REFLECTIONS OVER THE YEARS
I started virtual worlds in 2000 with Worlds.com, a modem-based, under-powered, yet fun platform where very few people built and most people met just to explore and socialize. I moved to Second Life in 2004 after reading an ad on Google.
Somewhere in there Wayfinder founded a small group called Elf Clan, which for odd reasons grew to be the largest themed group on Second Life for several years. Go figure. Our touring lands exist to this day.
Due to host company problems and extremly high costs on Second Life, Elf Clan moved to Inworldz in 2010 and shut down our SL holdings in 2011. When Inwordz died we set three continents OSgrid in 2018. Elf Clan affiliate lands now number over 160 regions... the largest land holdings in the history of the group.
Elf Clan Central on OSgrid now consists of four continents, consisting of 100 regions, running on three self-hosted servers literally spread across the Earth. Elf Clan members have moved to grids throughout the Hypergrid. We have changed in form from being a social, heavy-event-oriented group with very high monthly costs, to lands that run on the cost of electricity and that are scripted and fully-automated to host tours for both our Fantasy and Science Fiction worlds. We have official member lands on OSgrid, Kitely and DigiWorldz, and the residents there are quite happy.
The great thing about owning our own servers is that we can now enjoy our virtual worlds without consideration for finances or "will things be there tomorrow?". We are able to back up everything, including land, inventory and assets. 100% control and ownership over our own creations is a wonderful thing.
The Eldar have complete control over our land backup, inventory backup and server operation parameters. We no longer have corporate whims controlling how our group functions. We need no longer worry about meeting monthly tier, or a company going back on their word and destroying valuable group lands. The sense of peace and removal of stress on the Eldar and land holders is palpable, and appreciated. In short, our virtual life has never been more peaceful, stress-free, and low-cost.
As a result, both group leaders and members feel a sense of freedom that we could not experience before.
THE ORBIT EFFECT-- controlling your own virtual experience
One thing I have noticed over the years in virtual society as well as real life: people tend to gravitate toward and orbit around prominent / charismatic figures. I noticed this with both Wayfinder and Snoots. When they were very active in Elf Clan, the group was lively and active. When they "retired", the group became far less active.
This is somewhat a shame, as it is still possible to host events, to have drum parties, celebrate Talk Like a Pirate Day, etc. It's just that no one does so any more.
I've never considered myself "charismatic", but the "orbit" effect was undeniable. However, a friend actually had to point this out to me before I noticed it. We see this around popular figures in all walks of life and in many groups on virtual worlds. I remember in the old days we had a "rule of thumb" in Elf Clan: Bored? Stand in the sandbox for 15 minutes and soon you will have a party. People gravitate toward one another, and orbit around the active, outgoing avatars.
Just an observation: if you want an active group, be available and active yourself. Become the charismatic "orbit figure". In our case no one else was willing to step up to the plate and take over the job of events-- which told us that our group members were quite satisfied with a more relaxed atmosphere. So today Elf Clan consists of highy-engaging automated tours that can help visitors enjoy our lands and history.
SOCIAL VENUES
Our dispersal throughout Hypegrid has largely eliminated such venues and replaced them with automated adventures. I admit missing the Drum Circle or the company of like-minded souls around a camp fire... but do enjoy the fascinating experiences to be found on our OSgrid worlds of ElvenSong, Replicant City and Frankenstein. The historic build of ElvenGlen (the very first privately-owned non-business region on Second Life) gives people a glimpse into the past history of both our group and virtual worlds.
MIXED FEELINGS
Virtual worlds can be used for many good things. They can be a social center for the disabled. (Moderately disabled ones might make effort to get out and make friends in the real world, because virtual worlds are no substitute for real life.) Virtual worlds can make a decent hobby, as entertainment, and as a creative platform-- if that use is kept to moderate levels. When one allows that recreation to become a primary focus of life and their "second life" becomes their first life-- that's when personal value and true accomplishment suffers.
THERE ARE ALTERNATIVES
I discovered that truth when I "took a vacation" from virtual worlds for about 4 years or so. I had already built and accomplished what I wanted to in virtual life and realized it had become unfulfilling. Linden Lab had managed to destroy all of our efforts on Second Life. We had accomplished everything we set out to accoplish on Inworldz (and quite a bit more)... but it proved an empty achievement when the grid died. Everything was virtual and as Inworldz absolutely proved, could vanish in a moment.
That's the reality of anything really, but when a virtual grid dies an entire "planet" collapses-- something seldom seen in real life.
