Utopia Hidden Underground: Another Look At SL

Recently, I’ve been spending more time in the media’s favorite metaverse, Second Life. What follows are some random observations. Take from them as you will.

First, and most obvious, Second Life is wackily broken. *Wackily*. It’s straining under the load of its own success, and buckling. Often I was randomly booted in mid-conversation. Others report inventory just missing randomly, which in an economy benchmarked on RMT, is kind of serious. Without this being fixed, and rapidly, everything else will be kind of moot. Everyone I talked to online is waiting – with an almost quiet desperation – for a “Second Life killer” to come out.

The following statement will infuriate anyone who plays SL. It’s also true. Second Life is a level and class driven MMO.

The levels are social acceptance. The classes are social groups. The grind is real. Luckily, I was powerlevelled. In Second Life, you are twinked just like any other MMO… only here your armor is your skin. Literally.

The first level are newbies fresh off the “Island”, who have newbie skin, generic clothing and worst of all, bad hair. Thus, the people who are not newbies can be told from the newbies literally – literally – at first glance. The cost of not being a newbie – a photo-realistic, professionally designed model/skin, and actual hair that doesn’t look like a Gourard-shaded model from 1997 – is minimal; in the best shops perhaps $3-4 worth of $L, and often given away for far less, or for free as promotions. The real cost is knowing that you should do this. Knowing WHERE to do this. Knowing that these options exist. Knowing, period. Knowledge of Second Life isn’t just power, it’s experience points. Enough knowledge – enough XP – and you level. Ding. The newbies have their own level of hell, which mostly consists of wandering amongst the powergamed “popular sites” (more on that later) accosting each other for random sex and failing. (Link NSFW). A quote I heard on another blog was that of an experienced user dismissing a random newbie groping and flailing with the devastating retort, “I don’t talk to people with newbie skins.”

The social groups in SL – the classes – are somewhat better known to outsiders, simply because they are easy enough to see. The bondage/BDSM community is huge, as are the furry community, probably since it’s painless to experiment in both. Something Awful has a massive presence, hated by the rest of the “grid” or server. A university, Woodbury University, had its online presence infiltrated and annexed by the notorious /b/-4chan website community. Goreans have their own community, as do Star Trek fans. Sometimes next door to one another, using banlines to war with one another.

Finding these classes requires its own form of XP, because the ability to find anything in Second Life without the help of someone already there is completely broken. Scam artists have completely subverted the in-game search tools in SL, primarily through ‘camping’, or encouraging broke users to remain in their area and thus driving up their traffic rankings in return for a paltry, sub-penny trickle of L$. In a social MMO, the fact that there is no real in game search for social events is unfathomable. It’s as if television networks just stopped posting or following schedules, and expected fans of each show to notify each other, through word of mouth, when the next episode would air. Everyone in SL knows this is a problem, and shrugs eloquently. It’s broken, like much else in SL.

What isn’t broken is sex. Not so much the animatronic sex that SL is known for (link NSFW, durr) — that’s usually kept safely behind closed doors, if for no other reason than privacy – as in the hypersexualization of avatars. Everyone is pretty, has perfect skin, big tits or washboard abs, and perfectly coiffed hair. Or you’re a newbie. There’s so few nonperfect avatars that going against the grain is actually a viable market niche for people that want to look different. With that hypersexualization everywhere, as can be imagined, sex happens, and becomes its own subculture – it’s own class within SL.

And of course, behind the scenes there’s politics and intrigue. This Rolling Stone article, linked to by Something Awful’s latest Second Life Safari (a freewheeling series of videos highlighting the most outrageous and stupid parts of SL), seems to track with what I’ve seen in game and in the community outside it. Namely, the specter of a wildly, laughably utopian/libertarian Linden Labs running smack up against their chief nemesis, an ex-Sovietologist cum forum troll. It has to be true, because even Gabriel Garcia Marquez wouldn’t fantasize such a pairing. Like most online games, a “feted inner core” is widely rumored to abuse access to their friends with the game’s developers and much forum drama results thereby.

