Letters from the Metaverse: Sound + Fury == null;
[‘Letters from the Metaverse’ is a regular weekly column by Mathew Kumar about his adventures in the massively multiplayer online world of Second Life. This week’s column covers Second Life machinima.]
Last week I was wondering about machinima in Second Life, and this week I decided to look at it. I have to be honest; I think that machinima is almost always terrible. Much like using video games to create architecture prototypes, it works fantastically to create quick and dirty mock-ups of shots, locations or even scenes, but to create whole movies? Gosh, no thanks.
I actually went to see a whole range of machinima at this year’s Worldwide Short Film Festival in Toronto and was sorely disappointed; that the best they could find was the laughably overwrought (if technically impressive) World of Warcraft movie The Return was a bit depressing.
So, now you know about my in-built prejudices against machinima, you can probably take my opinions with a grain of salt. But! I genuinely think that with so many interesting locations in the world, hundreds of players who really have nothing better to do than be extras and built in video capturing tools, Second Life really does seem to be the ultimate “game” in which to create quick and easy machinima.
And having watched quite a few machinima shorts created in Second Life by now, I’d say that the only problem that affects Second Life’s machinima is the same that affects most others; loads of technical ability, absolutely no creative talent. As per usual, it’s like asking C++ coders to write Shakespeare. I've taken a look at a few of the best and worst.
Silver Bells and Golden Spurs – Probably one of the best known Machinima films from Second Life, as it’s the main one linked on the Second Life webpage, this is an amazingly impressive piece of work with a massive cast, mature camera angles and great set, let down by freaky animation (particularly the mouths) and a lame voice over. Made with the help of Linden Lab and apparently cost $555 to make, though. (The live action El Mariachi was made for only $7,000. Seriously. You could just save up.)
Second Life: Get One - Best-of-show winner in the 2006 Second Life movie trailer contest, this is exactly the kind of thing they would pick to win. An absurdly overblown, if well edited, paean. Has a blustery voice over that'll sicken anyone who’s actually struggled against the many, many flaws of Second Life. Horrific.
Better Life – A man in a wheelchair escapes into Second Life, a “better life” in which all he seems to do is fall through the sky. Comes back to that “asking to C++ coders write Shakespeare” thing; the wheelchair is unsubtle to the point of being offensive.
Tour of the Solar System – Not a narrative, more a short educational film created by the well known Second Lifer Aimee Weber, it’s nice but I really don’t see what it gains by being machinima. Planets are usually fairly easy to create and animate in anything (Even I could probably do it in Lightwave, and it’s been years since I’ve used it). Some pretty incongruous music at points, too.
Lip Flap – An at least slightly funny, if far too self-referential (And therefore self conscious) film about a couple getting ready for a party. Has some character models perfectly representative of Second Life, too (i.e. hideous caricatures of what people think is attractive).
If you’d like to try making Machinima in Second Life, you should probably start at the Second Life page on it which includes a white paper written by Eric Call (creator of Silver Bells and Golden Spurs). It’s perhaps amusing to note that the best piece of machinima about Second Life is probably the Second Life episode of Tra5h Ta1k; it’s astoundingly true to the world.
[Mathew Kumar is a freelance journalist who’s dabbled in MMORPGs, but is too cheap/strong willed to play past a free trial. He got his break with Insert Credit, and his work has been featured in publications as diverse as The Globe and Mail, Plan B magazine, and Eurogamer. Check out his workblog, too.]


I actually reallyenjoyed my trip to
Looking around Nakama, however, I observed that what I noted about Little Silent Hill, that “it’s like wandering a movie theme park and seeing all your favorite props and locations, just slightly out of context” is as film-like as Second Life can get. It’s too easy to bump into a prop building and shatter your illusion, rather like a boom mike falling into shot.
There’s the occasionally jarring moment; I don’t think I ever saw any
The first thing the ghosts told me about was an
The most depressing thing about this, the ghosts confided, was that Clubside wasn’t just a naysayer. He was trying to accurately point out the flaws for the good of Second Life. For example, they said, he, and a team of individuals, decided to try and create the FPS “SL Conquest” after discovering a Linden sponsored banner ad which stated “Last week I created a multi-player FPS in Second Life... ...This week I'm charging people money to play it.” Clubside himself explained “The goal was to demonstrate the difficulty in implementing this very basic banner ad's premise, both because of technology limitations and cost. It's hard to charge someone for something they can essentially play for free, and it's hard to get people to develop in a system where people aren't ultimately interested because the content can't be compelling owing to those same technology limitations.”
I visited Carnage Island, the remaining home of SL Conquest. Given a pistol by the nearest passing furry in camo gear, I took part in yes, a comically broken FPS experience. Carnage Island is without game balancing (the aforementioned furry attacking me with a helicopter seconds after he gave me a pop gun) and hampered by the slow character movement, jerky animation and weird collision detection of Second Life. The game does, at least, have random spawn locations, but when you consider that a plus point you’re probably getting desperate. 

