If I spent the time I’m sure I’d be the mayor of the deli next door by now, FourSquaring my way to Twitter fame because, well, you know, it’s really important that all my friends know how much smoked meat I eat and that I frickin OWN that deli.
If I spent the time, I’d probably have a beautiful farm in Farmville, or a well-run cafe in Cafe World, or I’d be um the Consiglieri in Mafia Wars by now. Because the ability to recognize patterns and click little crops like a chicken pecking at the pellet switch is a critical life skill, if not for me then for all the young’uns growing up in Facebook rather than out in the park, and it’s important that I understand what makes the youth of our time tick, because lord knows they’re impossible to manage.
Life is a game. All of it. Or will become one. And we’ll be brushing our teeth and leveling up in….well, in the game of life, of course, or at least according to Jesse Schell who appeared on Metanomics this week.
And actually, that was my dream when I was a kid – life sure SEEMED like a game. And the games I liked were the ones that simulated some version of reality, even if the laws of physics were different. There was nothing like mastering the rules or hacking the system a little and having fun with the systems that underpin games. Games convinced me that life couldn’t be that hard afterall – it was just this huge set of rules of some kind, and maybe all I needed to do was figure out what they were. And these very values, the fact that a set of blocks or a game of monopoly train us to look for systems and patterns is a good thing, it can be motivating and enabling.
But the thing with the games when I was younger was there was no one looking back (other than my mom coming in now and then to say “play fair”, a comment usually directed at me although I swear it was my brother who was bending the rules).
This is a point that Schell made on the show: games are getting so advanced, technology is getting so powerful, that games will be able to look back, and respond in real time, with real intelligence, and adapt themselves to your playing style, your weaknesses, and to what makes you tick.
Games will become like life, in other words: tailored for you.
Games Looking Back
But with a difference, because the truth is that the world, that neutral thing outside of us, well, it doesn’t particularly CARE whether we level up or whether we’re even here. The world and its many systems are pretty much neutral about whether we play or not. Live, die, who cares. The system that underpins that big game called real life is neutral on the subject.
But games aren’t like that. Games want you to play MORE. And as the model for games have changed, so has the model of what “more” means. Used to be you bought Monopoly once, you brought it home, and the game didn’t care whether you played it once or 1,000 times over 10 generations. Sure, it hoped you’d recommend it to a friend and so it had to be compelling.
But games today don’t work like that. They only take your money in tiny increments. They get you in for free and then ask for a buck. They keep you playing and ask for a few bucks more. And during those dead spaces in between, they serve up ads, and the ads, like the games, are motivated to LOOK BACK because only by looking back can they figure out how to get you from buck one to the third buck, or from your farm in Farmville to the banner ad to the Web site selling organic free range t-shirts manufactured in China.
And so technology NEEDS to look back, and become smarter at how it does that….the motivation isn’t giving you a good time, the motivation is getting you to spend small increments of money, like following a trail of bread crumbs into an ever darkening forest.
So I wondered about all this as I listened to Jesse-games-will-be-everywhere-and-did-I-tell-you-I-own-a-game-company-Schell and I asked the question:
In what forums are ethics discussed in the game development community?
And his answer? “We’re too busy to think about that, this is all too new, um, nowhere.” (I’m paraphrasing, await transcript anon).
Hacker Culture Commercialized
Steven Levy has revisited hacker culture over at Wired. And I won’t parse hacker culture, that’s a topic of its own. But he makes a few interesting points in his article, including a side trip down the “information wants to be free” meme. But I was fascinated by the evolution of hacker culture and its relation to commerce.
Interviewing Richard Greenblatt, Levy listens to him rant (emphasis added for reasons we’ll get to):
The real problem, Greenblatt says, is that business interests have intruded on a culture that was founded on the ideals of openness and creativity. In Greenblatt’s heyday, he and his friends shared code freely, devoting themselves purely to the goal of building better products. “There’s a dynamic now that says, let’s format our Web page so people have to push the button a lot so that they’ll see lots of ads,” Greenblatt says. “Basically, the people who win are those who manage to make things the most inconvenient for you.”
Greenblatt is not one of those people. He belongs in a different group: the true believers, who still cling to their original motivations — the joy of discovery, the free exchange of ideas — even as their passion has grown into a multibillion-dollar industry. Despite their brilliance and importance, they never launched million-dollar products or became icons. They just kept hacking.