But what surprised me is what actually isn’t broken. Within all this random wreckage of buggy clients and randomly crashing servers and drama and politics, microcommunities are forming. People are making a living off this stuff, a few pennies at a time. Some are making quite a living indeed. Anshe Chung isn’t so much a fluke as simply the outlier best at playing the press.

Another surprise was that the further you went in levels, the more the men disappeared. The top tier of Second Life is run by the women. Whether or not those women are actually women in RL is (frequently) debatable; what isn’t is that women avatars run Second Life’s communities. The further you leave the newbie island, the further you leave behind men.

Some of this is explained by a social and builder MMO such as Second Life naturally attracting women, while men looking for the drops from orc pirates are a bit dismayed at the lack of structured violence. You’d think that would be stereotypical, until you realize that once you level up into SL’s more gated communities – there just aren’t that many men.

There’s a few reasons for this. One, it’s hard for men to play the SL fashion game. There’s a lot of clothes for women. Men – not so much. The market drives a lot of this, of course, but it becomes a self-fulfilling prophecy. Also, men are seen as the teeming horde of newbies sending random crude ‘Barrens-chat’ style come-ons to the unattainable women walking through with perfect skin and hair. It’s harder for men to earn XP in SL because of this. Literally. Men become less easy to trust, simply because they are part of the flailing mass and *don’t fit in*.

But the converse to that, as someone told me explicitly, in these exact words, “In Second Life, men tend to become worse, and women tend to become better.” Freed of their concern for their appearance, age, and RL social status, women take to SL with relish and feed off of each other positively. Most of the most dramatic areas in SL are female-owned. It’s been known through studies that middle-aged women tend to be the social hubs in MMOs – in a social MMO like SL, this becomes raised to the Nth degree.

It’s alien to almost anything online that’s come before, and I suspect that alienness – that singularity – is what inspires SL’s most fervently myopic defenders to tilt at the wheel again and again. Because in spite of the flailing newbies, crashing platform and constant drama – this is something that SL’s partisans want to see remain. It’s what is missed in most media coverage, and it’s what the partisans are terrified may go away, washed away in a tsunami of media backlash, moral judgement and clueless administration.

That core of the singularity is what is actually Second Life’s core strength, and what keeps its users struggling through the level grind and the broken client and the lack of governmental, er, Linden oversight. Because as a social MMO, once you get past all the clutter and dross, SL actually works. I can honestly say that nowhere else online have I argued about Islamic fundamentalism at one in the morning while lounging in a pool with a half-naked demon-thing. Much like how people played Ultima Online despite its rampant peekay and endless bugs simply because it was the promise of something new, people find the core of SL is actually the other players. That’s something that’s difficult to break.

As for myself? Like most in SL, I’m finding my own way around now that I got to the endgame. If you’re looking for me when I’m in SL, I’m an insane angel from the future in the City of Lost Angels, last seen in the Free Kitten box, attaching random scripts to his cane, and wondering what a brother’s gotta do to get their weapon SDK.

lum-sl.jpg

37 Responses to Utopia Hidden Underground: Another Look At SL

  1. Really good essay– I agree with a lot of it, actually. Speaking of City of Lost Angels, my game reviewer has a good review of two SL game engines, one of which runs CoLA:

    http://nwn.blogs.com/nwn/2007/07/weapons-of-choi.html

  2. Heartless_ says:

    Man plays online game. Man finds that people play games because of other people, not because of game mechanics. Man posts on blog.

  3. Obruo says:

    “Man plays online game. Man finds that people play games because of other people, not because of game mechanics. Man posts on blog.”

    You didn’t finish. Another man in a futile attempt to be witty posts worthless comment in comment section.

    I’ve never been able to bring myself to try out Second Life, and, reading that further reinforces the position, but it did give me some additional insight into what makes it tick.

    Good read.

  4. jonneh says:

    I thought you got banned?

  5. Heya Lum! Good read and nice meeting you in world. ;D

  6. Xanthippe says:

    I was just reading this LA Times article on Second Life before wandering over. How cosmic.

    http://www.latimes.com/business/la-fi-secondlife14jul14,1,3135510.story

    The bloom is off the rose. I do believe this is the first non-puff piece I’ve seen on SL.

