Hamlet Au asks (paraphrased): “How can a virutal world with 75k online [at once] world seem so lonely?”
This feeling struck me when I first started in SL as well. It all seemed so empty and barren. Like the person in the Slashdot article he references mentions, as I wandered, I hardly ran into a person. I found some really terrific builds. I checked out the NOAA sim, and no one was there. Vassar’s SL campus was bare. In one region, I actually saw a green dot on my mini-map and zoomed over to find the owner of the sim working on something (an industrius-looking fox-furry in grungy cyberpunk gear). He was completely surprised to see me and was shocked that I’d taken the time to look around the build. It felt like some science fiction novel where a great civilization had been wiped out in an instance, removing all inhabitants and leaving the artifacts of their civilization unscathed.
It’ll take a bit to get to my point here, but bear with me. I think that one of the problems with how people react to the modenr world is that they make assumptions about what the progress brings us. Moon’s First Law of Sociology is “Human nature only changes in response to new technology.” And I think that too often, we look at these things not from the standpoint of understanding what we are becoming, but rather through the lens of what made sense in the past
So, I’ve been into Second Life for about a year now. And before that, I was a rabid player in Myst Online (and its previous incarnations, Uru Live and Until Uru). Before that, I was a MUDer and built things on LambdaMOO. And before that, I played in RPG channels in QuantumLink (what AOL was called before it was AOL). So, what I am saying is, I’ve been in virtual worlds a lot.
Like many people who are very into a more esoteric hobby, I have a hard time explaining why I find it so fascinating. I tend torwards niche hobbies and cult-movies anyway, so that’s always a point for virtual worlds in my book. And, I’ll admit to a certain level of obsessiveness. This seems to be a common trait in the hobbies I’ve chosen.
So, this weekend I went to MagiQuest, a chain that bills itself as the ‘largest live action role-playing game’. There are several around the country and a few in other places, like Japan. Some are stand-alones while others are parts of bigger resorts. For example, the one we went to is at the great Wolf Lodge, a family-oriented resort in Grand Round WA (80 miles south of Seattle). I’ll sum it up, give a review and then talk about where it sends my thoughts.
When we talk about virtual worlds, usually we mean something like Second Life, or World of Warcraft – something that falls into the Neuromancer/Lawnmower Man/Matrix school of virtual reality. It’s about 3D environments that replicate or extend our world and dreams up uploading yourself into it, leaving your fleshy prison behind.
However, I was looking at a blog post by Brian Solis. In it he has some graphs of virtual worlds, placing them by ‘sector’ and by age group. There’s some interesting info in there. But what struck me is the number of things in there that I’d never heard of, and the number of things I wouldn’t really have thought of as a ‘virtual world’. These include things like Gaia Online, Neopets and Webkinz. This makes me think that what I think of as a ‘virtual world’ is a rather limited definition.
So, it occurred to me that this idea needs to be taken further. Once, William Gibson said that cyberspace was where you were when you were on the telephone. And I think this is really one of the great revelations of the information age. From the telephone forward, we have been visiting virtual worlds.
For a long time, I’ve held the belief that most of the things that are important to us don’t actually exist. While there is an objective reality that is at the base of our existance (all you solipsists out there, sorry to have to break it to you), the majority of what drives us as human beings is not these physical things, but the intangibles. What drives the human condition are things without material reality.

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