He contrasts this with today’s “hackers”, the Zuckerbergs of the world, trying to pretend that Facebook is a hacker boot camp instead of a multi-billion dollar IPO play:
“Our whole culture is, we want to build something quickly.” Every six to eight weeks, Facebook conducts “hackathons,” where people have one night to dream up and complete a project. “The idea is that you can build something really good in a night,” Zuckerberg says. “And that’s part of the personality of Facebook now. We have a big belief in moving fast, pushing boundaries, saying that it’s OK to break things. It’s definitely very core to my personality.”
In the ongoing competition for talent, Zuckerberg believes that the company with the best hackers wins. “One good hacker can be as good as 10 or 20 engineers, and we try to embrace that. We want to be the place where the best hackers want to work, because our culture is set up so they can build stuff quickly and do crazy stuff and be recognized for standout brilliance.”
Zuckerberg even argues that Facebook believes in the “information wants to be free” ethic of hacker culture:
“Zuckerberg says that the truth is just the opposite; his company piggybacks — and builds — on the free flow of information. “I never wanted to have information that other people didn’t have,” he says. “I just thought it should all be more available. From everything I read, that’s a very core part of hacker culture. Like ‘information wants to be free’ and all that.””
Um – this from Facebook? If you believe that information wants to be free (and all that) then please give me a copy of all the data you’ve scraped and sold to ad farms please.
I mean, it strikes me that there’s a problem somewhere here. Because let’s follow the logic:
- Hacker culture underpins much of the innovation on the ‘digital landscape’
- This culture is based on the idea of openness and creativity and of BREAKING things, pushing boundaries and moving fast
- This same culture has followed one strand in which commercialization, monetization and “making bank” aren’t evil, they’re to be applauded
- And yet, the hacker culture that underpins this convergence of breaking things and money hasn’t taken a good hard look at its underpinning ethic and asked the question: “Does breaking stuff and pushing boundaries and believing in moving fast….WHEN COMBINED WITH a desire to ‘make bank’….well, mean anything?”
In what forums are ethics discussed in the game development/coder/venture capital/social media/widgetizing community?
This Blog Lacks Real Merit
Now, you need to know that this site is specious. By various dictionary definitions, this blog is ‘deceptively attractive in appearance’; ‘apparently good or right though lacking real merit’; ’superficially pleasing or plausible’.
That’s what Tom Hale, the senior executive of product development at Linden Lab says.
On a recent Metanomics, he took issue with a post of mine saying that I was wrong about culture in Second Life. There is none, Tom claims, because Second Life has too many communities to have a culture of its own. His exact words were something like: “I don’t want to be disrespectful but Dusan’s post is specious.”
Now, if you follow this blog, you know that it’s pretty much ALL about culture, in one form or another: about technology, how it’s impacting our lives, the meaning of avatar identity, issues of privacy, the role of creativity, and the meaning of community. I’ve written somewhere in the range of 300,000 words a good number of them about the culture of Second Life. I’ve written dozens of individual posts about Second Life culture.
I’ve interviewed Tom Boellstorff, one of the top anthropologists in the world by virtue of his role as editor-in-chief of one of the top anthropologist journals in the world, and I’ve interviewed him several times. I’ve hosted forums with other anthropologists on this very topic. We’ve covered it on our show, in interviews with educators and researchers, sociologists and economists. I’ve covered Second Life culture at conferences, I’ve presented about it at trade shows, I’ve been interviewed on the topic, and I’ve pitched the insights of Second Life culture to clients.
So when Hale takes issue with a single post, he’s actually taking issue with 3 years of thinking on the topic. And Tom Hale believes that my thoughts on this topic are: “apparently good or right though lacking real merit”.
Now, it’s odd. Because there are a few seminal books about Second Life. And one of them is Coming of Age in Second Life (yes, by Boellstorff, and it’s a defining text not just of Second Life, but of virtual worlds as a valid site for anthropological research). And I asked the people behind the new user experience for Second Life whether they’d read it.
And the response of the people at Linden Lab who were behind the launch and development of the new Viewer and the new orientation experience? They’d never heard of it.