    Was surprised to see your post. I didn’t expect to read that you’re hanging there.

  7. Deniz says:

    Fantastic piece, Lum. Agree with almost all of it.

  8. […] a good one. Scott Jennings regularly has good stuff to say, but today as I was reading Broken Toys he actually made me understand 2L for the first time … a little. As someone told me explicitly, in these exact words, “In Second Life, men tend […]

  9. CherryFizz Maltz says:

    Hey Lum … I just have to say it was really awesome RPing with you and hope to see more of you there … gotta tell ya I have not seen the landing of the stairway in the mission that full ever … you were intriguing, funny as hell and just plain brilliant! 😀

  10. Dartwick says:

    Wow great article.
    I really took note of one quote – ““In Second Life, men tend to become worse, and women tend to become better.”

    When you turn it around to grinding, and even more so violent MMOs, the opposite tends to be true in my experience. “Better” is obviously subjective though.

    Its cliche that women try to thrive by creating and sharing with their greater world to the benifit of their immediate world while men try to thrive by exploiting the greater world to the benifit of the immediate world. But through the contrived nature of MMOs anyone can pick an imaginary world that lets their mode of opperation seem ideal.

  11. Great article!

    Especially, thanks for bringing out the point about the singularity of SL and who the community leaders really are. The media perception, that all devoted gamers are young men, would be a great danger to SL if anyone ever got the power to act on it.

    The community I am in consists of middle aged leaders and a larger body of participants under 35. Many many of us are RL women. Because the creativity and the payoff in SL are “real,” I think there is a sense that SL is something that can be played as either a serious or casual game, or even as a messenger program in 3D. In contrast, I tell myself I could never get into WoW because it “takes too much time” but I probably spend over 30 hours a week in SL.

  12. […] Utopia Hidden Underground: Another Look At SL | Broken Toys – Lum the Mad revisits Second Life… and changes his mind. Filed under Uncategorized […]

  13. DaveN says:

    Gleaned from the /. thread about marketers leaving SL:

  14. someslug says:

    i wonder, if everyone quit talking about SL, would it just die the death it deserves?
    oh, i just talked about it

  15. xaldin says:

    I just don’t get the fixation on SL and what’s going on with it. Perhaps I’m just old.

  16. Steve says:

    “…and often given away for free for far less…”

  17. Steve says:

    Hmm, your site doesn’t seem to like greater/less than signs. Let’s try that again:

    “…and often given away for free for far less…”

    [insert “dude…wait,what?” kitten here]

  18. yunk says:

    “The top tier of Second Life is run by the women. Whether or not those women are actually women in RL is (frequently) debatable”

    That one is easy: if the top tier are surrounded by puppies and ponies, then they’re women in real life. If not, then they’re men. If they ARE puppies or horses, then they’re men.

  19. Andy says:

    Hey Lum,

    Great post, bit long, but well written, I love the whole women ruling the SL world, certainly makes sense why I bailed. That place just scared the begeezus outta me. I’m certainly interested in the system as a social experiment, but I’d rather be an observer than a participant, and it’s not really apparently clear how that can be accomplished.

    Ah well,
    Andy

  20. […] Scott went and did the Jane Goodall thing, only where he was going, the apes all have detachable (and upgradeable — for a price) penii. Well worth a read – and it’s a much more positive writeup than you might expect. […]

  21. An… interesting read, most definitely. There is clearly a difference between this article and this one. Half a year of observing and studying the makings of the Metaverse did make wonders 🙂

    Anyway, the comment that “Second Life is a level and class driven MMO” is a bit ironic, when we take in account that “dressing up” is also a mark of social status iRL (unless you happen to be an eccentric millionaire or an “artiste”, thus being able to ‘afford’ to look weird because you’re rich/famous). A young adult out of college will wear her only dress and leave her jeans when applying for her first job, and probably pass a comb through her hair (or, in the case of the guys, wear a tie). Once they get the job, they’ll slowly, over time, dress better, or, at least, look more “fashionable” (whatever the fashion might be) or “presentable”, according to the new social status brought from your success with your career.