When I took that four-year vacation (with virtual life taking almost zero time) I learned a brand new skill: designing and building music instruments... which I was surprised to learn I had a hitherto-unknown talent for. I then opened a RL online music business. During that period I designed three totally new types of music instruments that sold rather well (and earned far more money than I ever earned from virtual sales). Had I not taken that vacation from virtual life, I'd have never accomplished those things in real life. That was a very sobering thought. It caused me to wonder what I had missed during the years I'd spent so heavily involved in virtual worlds.
The reality there is that there are options to virtual life. "Virtual worlds have virtual success." After two major "disasters", many in our group have found this to be quite true.
DON'T GET ME WRONG...
None of this is meant to condemn virtual worlds. Wonderful things are accomplished on virtual worlds every day. Charities benefit from virtual events. People learn from virtual worlds.
All of this just means we do well to maintain a balanced view of it all, realizing there are alternatives to virtual life-- namely real life. I've learned to break the habit of hitting the Viewer button every time I'm bored and instead search for other things to occupy my time. There is so much else out there, so many people that need our help and attention... and so many lonely people who could simply use a face-to-face friend. Virtual World Addiction is like any other addiction; sometimes we have to work hard to break away and seek more valid lifestyle.
There is much to be said for sipping a cuppa and simply chatting for a while with someone who is alone and lonely. An older friend, a shut-in, someone who is disabled and can't get around by themselves. It requires effort beyond typing on a keyboard. It is more personal than triggering a dance animation at a virtual party, more fulfilling than sitting staring at a screen for two hours. As enjoyable as virtual friendship scan be, real life friendships have proved more lasting and rewarding.
VIRTUAL IS ONLY VIRTUALLY FULFILLING
In the end game, virtual reality is virtual. It may touch lives in personal ways, but like anything can be abused and become unbalanced, taking over our lives. In retrospect I realize that to exist for 18 years in virtual worlds, I had to give up a great deal in the real world.
Consider (and there is no brag here, just fact): On SL I founded the first Poetry Guild. Elf Clan proved to be a marvel. We purchased the first privately-owned themed island, were the first non-business group to reach 500 members, then 1,000, then 2,000. We created a business model that influenced all of Second Life. As a prominent SL newsletter stated, Elf Clan set more paths and more people followed those paths than any other group to date. I admit much of this was unintentional; I was just doing what we felt was necessary for the group. But in doing so we blazed some trails.
When we moved to Inworldz, the entire grid consisted of 14 regions, 13 of those company-sponsored (only one belonged to an individual). People followed Elf Clan... and thirty days later Inworldz had 200 regions. Within sixty days it hit 500 regions and by the end of the year-- 8 months later, was the first non-SL commercial grid to top 1,000 regions. During my time on SL and Inworldz I started two virtual businesses, becoming an established builder, scripter, instructor and live music performer. I spent an average of 6 to 12 hours a day in virtual worlds, 7 days a week.
To accomplish such things and then have them fail due to problems with the host companies (in both cases-- Linden Lab and Inworldz), defines the very essense of "virtual". As a group we saw 14 years of effort and over $200,000 U.S. in land fees go down the drain. If this happened to Elf Clan... as large and successful as we were... what can others expect?
It's not that similar things don't happen in real life. They do. Large businesses fail due to no fault of their own. People lose real lives due to disease, age, or accidents. Families are torn apart due to drama. People lose jobs. If anything, virtual worlds reflect all too realistically the real world.
The point of all this is simple: as an individual I was privileged to accomplish more than most people ever get to experience in virtual worlds. Only large group owners, land barons and successful merchants would understand the effort that goes into doing so. It would be difficult for a person to accomplish more than we accomplished with Elf Clan. (Raglan Shire is still at it after all these years. They understand.)
Some things for certain: I know that Elf Clan helped change the lives of at least a couple of people, giving them a solid foundation around which they formed their real life ethics and goals. (The Elf Clan Charter is in its most basic terms, simply a guide for life, be it virtual or real.) But if there's something I learned about virtual worlds: they are as temporary as yesterday's newspaper.
VIRTUAL WORLDS IN 2019-- AND THE NEXT 18 YEARS
So the question of what I will do for the next 18 years comes to mind. Whatever I choose, I hope it will be with increased wisdom, insight, accomplishment and benefit. Some of that will have been learned from activities on virtual worlds, interacting with the people there and learning skills that applied to real life. For that I am grateful. But one always wonders about the path not taken.
Wishing you all the best in your future endeavors-- and wise choices in how we use our limited days on this planet.
--Wayfinder Wishbringer / Snoots Dwagon
|