To list only a few, climbing any stairs or high slopes looks ridiculous as my character bobbles about, bashing into them until he miraculously manages to glitch himself over them. There’s a waterfall that there is no escape from. Second Life seems to allow the ability to ‘sit down’ on doors and warp through them; I did this by accident, actually, and found myself trapped inside a boulder. It’s just all so glitchy and ruinous, that compared to the cold, immaculate (and in my case, alienating) perfection of Riven or Myst, the illusion is completely destroyed by my regular battles with the interface and Numbakulla’s battles with the engine.
Samurai Island has to be one of the most beautiful areas in Second Life I’ve visited, with great colors, textures, and a cohesive theme. It also manages to load fast enough that blurry or missing textures don’t break the illusion too fast. What does break the illusion, of course, is the fact that like everywhere else in Second Life that’s rated mature, it’s full of sex shops. It does include a kind I’d never seen or paid attention to before – porn video stores.
Moving on, however. If you walk into the combat area, you can pick up a bokken – a wooden practice sword, which allows you to see the HUD, practice blocking, and perform one attack.
Scrappy as it is, it’s very playable, and much more immediate and better integrated with Second Life than, say, Dark Life, featuring as it does a HUD and an inventory system. Sadly, of course, once you’ve learned how to fight, there really isn’t anything to do other than smash boxes and fight practice dummies unless there are other players interested in sparring, and that can be a really limiting factor.
When it comes down to it, it’s true. There’s absolutely no other reason that I can explain why this morning when I logged into Second Life just to get a few more shots of Dark Life, the (get your head around this) “MMORPG within an MMORPG” that I’d find my self watching my character hit rats for another couple of hours, tidily dragging me over my deadline for this article and then some. Indeed, you might find it a bit hard to believe, but he’s actually doing it right now while I write this article. I’m just occasionally clicking back to the Second Life window, running him back to the shrine to heal, and then running him back to fight rats.
DarkLife is set on the Island of Navora, a small plot of land with a town, a swamp, and other stereotypical RPG areas. When you arrive you must purchase a backpack, which costs $498 Linen (around $2), and a basic sword and shield which cost a nominal $1 Linden each. Once you own these things you are perfectly able to go adventuring around the island of Navora – as long as you’re prepared to begin the hard slog of leveling.
When I began playing DarkLife, even with its beta status, I wasn’t particularly impressed. Much like FloG! Golf system, the price you pay seems entirely too high for something that isn’t particularly polished or even finished. In Dark Life it stings even worse, as even though in-game items such as weapons and spells are purchased using gold, each item also requires a payment of $50 Linden.
I’d rather do something more wholesome than gambling, though, and what could be more wholesome than a nice round of golf?
At the Holly Kai Golf Club 3 hours of play costs $300 Linden (around about $1.50). This money activates your free floG! HUD, allowing you to spawn balls and aiming arrows. If you’re planning on playing a round you should probably also pick up a score card. You have to fill it in manually (!) but it does have a much needed map of each hole on it; I initially started to play the first hole without it, and realized I had absolutely no idea what direction to shoot in.
What isn’t so acceptable sadly is the iffy way that the floG! system works. Rotating your aim is incredibly slow, and the shot meter, something which absolutely requires precision, always seemed to continue turning for a second or so after a click. I was pretty sure it was registering my clicks at the right time (well, kind of sure) but I was never, ever satisfied with the timing. That’s a pretty damning flaw.
But enough about that. Really, the past few weeks I haven’t managed to prove to anyone, least of all myself, that Second Life is much more than a glorified chat room, with a dress-up doll attached, for players who don’t want to get their hands dirty with coding. As the voracious kind of gamer that reads Gamesetwatch, I imagine you’re simply chomping at the bit to find out what opportunities there are for real ‘game’ experiences in the world.
Tringo is not *exactly* a gambling game – it’s free to play but you can choose to donate to the pot and it’s this aspect, that you’re competing for as tangible a prize as is possible in the virtual world, that makes Tringo so thrilling. When playing for a pots of over $500 Linden (equivalent to a dollar) it had the same kind of addictive, one more go thrill of cash-prize online poker. I found myself playing for hours simply to try and win one game. Alas, I still haven’t yet.
The first idea to get out of your head is the most obvious one – to just randomly teleport places and see what happens. This probably isn’t such a good idea, as you’re just asking for trouble.
Gimme Shelter!
The recent reaction of the world at large to the launch of Second Life’s branch of
The first thing that strikes you about the American Apparel store is how much like an actual store it is, unlike the boxes full of image boards that I’m used to seeing. Of course, it’s all smoke and mirrors. Items are still purchased from image boards (cleverly placed above clothes racks) and there’s STILL no way to tell what the clothes would look like on.
So, even though I couldn’t be sure what I was buying was good, I decided to stump up the cash (350 Linden dollars, which is about one US dollar) on getting myself a track top. Thankfully, though I didn’t have enough money on me,
Ahem. I can already hear the cries of the Second Life devotees who subscribe to the former view of the world, but to be honest, as it stands no one really seems to know what Second Life is, or what it means, with everyone from Business Week to hyperbole obsessed academics and "ludologists" stumbling over themselves to define it. Which is probably why our fearless leader, SimonC, asked me, as a total newbie to Second Life, to put on my investigative journalism hat (it’s got a little card in it that says "Press") and INVESTIGATE. 