Which is also odd, because being one of the seminal texts about Second Life, it goes beyond being an obscure text on anthropology, because in examining life IN Second Life, it also provides deep insight into the interfaces and tools that users have access to, and the broader meaning of this not just as part of a user experience, but as something with broader meaning….CULTURAL meaning. Cultural value.
You see, I can’t help thinking that if you don’t believe that there’s a culture of Second Life, and if you haven’t read the seminal texts on the subject, if your idea of “engaging with the community” is a 2 week beta test with a select group who barely have time to boot it up before you roll it out (and which you launch to them by concluding: “Get your blog posts ready for when this goes live!”) then I wonder if you’re one of those hackers, or game development types, or you work in PR.
We have a big belief in moving fast, pushing boundaries, saying that it’s OK to break things.
And I believe that too. But I also believe that you need to be moving fast TOWARDS something.
Due Diligence
Linden Lab will be sold off within 18 months. It may actually be sooner.
I have nothing to base this on other than intuition. It’s not unlike being in Second Life – ever notice how you can ‘read’ someone’s mood by some subtle signal in the way they respond in chat? Some tiny pause or hesitation? Ever feel like you could tell something about their thoughts from their avatar? There’s no logical reason for it – their avatar is driven by an animation system not hooked into their cortex, and yet, well, you just KNOW.
And that’s my feeling about the Lab. And I’m happy for them – happy for Philip and M and the shareholders. That’s why you DO this and if, along the way, you can make some people happy or change the world a little that’s great too.
And the way this works is that in order to sell a company like the Lab you need a few things: a growth curve in users, a good storyline that fits into the storyline of the people who buy companies, and a good team of lawyers.
So I’m not going to argue with Tom Hale. The idea of a Second Life culture isn’t a good storyline if you’re selling the company. You need “communities” not culture. You need new users. You need social media. You need for the adult stuff to be contained and easily excised (depending on the buyer) and you need a good legal framework for all the content you have sitting on your servers.
It’s all good, right? No harm in progress. Clean it up, sell it off, and make bank at the top end of the tail.
Second Life as a Great Brand
Last summer, ahead of the Second Life Community Convention I asked whether Second Life could become a great brand. An enduring one. Something that had lasting resonance and meaning.
A week after posting it, Philip Rosedale approached me at the conference and said: “I read your post and I wish I could write like that. It expressed the big challenge, the big question, thank you for that.”
And that was stunningly flattering. (And please, Philip, don’t start blogging, just keep doing what you’re doing). And I was hopeful that it meant that there were people at the Lab trying to answer the question – “can Second Life be a great brand” and that they might even think about it in the context of how I phrased it:
And I’ve heard lots of ways to describe brands, and there are probably as many ways to build great ones as there are brands themselves, but I’d propose that they all have something in common:
- They embody some sort of aspiration
- They clearly articulate that aspiration through both the products themselves and how they’re sold
- They are embraced with an often religious devotion by core communities
- This results in a “brand halo” that makes them desirable to wide audiences.And I believe that Second Life has the potential to be a great brand. What’s partly missing, of course, is the second bullet. But remember I’m going on the premise here that the product is headed for a tipping point: the first hour will be improved, the interface will rock, you’ll be able to find stuff, you’ll be able to meet people, things will make sense. (OK, remember…caffeinated!)
But what’s really missing, for me at least, is the brand aspiration, the brand value. Nike isn’t about shoes, it’s about personal achievement. Second Life isn’t about virtual goods, it’s about something else.
I don’t believe for a minute that the brand represents the ‘improvement of humanity’ or whatever – that’s a mission statement for the Lab, not a brand value. Besides, I don’t usually log in to improve humanity, I log in to play with prims, or to attend a conference, or to chat with people.
Maybe it has something to do with what Tom Boellstorff said: that Second Life is “techne within techne”. We have the tools WITHIN the tools.
Maybe what SL can do is to humanize our engagement with technology. Maybe it’s the place where rather than technology being an appliance, like a phone, or a piece of software, we can interact from inside the code. And maybe somehow that’s humanizing, and maybe as we keep on coding the Grid, we’ll start coding stuff other than a door script, we’ll start coding, I dunno, protein foldings or something.
So maybe there’s something in that “Second Life” thing…it’s life, only better. It’s technology, only it doesn’t FEEL like technology. It’s being able to do cool stuff with code but not knowing that you’re coding. I’m not sure.
