite simply taking too long and I was taking a hit, sales wise. And thus, thanks to the Amnesia club, I ended up here, at Stonehaven.
Edge Axel: Yeah, it's a little bit saddening when you need to change your store to fit the sim it's in, though - completely understandable.
Logan Skytower: Which is, why, at some point, I hope to be able to have a BUBU sim, but at the moment, it's just a dream. But we'll get there, I'm sure.
Edge Axel: We dream a lot - we were talking about having a Bubu themed theme-park in said sim. Haha. That's a long way away, though.
Logan Skytower: A long, long way away, yep. But it'd be good. So very, very good.

Trinity Dechou: Nice, Getting a new avatar and brand out into the public in SL can be quite hard, can you explain the ways you've tried to increase the visibility of BUBU?
Logan Skytower: Oh, absolutely. For that, I have to thank Achariya Maktoum, Helena Stringer, Selos Dae, Aikea Rieko and Terry Toland. Achariya just gave me a gameplan, essentially, which was to gain visibility, tease the public, via IHeartSL.com with teaser images. And to contact some "popular" designers to create Limited Edition launch skins, which turned out to become Helena Stringer of Stringer Mausoleum, Aikea Rieko of Plastik and Selos Dae of TRAP skins. And Terry Toland has been blog covering the BUBU from day one, on her own personal blog. Helena managed to get all her groups to show up on launch day and all of that has just been an amazing experience.
Edge Axel: I ran around and threatened people, telling them if they don't buy Logan's product - I'd come to their house and stab them with a potato! ..I'm kidding :D

Trinity Dechou: Obviously it's been very well received by the community and the other designers what's on the cards for the future of BUBU?
Edge Axel: Rocketships, laser-beams, flying squirrels! Yes. We're going there. :D Well, I might - I don't know about Logan.. Hehe.
Logan Skytower: Oof, that's actually a tough question. I don't have a particular path to take the BUBU. I just sorta... make it up as I go. The army stuff was just an experiment, turned out nicely and I released it. Then there's the LoveSuit series which just came out which was a suggestion by a friend, he told me to make it and... yeah. I just sorta do my own thing and hope that people like it and keep liking it. I know one thing on my gameplan at the moment and that is that there are new Limited Edition skins coming, for Halloween.
Edge Axel: I'm hoping aliens will invade. I haven't had any luck convincing Logan yet, though!
Logan Skytower: I have yet to make a proper alien skin, without looking too much like Greenies.

Trinity Dechou: Well thanks guys for a lovely new avatar with great potential for customisation and a wonderfully fun afternoon and interview
Logan Skytower: You too, absolutely, and thank you for interviewing us!
Edge Axel: Thanks a bunch. It's been fun. :D

Tourism in a Virtual World

Friday, 28 August 2009

It can be said that a world like Second Life depends on several key factors; stability and a stable economy are of course key. The Second Life economy will be driven by market factors such as in-world spending, investment in land, and user accounts. New users are a key driving force for Linden Lab and whilst that has received mostly negative feedback from the community about the prioritisation of new members over long standing stability issues, it is clear that new residents are essential to the world’s future. Their ‘new’ money will be the difference that keeps us all in-world or all of us signing up for WoW accounts.

In parallel, it’s an argument by many that real world economies depend, heavily on tourists. A controversial but weighted argument that those lovely happy-snappy photographing tourists that put strain on our transport networks and hold us up on the street when we’re in a hurry are in fact crucial to the area we live and work in. Tourism provides investment and opportunities in areas, and for many parts of the world, that rely heavily on it. Of course this is not everyone’s opinion, many believe the weight of tourists on an area change it and create social and cultural damage in some of the worst cases.

As someone who works in the tourism industry in the real world in a popular tourist destination called Scotland, it’s pretty easy to see which side of the fence I will sit on when it comes to the ‘to tourist, or not to tourist’ debate.

I personally believe there are correlations between the need for tourists and the need for new residents. Allow me, if you will to explain. Tourists arrive in your home town/city with their freshly exchanged currencies, eager and willing to spend this leisure time, and their budget in the shops and stores in the area. This tourist ‘dollar’ helps to fund more jobs, brand growth, training, development, new concepts, and new outlets and of course pay your councils/ governments more taxes. Residents arrive into Second Life, with big eyes preparing to take it all in. Over time, perhaps, even spending money, developing skills, growing a brand, increasing productivity and opening their own store.

It is with this thought in my mind; I feel I must ponder why more RL tourist organisations aren’t open and accessible to Second Life. Oh of course don’t mistake me, some are here, notably Dublin in SL but where are the rest? Since it’s generally thought that holidays are no longer a luxury, but in actual fact a necessity wouldn’t it be wise for these tourist destinations around the globe to ‘sell’ themselves to you their potential tourists?

