Second Life Residents Start To Pay Their Respects To Lumiere Noir

Tributes To Lumiere Noir

At the entrance to The Ivory Tower Library of Primitives in Second Life the board conveys some very sad news :

Lumiere Noir, creator of this Library, passed away unexpectedly Monday August 10. He was a genuine spirit and friend to all.

If you wish to send a token object of your condolences, please send it to Avi Arrow and she will place it for you. Thank you.

There are already a few token objects of condolences, including a striking and quite beautiful candle from Jopsy Pendragon, who is part of the Ivory Tower group and also the creator of the wonderful Particle Laboratory.

Information

The Ivory Tower Library of Primitives is held very dear by many Second Life residents, especially the older ones as it’s a place that many of us found tutorials on tricks and techniques to be used in building with prims. The notecard that is available near the entrance informs us why Lumiere create the Tower :

I made this tower in the hopes that it would give you a substantial head start on your arrival here. It contains a lot of tips and tricks of the building system that have taken a good while to develop and collect.

Lumiere was known for his Spy vs Spy style avatar and was the partner of Toshi Tyan.

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MadPea Games May Well Be Changing Strategy, But The Are Still Adding To Their Second Life Collection

The Collection

MadPea Games recently announced; MadPea Changes its Strategy :

There come certain points in life when we have to do a little re-evaluation of who we are and where we are going. After some discussions within the team, we came to the conclusion that we are stopping the UNIA development on THIS platform.

UNIA is a massive production in terms of games in Second Life. Over two years in development and at a cost of over US$12,000 it was a bold production. Unfortunately MadPea Games ran into some unexpected circumstances during development, losing their sponsor and 19 members of their team, including a long standing lead developer.

Greasy Diner

However they were determined to see UNIA through, but going forward, now that they have a smaller team, the focus will be on smaller games. An important point to note here is that MadPea Games are not leaving Second Life. Indeed they are still positive about games in Second Life and have a full roadmap ahead of them :

Our roadmap is already full for the rest of the year and we’re going to spoil you rotten! Our next adventure is being scheduled to launch October 1st and it’ll be epic.

However you don’t have to wait until October to sample something new from MadPea, The Collection launched on August 7th and will run until September 30th.

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The Drax Files World Makers Episode 31 With Tom Boellstorff Ponders “What Is Real?”

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The Drax Files: World Makers Episode 31 (sponsored by Linden Lab) features an interview with Professor Tom Boellstorff (pronounced “bell-storf”; the first “o” is silent). Tom is an anthropologist based at the University of California, Irvine. The episode is introduced by Tom saying :

If you’re trying to learn about a culture, the challenge is time and that’s something that applied to the work I’ve done with gay and lesbian Indonesians and it applies just as much when you’re studying something like virtual worlds, you have to live inside the community that you’re studying.

Already I’m interested in what is going to transpire in this interview, time is something I’m always battling with myself and the fact that Tom appreciates that you have to be among a community to study one suggests he’s not forming an opinion based on a few screenshots and a far away view. We also learn that Tom is not new to Second Life, when he first entered Second Life there were only around 2,500 users, this guy is an oldbie.

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As an example of how much Second Life has grown since the early days, Tom explains how he decided to fly over all of Second Life in the early days, it took him about a week, at two hours a day. How long would it take these days? I have no idea but the grid is much larger than it would have been when Tom initially joined.

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Tom says that in Second Life he is a digital ethnographer. Tom explains that an ethnographer studies how people live and think and that this involves hanging out with people. To this end he used to host weekly chats with anyone who wanted to teleport in. This sounds like the old Linden Office Hours but was quite probably more civil. I wonder if Tom did go to any Linden Office Hours, I’m sure that would tell a digital ethnographer a thing or two about digital communities too, even when they got heated.

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H.P. Lovecraft Festival In Second Life Scheduled To Run August 15th – 23rd

Innsmouth

The 2015 H.P. Lovecraft Festival in Second Life is scheduled to run from August 15th – 23rd. The event promises music, rides, events, a market full of vendors and a multi sim story quest in the shape and form of The Heart of Llhao Story Quest.

Abandoned Vehicles & Buildings

The adventure describes itself as :

This year’s Lovecraft Festival is thrilled to present our multi-sim Lovecraftian Story Quest adventure ‘The Heart of Llhao”

You find yourself at the renowned Miskatonic University of Arkham, Massachusetts, where a recently discovered American Indian artifact, “The Heart of Llhao,” was scheduled to be unveiled to the public. Tragically, the item has been stolen, and the university has become a crime scene investigation.

Inspect the area, gather clues and items of interest, and follow the trail to find and recover this mysterious relic of tribal legend!

This event is designed as an interactive “who-dun-it” with a decidedly Lovecraft-inspired edge.

In addition to the story and journey, there will be freebee items to collect along the way, and prizes to be awarded…

…and, of course, a guaranteed finale to truly honor the spirit of H.P. Lovecraft’s eerie, often horrific, endings!

This sounds rather interesting. The festival also has an added charity angle as proceeds from the event will go to Autcom, The National Autism Committee.

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Neoliberalism And Cardboard In Virtual Worlds And Games

Over at Los Angeles Review Of Books (LARB) Elliot Murphy, who is completing a PhD in neurolinguistics at University College London has had an epic and fascinating essay published regarding computer games and politics : Always a Lighthouse: Video Games and Radical Politics . This is a long and rather riveting read. Whereas the essay is largely about games and the narrative they portray, Second Life does get a mention :

But while many games traffic in radicalization, and often revive the trope of “evil corporate” antagonists, most are themselves more corporate than ever. Owned as they are by multinational conglomerates, it is of little surprise that video games have merged with other corporate forms of entertainment. The X-Men have their games, Max Payne has his film, and World of Warcraft has its novels. Universities and businesses also regard the virtual world of Second Life (celebrating the economic interactions and institutional structures of corporate capitalism) as a “fun” platform from which students and employers can “socialize” and host meetings, while companies like Apple and Nissan flood its poorly textured streets with electrifying logos and adverts. These and other franchises promote the core tenets of neoliberalism: privatization, deregulation, commodification, and a celebration of personal profit. Other games like Saints Row and Need for Speed buttress a consumerist culture, often exulting in greed and self-indulgence.

At first glance this looks a bit heavy and deep and yet the article points out that the power of video games and by extension virtual worlds, we see this in the introduction to the essay :

VIDEO GAMES, as Robert Cassar recently noted in his Games and Culture essay “Gramsci and Games,” are often “sophisticated texts that can represent not just ideas but entire worlds, which invite players to explore them.” Video games contain a unique combination of expressive dimensions, including audiovisual language and narrative along with their distinctive ludic and interactive elements. Douglas Thomas and John Seely Brown, in their essay “The Play of Imagination” also for Games and Culture, make the crucial point that through these elements, games can introduce novel pedagogical practices that differ from other interactive and educational media.

As I said, the essay is a long one and I suspect that people on the left and right will find issues with it. The author definitely seems to lean left and for point of clarity, so do I personally, although I don’t generally engage much with politics in virtual worlds or games. This doesn’t mean that I don’t see the potential for politics playing a large part in video game and virtual world culture, especially as the medium grows. We are seeing this today in many online debates about where the computer gaming industry in particular should be heading.

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