Because this is Your World, and Your Imagination. And maybe that’s all the aspiration we need. And as we head into a community convention that’s not such a bad place to start: to revisit the aspirations we hold for the world, to ask ourselves how to articulate those dreams, to question how far we dare take them, and to wonder whether, if we were to slip towards the sea, we could build a boat with sails that are wide enough and a hull sturdy enough to carry us across the waters and to ponder where it might lead.
But you tell me. Has Linden Lab “articulated an aspiration”? Or have they simply done due diligence?
An Agenda for the Age of Imagination
During another interview which I fear listening to (I don’t want to be constantly angry, after all) Hale made a more compelling claim than the one that there’s no Second Life culture (and which I quote from Daniel Voyager’s incredible blog):
“Our mission is pretty clear, and it’s pretty broad. It’s to enhance and improve the human condition. I think that’s a pretty noble mission. If you think about what the experience, and the product, and the platform actually enable, they enable people to communicate, express themselves, and connect in a rich, immersive, shared context. That’s fundamentally what it’s about.”
Which is a reminder of the room for innovation in virtual worlds, a reminder that while Twitter can help save the world, as in the role it played in Haiti – there’s the opportunity, unique to virtual worlds in some ways, and Second Life in particular, to still take a crack at that ‘improving the human condition’ thing, so long as we’re careful, so long as we realize that Farmville is a fad and data scraping your toothbrush isn’t exactly the way some of us want to see the world turn out.
Virtual worlds, whether you call them sites of culture or not, present unique opportunities to explore, build, create, collaborate and define a future in which the human condition is improved because we’ve found ways to accommodate technology in our lives that don’t rely on data scraping, that value personal expression, that don’t buy in to the idea that anonymity is necessarily BAD and that realize that there can be online domains that include both anonymity and (generally) civility, and that allow us to both innovate, break things, and move quickly while making our bank in the long tail.
Second Life has prototyped the future. It built a system of personal expression, identity management, commerce, and user-generated content and created interlinking explorations of how our broader culture and meaning can be positively enabled by our ability to “communicate, express themselves, and connect in a rich, immersive, shared context”.
But for this agenda to bear its greatest fruits, it looks like the Lab won’t be lighting the way for the journey. Unless your idea of the future includes on-boarding via a Linden Tract Home. Or a viewer whose chat chiclets are only viewable by the not-yet-fading eyes of 30-something interface developers. Or where you need to hunt-and-peck to navigate the viewer much as you hunt and peck with your mouse in Farmville.
Maybe the Lab will sell to someone else who can articulate the vision for how the human condition can be enhanced. Or maybe they’ve been so busy filling up our screens with unwanted interface real estate and now, before breaking something else, they’ll get around to explaining it themselves.
Or maybe it’s not so bad to have a game embedded in your toothbrush and this was all just a side trip before we returned to the issue of buying and selling and pretending we could otherwise make a difference.
I’ll hold out some hope, and will continue to believe that non-existent Second Life culture provides some lessons and that these immersive, shared contexts provide some hope that my future includes something a bit more than a tract home or fertilizing someone’s virtual crops for the weekend.
“Virtual worlds [...] present unique opportunities to explore, build, create, collaborate and define a future in which the human condition is improved because we’ve found ways to accommodate technology in our lives that don’t rely on data scraping, that value personal expression, that don’t buy in to the idea that anonymity is necessarily BAD and that realize that there can be online domains that include both anonymity and (generally) civility…”
Sure sounds like culture to me.
But I don’t expect T, or any of the rest of them at this point, to “see the forest for the trees”… or (maybe a better metaphor) to tell the difference between weather and climate.
Meanwhile, the last thing I wrote in this conversation we’ve sort-of been having about Culture still applies: Resistance is Not Futile.
Maybe LL misunderstands culture as being the growth medium used to test the nature of the yucky white kludge that’s permeating the mucous membranes of their grid?
The function of culture is to portray a culture which doesn’t, technically, exist.
Culture is like makeup. It enhances and it conceals.
I took just a few words of a couple of paragraphs.
********************
The below sentences are edited and paraphrased in order to shorten this comment. I beg forgiveness.
“There are a few seminal books about Second Life. And one of them is Coming of Age in Second Life. I asked the people behind the new user experience for Second Life whether they’d read it.