I think the answer lies in one of two reasons; budgets and bureaucracy. For a long time Second Life has fought a rather ‘seedy’ and pornographic stereotype. Since most tourist organisations in the real world are funded by governments and are ultimately answerable to you their tax payer, there is an unwillingness to venture into the digital world. These organisations, in my experience, are often driven by older, aged, non technical-friendly men and women who are wary of being associated with anything that may damage their image. Let’s face it; on the whole in the real world, Second Life doesn’t have a good image, largely thanks to the editors of newspapers and producers of news shows.

The other very real issue, especially in today’s world, is the questions of budgets. As I mentioned above these organisations are often funded by the tax payer and as such must be able to attribute some income, or at least return, from a virtual world spend. How exactly can you measure how successful your digital Visit Wherever is? Well surely that’s similar to the attribution of how successful an advertising campaign is? Surely Second Life is advertising. With this advertising thought in mind I conducted some research using Real Life media and an example of a Tourist Region pertaining to Scotland.

*indication of costs and numbers specific to Scotland

Obviously it does go without saying that an island in Second Life won’t get 80,000 visitors per day, but it’s also obvious to say that not all of the 34,000 people who saw the tv ad daily actually watched it and were not making a cup of coffee. Similarly one could argue that the 'advert' of Second Life wasn't sat on someone's lap staring them in the face as it would had it been a newspaper advertisement. However it's also tangible that the Second Life map could be aligned with circulation of a newspaper. There is no accessible way to measure how many people could visit a sim in a day, also with potential login screen advertising the message could be placed in-front of everyone logging in at that given time.

On the surface of these indicated figures it certainly seems that Second Life is an attractive advertising entity however we've all seen corporate companies come and go again, there must be a reason for this. Virtual Worlds however, do have distinct advantages over the older forms of advertising media, namely the ability to create replicas for tourist attractions and even accommodation establishments. As technology advances more tourists will plan holidays not only on a flashy website but the ability to experience the destination in a 3D format even before any plane tickets are bought.

So if and/or when will the Tourist organisations around the world see the potential of Second Life as a genuine global advertising platform for their destinations and if so, will they stay in the long term?

Second Life Essentials for Homemakers

Thursday, 25 June 2009

You’ve been in Second Life a while now, you’ve decided to take the plunge and find yourself a home. You’ve bought your land, or found a lovely rental island and paid the tier. You’ve decided you want to be careful of any DIY accidents and splinters ruin your hands so you’re going to buy your Second Life home, but wait… where to go?

Welcome to my personal Second Life essentials for home makers; a small, yet succinct list of my personal recommendations from the filled world of the prefab home.

[ba] barnesworth anubis


Tastefully nestled into a hillside on the Demersal sim is [ba] (barnesworth anubis) without doubt one of the best known names in the world of Second Life prefabrications. With a vast array of residential prefabs and a small, yet growing number of commercial builds, ba offers its visitors good quality in a vast array of styles at reasonable prices.

The shop displays show images and information about the individual prefabs as well as a quick and easy option to teleport to the display in-world, where you can wander through the potential house of your dreams and all without an estate agent chirping it's features in your ear.

Various sizes, costs and prims await you at ba, all explained on the easy to understand vendors. The majority of houses are priced in the 1,000$L - 1,500$L price bracket, some indeed much lower, and similarly a few more expensive. Most of the builds come with copy/mod permissions and an easy to use rezzer for initial placement. Also, most have window tinting and lockable doors etc, although you should always check details thoroughly before parting with your hard earned Lindens.


I took a peek at The Howe Efficiency Home which is one of my favourite ba houses. It makes for an excellent starter home. At only 750$L and 88prims it's perfectly suited for smaller plots.


Trompe Loeil


Connected on the same cluster of sims as ba stands Trompe Loeil. This outfitter isn't just a prefab maker, they also have some landscaping products for sale. Predominant however, of course, are the prefabs on offer here.

Trompe Loeil offers a smaller collection to the likes of ba, however the quality is outstanding. Indeed some prefabs incorporate sculpted prims for maximum prim efficiency and style. The arrival shop features vendors with easy to use teleport to display functions similar to the neighbours at ba.

The styles on offer in this smaller selection are quite unique. You can have a sculpt hobbit home, popular with Lord of The Rings fans or you could chose to live in a rustic Silkhouse. With the varying styles, varying prims and prices follow suit.


Without doubt The Hobbiton home is not only a fantastic quirky house, but also quite an achievement with the plentiful use of sculpts. Priced competitively at 2,000$L and featuring 351 prims the house speaks for itself.


If however you have no delusions of hobbit-ism then perhaps the The Arc - Luxury Lodge is for you. Make no mistakes this isn't your average Second Life prefab. Priced at 12,500$L and engulfing 751 prims this gigantuan building won't suit all. I however have been in love with this building since the first time I ever saw it and had to feature it here.