    This is just a human way to say: “hey, look, I’m out of the lowest strata of Humankind and slowly climbing up”. Obviously there are a lot of exceptions, and there always be; the habit might not make the nun any more, but if you can afford it, you’ll buy a habit from Cartier or at least Hugo Boss.

    Second Life just compresses time. In a few weeks/months, you’re expected to “climb the social ladder” (the leveling-up you mention in your article) — very quickly. No one wants to “be a newbie”. If you mastered the art of searching for things (a very hard one indeed!), you’re expected to improve, well, your avatar and your house. “Getting more beautiful and fashionable” is what distinguishes the masses of newbies from the users that have been around for months (or years).

    If it’s fair — or just vanity — or absolute sillyness, well, all that is arguable. It does mean, though, that “looks” are important in SL — but the same applies to RL as well. You can’t be a bald president — nobody votes for someone with bad hair. The same applies for, say, news anchors. And your chance for succeeding in the arts will depend on how good you look and how well you dress — at least if you’re going for the mainstream. There are always borderliners and the eccentrics.

    Now the interesting conclusion which was, for me, an eye-opener, since I admit I sometimes fail to spot the obvious: “Another surprise was that the further you went in levels, the more the men disappeared. The top tier of Second Life is run by the women.” Maybe in a world where appearance matters — and influential people care about appearance — it might not be so surprising that the “highest levels” are, mostly, either female avatars (I’m deliberately skipping the issue; at the very least, they’ll be of the female gender, if not sex), or, well, “unlabeled” avatars: furries, dragons, robots, or even more creative ones. If this is a rather one-sided view (I certainly know a lot of males at the “top of the pyramid”), I don’t really know, but there is some truth in it. There is the old stereotype that “women build communities, men fight among communities” which certainly applies to a world where building communities is, indeed, the most important thing to establish yourself… thus, I don’t find it so strange that women excel in that. Testosterone, aggression, and mob behaviour leads to griefing, but not to enduring relationships in a stable community. Again, it’s also true that I never saw a female griefer. There are many who have been reported as such, but, very likely, they’re just huys with female avatars. Destroying communities with violence is just not a “girl thing”, even if, naturally, there might be exceptions.

    What might be the interesting conclusion — specially because Linden Lab’s statistics show that more and more males are joining SL these days — is that there is currently a tension between, say, a female (yin) building-compulsion, and a male (yang) griefing-compulsion (for the lack of a better word). Although we can safely admit that there are aggressive females and peaceful males — fortunately, both genders are not that far apart, it’s not so black-and-white — in SL, at least, “builders” tend to pick female avatars, and “bullies” pick male ones. So, hmm, yes: “In Second Life, men tend to become worse, and women tend to become better.” Although I fortunately know a lot of exceptions to this “rule”, I think it describes rather well the social dynamics in SL…

    What this does mean for us in real live is for the anthropologists and sociologists to discuss 🙂

  22. Gwyn, one should add, happens to resemble a redheaded Nicole Kidman– except with an IQ of 200:

    http://nwn.blogs.com/nwn/2006/08/crowdsourcing_t.html

  23. jid says:

    Best piece you’ve written in years. I remember why I keep coming back here even though I don’t play MMOGs anymore.

  24. […] post: Utopia Hidden Underground, Another Look At SL is a brilliant post from Broken Toys. I don’t think I ever learned so much about Second Life by merely reading about […]

  25. […] I was cruising the Web the other day when I stumbled across Scott Jennings, a designer in the computer gaming industry, specializing in the genre known as massively multiplayer online role-playing games (MMORPG). Scott’s Broken Toys blog entry described his random observations on “Utopia Hidden Underground: Another Look At SL.” […]

  26. […] Broken Toys blog has an excellent discussion/analysis of SecondLife – one of the best I’ve read that provides a balanced and informative insight into the virtual world phenomenon. The writer takes as a starting point the notion of SL as a massively multi-player online (MMO) game, as a useful analogy with which to unpack SL. […]

  27. […] there are no rules. Or, well, if you believe Lum the Mad (a well-known MMORPG commentator), there are levels and “climbing up the social […]

  28. Just Some Guy says:

    Good writeup. Of course, Second Life is only a game in the same ways as First Life. Since the primary engine of both is other people, it should be a little more obvious . . . but it usually isn’t.