And the response of the people at Linden Lab who were behind the launch and development of the new Viewer and the new orientation experience?
They’d never heard of it.”
********************
Those few clipped words lend so much validity to your premise.
I’m much too much a dreamer for both my own good…or being successful in business.
Dusan…I don’t want you to be correct…and yet I fear your are.
I believed that Linden Lab was attempting to sell SL for months. I’m part of the cast off detritus of Wall Street and I know the signs of a sell out/buy out.
Anyway, culture can’t be monetized only it’s symbols. Which marketers are very quick to pick up on. We all see how fast they grab on to popular songs, fashions and internet gossip. But all that is empty without it’s originating spirit.
Linden Lab can’t sell SL culture. It doesn’t belong to them. They own the platform and they must sell that. Which means they have to separate what it’s users have accomplished from what the platform is. Its a sad process but bills need to be paid and hitting that gold motherlode must be the end result.
stupid monkeys…. machines dont need culture.
“We’re too busy to think about that, this is all too new, um, nowhere.”
yeah. THATS the guy you should be calling a “thought leader”…
beware any one who says that and then 2 minutes later asks for your money as a consultant..
but dont listen to me..cause this is all sooo new….lllolol
you all aint seen nothing yet…
“a growth curve in users, a good storyline that fits into the storyline of the people who buy companies, and a good team of lawyers.”
Do you feel that it is likely that the Lab will try to obtain a good team of lawyers?
Great post Dusan.
I hear often that people think LL is trying to sell Second Life. But who would be willing party to sell, and why? Is there a venture capitalist who owns a large a enough share to force that?
Or are we talking about a IPO to gain extra funds to invest back in the Lab and Second life.
Besides the LL without Second Life, is not much.
I think you are right about Second Life being prepared for sale. But, this preparation seems to be in the hands of people who don’t actually use Second Life.
They appear to be trying to solve the problem of the high rate of new user drop out: with viewer 2, Linden homes, etc. They are also trying to make Second Life more efficient by placing limitations on scripts.
Any long time resident of SL will tell them that these solutions are counterproductive and can only lead to the deterioration of Second Life not to improvement.
The business model, as it was, worked well. Residents bought land, built houses and rented them out to newcomers. In effect, all the tiers were being underwritten by the estate owners and the competition to find tenants became a great spur for innovation and creativity. The Linden homes idea seems a great idea but it is killing off this important backbone of SL.
Secondly, the Linden homes are so packed together that the lag is almost intolerable. It is certain to dampen the enthusiasm of any newcomer who has had any experience of online games.
Viewer 2 is also a bad innovation because by trying to make it more user friendly they have hidden away all the creative tools and facilities that get people really hooked on SL. It appears they have a fixation that SL is simply a social network with novelty, when if fact it is much more than that: it is a disruptive technology, which has the potential to change the way people use the internet.
I took a serious interest in SL when I realised three years ago that it could change beyond all recognition on account of Moore’s Law which says that the power and speed of computers and the Internet would double every 20 months (which has held true for two decades).
To this way of thinking, the way to improve SL is to provide more memory and processing speed on the server side. This would reduce lag and also allow larger numbers of people on the sims. It would also allow scripters to forge ahead with more sophisticated creative scripting and perhaps come up with some of those magic solutions that would make SL a must for people to visit.
Two areas of SL are really taking off: education and machinima. Both have enormous potential, but are being seriously handicapped by server side limitations.
Perhaps any new owners of SL will understand these things.
Rang, I don’t think Linden Lab will disappear from it’s position as overseers of Second Life anytime soon.
They are selling Linden Lab a company that has a successful product called “Second Life”.
Its the same as Blizzard with the product of Warcraft. Activision purchased Blizzard. Up until now, Blizzard (a division of Activision) had control over the Warcraft franchise. There are now rumors that there are some personnel changes being made at Blizzard. The big chop up is coming.
All buy outs end with the big chop shop. They take what generates money and jettison the rest. That mainly means personnel.
What is fun to speculate about is who would be interested in Linden Lab, and who still has the extra funds to dabble in VR experimental communities. The main company I can think of is Disney. Then again, maybe a foreign buyer? Interesting possibilities.