Scarlet Creative


If however you're the kind of person who enjoys clean lines, with white minimalistic qualities then you should venture no further than ScarletCreative. With a substantial collection of homes most RL architects would be proud of, the minimalist look is one which suits many.

There are various sizes, prim counts and price costs at ScarletCreative so really you would need to venture around this sim to find the build to suit you, and your needs. However as this is a beautifully constructed region, wandering around isn't a hard task.


I'm choosing to feature the Grand Urban Beach House from ScarletCreative. Weighing in with 480 prims and costing just under 14,990$L this is one of the more luxurious homes featured here.

BOTHA ARCHITECTS



You've decided to embrace your inner architect however you're not one for the clean, white line, minimalist look of ScarletCreative. Botha Architects may very well suit your needs. Scattered across 2 sims the architecture here at Botha covers a plethora of styles.

Similarly to ScarletCreative, Botha doesn't have a store with all the build offerings laid out, so you will need to hot foot it along the pathways and explore these sims yourself.

In true architectural fashion, you couldn't describe these houses as low prim. If however prims are not an issue for you, then these meticulously designed homes are filled with many prims furthering the attention to detail. In fact many of the houses come with in built water features or fireplaces.

Featured in the image above are two very different styled buildings on offer at Botha. The Treehouse on the left, complete with 323 prims, and priced respectably at 3,999$L offers home makers another path to take on their search for the ideal home. Meanwhile the house on the right, with a staggering 1,106 prims and priced at a modest 11,000$L is certainly an investment in your future home.

Skye Castles


"An Englishman's home is his castle" - it must be true then that said Englishman shopped at Alex Bader's, Skye Castles.

As quoted in Skye Castles creator, Alex Bader's profile - "Skye Castles - the finest castles in all SL? Only you can decide". I must admit that true to my Scottish Heritage I have seen quite a vast number of Castles in Second Life. People clambering to have a piece of tangible history in this fast paced virtual world. In my personal opinion Skye Castles are the finest castles in Second Life.

Upon arrival at Skye you will be presented with a notecard containing the landmarks to all the build and accessories on offer here. It would be well advised that you store this notecard as it will make exploration of this place a lot easier. With a growing number of castles, and pavilions, tower houses and even a bridge it's no wonder that Skye Castles stretch over a number of sims.

From the dark depths of Skye Gothic Castle through the Skye Deco Castle and into the Skye Steampunk Castle the collection here can only be described as eclectic.

Nipping on the heels of 1,000 prims stands the Skye Faery Castle and at a cost of 15,000$L it is a substantial expense but then it IS a castle! One major advantage of the Faery Castle is the selection of accessories you can purchase to decorate it. From the Faery Watchtower, to the Faery Bed and even a Faery Bridge which all go hand in hand to compliment this building on arrival at your home.


Even the relatively dormant steampunk in me is aroused by the Steampunk Castle here. Also costing 15,000$L and charging off with 842 precious prims this building uses the best of it's included scripts to create a quirky steampunk experience. Panel opening doors and a rotating sphere system driving outer cogs which all go hand in hand to make more than just a home it’s an experience!

Hydro Homes


Ok so you've looked at my recommendations and decided you don't want to live your Second Life in a castle, or clean minimalist home. You haven't found anything at Barnesworth Anubis or Trompe Loeil so what now?

Well perhaps you're someone who wants a little funk in their modern living. If that's the case then go along to Hydro Homes.

You'll arrive in a clean functional store with vendor images and all the information you'll need about prim counts and costs. I find the layout at Hydro very helpful, the builds themselves are split into categories dependent on the size of parcel they require. Starting at 499$L for 512 sqm homes increasing to a maximum 1,999$L for 2048 sqm builds you'll find the houses here all priced very reasonably.

Venturing towards the daylight you will be presented with 3 levels to rise too and take advantage of the temp rezzing platforms to view your potential homes. With clear instructions you can see which platform is in use or free and up, up and away you go.

The Enigma is a clear representation of what you can expect at Hydro Homes. A curvaceous building with plenty of interesting features which will help to set your home out from some of the other prefabs available in-world today. In the largest size category this build utilises 307 prims and will cost you 1,999$L, well spent in my opinion.


That completes my tour of some of the best Prefab makers in Second Life at the moment. The Second Life prefab world is a humongous world, the market is flooded with options for you when you purchase your virtual home. It pays to spend time investigating the options open to you before making your decision. Hopefully as I believe these establishments stand out from the others, this list will give you a good place to start.

Second Life Career: Fashion Blogger

Wednesday, 17 June 2009

There is only a relatively small select group of people who have actually made a career from Second Life. That is either people who work in Second Life or those content creators fortunate enough to bring some very real profits from their given venture which, in turn, make a difference to their real life.