    Unfortunately, you still seem to have missed the real point of it all. From a consumption-oriented point-of-view, there is little else to do in Second Life but play the “people game”. Aside of various in-world toys, this is the only way to “play” Second Life at all.

    If the web were a one-way medium, you’d likely be just as disenchanted. Then again, you wouldn’t have this blog.

    To actually understand Second Life, one needs to:

    1. Right-click on the ground somewhere
    2. Choose ‘create’
    3. Go from consuming to contributing

    Second Life is not meant to be “played”. It is meant to be used.

    Also: Many prominent ‘high levelers’ have no skin at all, to speak of. 😉

  29. Prokofy Neva says:

    Hi, I’m not an “ex-Sovietologist” merely because the Soviet Union collapsed, as the countries that make up the former Soviet space are still countries I’m involved with in my RL jobs and that’s how I make my RL living — as a Russian translator and consultant. Sorry to disappoint, I know it made a nice meme. And I’m nothing special. I just happened to fetch up here earlier, and apply all sorts of intelligent, common-sense, universal human-rights principles to a very totalitarian situation — anyone could do it — lots more people are doing it already and will be doing it, and you’re one of them.

    Re: “Another surprise was that the further you went in levels, the more the men disappeared. The top tier of Second Life is run by the women.”

    Oh, totally. And lots of them are real, real-life women too — and what’s even more interesting, women from racial and ethnic minority groups in society and non-North American women.

    It’s a girl’s game; it’s a loser’s game; they all win. You lose.

  30. […] 24th, 2007 by kfsone So the ruminations of a certain someone lured me into giving Second Life a second try. Last time was shortly after release. I believe the […]

  31. Carl Metropolitan says:

    “Second Life is a level and class driven MMO”

    Only in the sense that any society is, if you define “level and class driven” broadly enough. The old RPG mechanic of level and class (now coded into hundreds of MMOs) can work as a metaphor for RL social interactions. Only because Second Life straddles the border between MMO and a RL culture is that metaphor obvious, or even in any way meaningful.

  32. Mikyo says:

    Bravo. This is one of the best reveiews of Second Life that i have found.

  33. […] of the social and cognitive structures of life as I’ve understood them? Or, as outlined on Broken Toys and expounded on here: Can SL be adequately deconstructed using gaming theory? Can SL be adequately […]

  34. […] off the Island, who have newbie skin, generic clothing and worst of all, bad hair. Thus source: Utopia Hidden Underground: Another Look At SL, Broken […]

  35. baseball betting tips

    Persianize,score,impound sonnets advisees Trimble

  36. Chance Abattoir says:

    “laughably utopian/libertarian Linden Labs”

    PSA: There is only one.

    Also, pie.

  37. Phoenixa Sol says:

    hmmm, Easy Babcock (Creator: Sine Wave Island dances) Extremely successful.

    Aargle Zymurgy (Creator: Zyngo, other games of skill) Extremely successful.

    Kermitt Quirk (Creator: Tringo http://en.wikipedia.org/wiki/Tringo which I currently play on my Nintendo GameBoy Advance in Real Life) Extremely successful.

    Many others I’ve met as well, (musicians, artists, DJs etc) in my travels in secondlife.

    Shrugs, I guess it all depends on where you look, but I’m glad none of these men disappeared from secondlife and that they’re all extremely successful as I’ve enjoyed the results of their labor.

    Enjoyable read otherwise!

    Oh and to #21, Just Some Guy: “there is little else to do in Second Life but play the “people game”.”

    Oh I cant do that very much because I’m too busy choreographing and creating dance videos, (thank you Easy Babcock, Abramelin Wolfe, Ben Stravinsky, Jesse Murdock, Cristiano Midnight, Jamal Mfume and many others who created most of the animations I use) and a few dance animations of my own here and there. Perhaps down the road I might make some more time for socializing, but it’s time to go dance some more.