To a certain extent, I think that part of what you are talking about goes beyond culture. I’d say those parts would better be described as ‘paradigm’. The hacker paradigm and the business paradigm overlap, but don’t integrate very well.
LL is a business. Sure they talk about ‘improving humanity’ and all that sort of thing, but their aspiration is the Bottom Line. And it always will be – that’s how businesses work – that’s their paradigm. Even the concept of ‘brand’ is a part of that paradigm. Brands are about influencing public opinion and behavior. Nike IS about shoes. The ‘personal excellence’ angle is a sales tactic, not an aspiration.
Hacker culture works differently. It’s aspiration is progress driven by cleverness and quasi-anarchist ideals. This is why open source works very well as a concept. It works on those principles and for promoting them. It is also why crowd sourcing isn’t a really big win for businesses unless they put a lot of effort into managing the crowd. The bottom line isn’t an effective motivator in that paradigm.
We can’t expect LL as an entity to express the aspirations you are looking for – it’s not their goal (though I would guess that they’d gladly welcome it as a side-effect of paying their bills). Second Life as an ontological platform has been most successful when those who buy into that paradigm generate the aspirations. If we want this paradigm’s (or culture or cultural network or macro-culture or whatever you want to call it) aspirations based on how we live in Second Life, we have to be the ones to define them. And if we want SL to be the place for those aspirations, we have to be the ones driving that – with the understanding we are building on a platform we don’t wholly control and whose caretakers will always have a different agenda than us because their world works differently than ours.
Vax – I really couldn’t have said it better myself. Thanks!
“with the understanding we are building on a platform we don’t wholly control and whose caretakers will always have a different agenda ”
right. but that’s either faith or delusional thinking. you choose.
Tateru is peddling the usual nihilist technocommunist line here. All reality is merely mediated; it is such a social construct is really doesn’t exist; culture is merely a mirror or a narrative we tell ourselves about ourselves that isn’t entirely true. Blah blah. There is so much mediation and so much narrative and so much construct that…there’s no reality. Except the reality of code, of course, and coders. Gosh, *they* get to be real!
The real reality is that if you’re going to “be that way,” code is a narrative and a construct and a story geeks tell themselves too, that goes like this “We can control and perfect humanity”. And — we’re having none of it. And their code breaks down. And their narrative stinks. And they have no culture.
Why are you surprised that scientists don’t care about the humanities, and something like Coming of Age, Dusan? That’s an old story. It’s the Two Cultures story. It’s a story still unfolding, and in this chapter the scientists are crushing the humanities.
Hacker culture is criminal. There is nothing ultimately good about it. It’s role in the “creative destruction of capitalism” as they themselves describe it might be beneficial, might be harmful, might be both. They are not a recipe for civilization. You don’t say “Oh, forest fires are Nature’s way for creating space for new undergrowth and biodiversification” and then prescribe a forest fire in every glen. Of course not.
The people who actually succeeded with hacker culture overcame it very soon after they embraced it — Bill Gates and Mark Zuckerberg. Perhaps their essential criminal nature didn’t change, but they learned that they had to please their customers most of the time or they would fail. Hackers don’t care about pleasing customers.
Opensource isn’t a big win for anyone. It’s a shill, and its actual true devotees are exploited as big IT scoops up their hardwork or dual-licenses them into giving up their handiwork for free and for another’s profit. Everything about opensource is suspect. Opensource has a balloon payment with every contract.
The constant adulation of hacker culture and opensource and trying to apply these dubious methods of creating software that don’t even work so hot for the software on to other fields of human life are all self-discrediting. We all see their handiwork in all the evils of Second Life and its incubation of crime. The hope of SL and civilization is when the original hackers either depart quietly from the scene or reinvent themselves as real businessmen like Gates. Then they succeed.
1. technologists, not scientists are to blame. The Difference is the addition of faith to the method.
2. reinvention to a “real businessman” salvation?. no. not if the last 30 years of wall street and the silly valley have taught us anything. the cycle of government/populist reaction to criminal free for alls continues…but if technology DOES accelerate, then eventually the constant hum of criminality is all that we may hear.
The original hackers were a generation ago… it’s tommorrows hackers fueled by todays delusions, that are the challenge for others and finally they will see for themselves.
That whole reading comprehension thing is still giving you trouble, I see, P. Sorry, but you’re wrong about what I said. Again. As usual.