All things considered, generally speaking, when we think of a Second Life career it's usually a job that we love and therefore that we dedicate time too. Wether it be a career in virtual journalism or torturing prims into whatever you've decided to make that day, it's safe to say that very few people make any money from their Second Life career.

Undoubtedly the virtual world of fashion is a highly demanding fast-paced one. Couture comes in and out of fashion in Second Life as quickly as it does in real life, of course the real difference is that for many of us Second Life fashions are much more affordable than those of the real world. There is a plethora of fashion orientated blogs and magazines in second life and for many of the top bloggers/ writers they can hold the key to a product, or brands visibility and success rate. With that in mind I set out to speak to one of the biggest and best known fashion bloggers, Ana Lutetia about her career as a model, and blogger, including the highs and lows which come from her chosen career path.


What made you want to be a Second Life model?
I don't remember when or how it started. It just did. I remember deciding that I wanted to be a model inSL and I started looking for agencies and opportunities. Nowadays, I am more a (fashion) blogger and a magazine writer than a model. My RL European work schedule is not compatible with the majority of SL events.

When did you realise that you were a well known model/blogger?
I don't consider myself a well-known model. I realised I was a well-known fashion blogger when people would IM me around SL saying that they love my blog. Nowadays, I must be one of the oldest fashion bloggers around.


What, if any, have been the experiences of this ‘fame’ (good and bad)?
In the catwalk, I was always surprised to see people knowing my name and it still amazes me to get feedback of people saying that they know my work (mostly about my work as a blogger).
The good part is making friends. Some people that follow my work contact me and we start talking and became friends.
I love blogging. I am a addict blogger and if it wasn't for my blog I wouldn't log as often as I do.
It's weird to get random friendship offers and random offers from people...
The bad part is the jealousy involved that results in nasty anonymous comments in my blog and in some SCD SL Secrets. I call it jealousy because I can't think of a better word and because there is no reason whatsoever for anyone to have any issue with me mostly because I don't get out much and don't socialize. (I simply can't find time to do it all.) So the majority of people don't know me in a personal basis and only know me through my blog.
Some people don't realise the hours of work involved for being a fashion blogger and mainting a website updated daily. There are only a few bloggers that keep their blogs updated daily...
On occasion, I feel the fashion blogging pressure and that makes me very anxious. A lot of people send me gifts as well as review copy items and I simply don't have the time to blog it all even though I wish I had but it's impossible. I am only one person and it takes me around two hours (sometimes more) to make a simple post. And... the time I have to be inSL daily is only between two or three hours.

Are there any trends in the fashion world you personally like/dislike?
Personally, I don't like the new freebie and hunts trend. I believe that a lot of designers feel an obligation to release freebies and to participate in hunts. What about the hours spent by designers creating an item?
The sense of entitlement of freebies is bad too.

Do you have any suggestions for budding fashion stars that are starting out now?
Nowadays there are two many fashion bloggers and models and I encourage people to learn another skill like building, texturing or scripting because the fashion world can be overwelming and people will need a break from it.


*All images reposted with the kind permission of Ana Lutetia*
More information about Ana Lutetia can be found on http://analutetia.com

Faster Than the Speed of sLight

Wednesday, 3 June 2009

In the real world, society breaks many of us. Companies eat up their ‘human resources’ as a means to make a profit. In a recent conversation with Peter Stindberg we discussed the idea that SL could in-fact be somewhat similar to this.

As shop owners will admit, success is born from a drive to create and release new products. Even the best stores will continue to tick over as their releases diminish, but eventually new stock is the only thing that keeps people returning and shopping. A virtual ‘target’ is placed on creations and the need to; constantly release products, speak to the group, offer support, advertise and market your brand can be just as harsh as any RL target driven work.

As bloggers will also agree, the need to write new articles, feature new designers and highlight the happenings in this world comes with its own stress and strain. Resident Choice blogger Prad Prathivi quickly became a victim of resident attention, forcing him to take a step back and focus on what he wanted to do, and blogging at this time wasn’t it. I’m sure many of us will remember Prads writing abilities and sarcasm, but eventually people move on and find new sites to focus their attention on.


With literally thousands of blogs all fighting for the attention of the reader, you must quickly grab a reader and stick to them like glue. Hoping they subscribe to your RSS feed, or at the very least come back and visit your site. The best (and arguably only) way to do this is provide them with the information they want to read. Updates, new articles, vast areas of coverage and insightful information are required to stand out from your other ‘competitors’. However of course insightful and researched information is something that does indeed take time, and time is something many of us has in short supply thanks to RL societies draining us too.

Second Life is a fast paced world, in fact sometimes far too fast paced. If you can’t keep up with the flow then you’re quickly trodden on, walked over and all too soon forgotten. What can we do to stop this? Can we infact stop this or are we happy with our treatment of others and their treatment of us?