Mapping a Third Life, or, do interoperable metaverses still make a metaverse?

Bryan’s got some fascinating thoughts on what he’s calling Third Life, which he imagines as potentially a set of interoperable virtual worlds that would be a kind of 3D, persistent, avatar-driven, immersive Web 2.0 (a crude reduction, but this is a draft for me too). There’s a lot to chew on here, but before I lose the moment I want to think about two of Bryan’s ideas.

One is that Third Life should have different entries for different people.

There should be different entrance points for new people with varying backgrounds and interests: the educators’ gate, the gamer portal, the adult club entrance.

On the surface, this is an attractive idea, particularly given the grotesqueries of Orientation Island and the subsequent Welcome Center in Second Life, but I wonder about the loss of richness when there are no necessary points of shared experience. For example, all ed folks in Second Life, and many outside of education, love to moan about the Welcome Center, and I’d say that this shared experience is nontrivial. (Indeed, in the wake of Chris Dede’s talk at ELI 2007, I’m wondering if we can ever with confidence call any moment of shared experience trivial, especially when it comes to learning.) I’m also uneasy for reasons I can’t quite pin down about the idea of an adult club entrance for some new people. Would we build a dedicated Internet porn client for those folks who just want to cut to the chase without having to use a browser that might, alas, access the news as well as porn? The analogy’s not strong, but perhaps it clarifies things for me a bit.

The second is a genuinely provocative question that I’m already enjoying: what are the offline components of (the experience of) persistent virtual worlds? I think our usual cognitive patterns fall into a rhythm of engagement in the sense-stream and a disengagement in which, in some respects, we take ourselves offline. Paradoxically, “offline” in our waking world suggests contemplation and cognitive virtualization (whoops, just went to Bermuda for a moment there, as Steve Martin used to joke during his stand-up routine), while “online” means engaging with sensory input and conversation and so on, whereas these terms might well have opposite meanings inside a virtual world. That interesting mirror-state or alienation effect is something I’ve tried to work through in my ideas of metaphor and play within virtual worlds.

If we want to counter the unhappy outcome of turning ourselves into brains in vats, at least those of us who can afford to do that because we live in a prosperous society (rapaciously so, I’m ashamed to say), it will be vital that we work out the relationship of offline and online, of virtual and real, in all their manifestations. I think that virtual worlds, particularly in the metaview that Bryan’s ideas about Third Life suggest, can offer us a parable or symbol or allegory of our very cognitive existence in the physical world, and may enable more complex conceptual understandings of what that existence means–and what we might effect thereby. A wiki world that enables richer imaginings, and thus better solutions. An incubator world, a sandbox, a bootstrapping augmentation laboratory.

5 thoughts on “Mapping a Third Life, or, do interoperable metaverses still make a metaverse?

  1. Applause for your Steve Martin/Doug Engelbart mix! And thank you for your thoughtful commentary.

    The metaphor topic is one of your major contributions to cyberspace.edu, Gardner. Have we discussed a series of texts, including the various temples of poetry, theater of memory, theater of the mind (radio), Gibson’s Neuromancer? What a fun course (literally) to run through, to wiki, to scavenger hunt.

    Two quick responses, while rousing family and getting the other animals fed:

    First, re: the utility of shared experiences. I’m not sure how useful the Orientation Island thing is, for a .edu setting. It’s different from encountering, say, a combat island, or a porn gambling club, because it’s not intentional. The awkwardness of SL orientations suggests not human construction of cyberspace but poor customer relations. Think flying in the United States, rather than visiting a red light district. I know, anything’s a teachable moment, but this isn’t a very good one.
    It does sap some newbies’ confidence in the platform, not just the way users use it.
    Not to mention the logistical spasms necessitated by having a group *splatter* across a series of islands. So new folks get to learn interface, and one island, and also how to communicate with invisible people, *and* how to teleport. (This is one reason “residents” generally aren’t)

    Second, re: adult club entrance, is this different from an institutional portal?
    Setting aside the solid business model of the former… all portals are designed to ward off and wall in certain chunks of the net. The deeper question might be, as per Larry Lessig, if the portanl or entrance then actively pushes users to and fro. Does a portal, say, tie into an ISP’s hierachy of tiered access? Would a Second Life/Third Life entrance filter out some Map searches?
    But the porn client is a good thought experiment. Let me play Sokrates for the moment – why haven’t we seen much of these in the decade since Sir Tim unleashed the Web?

  2. Pingback: Ruminate » Blog Archive » Multiples in the Metaverse

  3. This is a good article…..But I think joining the secondlife is more interesting….You could make youself more beautiful in secondlife than
    in real life…And could find some sexy girls (boys) friends in there,it is so funny……

    More detail information here *** http://www.slworld.info ***

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