This is the last thing I'm going to write on this subject, I promise...Today's Observer has
a big feature about - yup, you guessed it - Second Life.
Reading it, I got an even greater sense of
déjà vu than I did from last weekend's Telegraph feature about Habbo Hotel*.
Trailblazer that I am, I was in Habbo Hotel in 2002 (as briefly documented in
this post), and it was as rubbish and full of teenagers going 'asl' and 'lol' as it apparently still is today. In fact, for all I know, I might *still* be in there, gathering virtual dust Miss Havisham-style in my virtual apartment. That would be cool.
But anyway. In 1996, long before I had an avatar and a room in Habbo Hotel, I had an avatar and a room in a place called
WorldsAway. Here, just like in Second Life, you had an avatar that you could customise, which wandered around socialising with other people's avatars, earning in-world money, furnishing the in-world apartment that you bought for it, and buying and selling in-world items.
WorldsAway looked like this:
I'm so powerfully reminded of WorldsAway whenever I read the latest gushing article about the 'new' world of Second Life, that I went in search of old media articles to check that WorldsAway really did once exist, and to reassure myself that the current media frenzy is actually a frenzy about something that's been around for more than a decade.
So here we go:
Exhibit A is an article from
Wired magazine's June 1996 issue, entitled 'Metaworlds'.
Exhibit B is the cover feature from today's Observer Review section, entitled 'Goodbye, Cruel World...'.
The
Wired article makes fascinating reading. Media coverage of information technology is usually so forward-looking, and we take technological developments for granted so quickly, that it's instructive to stop for a second, look back and understand where today's technology came from rather than where it's going.
But assuming that you don't have the time or inclination to read a 13-page article from 10 years ago, here are some things that haven't changed:
1. Snow Crash as Ur-GeschichteScience fiction often anticipates technological developments, and virtual worlds are no exception. Neal Stephenson's
Snow Crash vividly anticipates the dual reality created not just by Second Life, but also by its forebears like WorldsAway:
"...to keep things straight, I'm going to call [places like Worlds Away] metaworlds. This is partly in homage to Neal Stephenson, whose 1992 novel Snow Crash portrayed a metaworld that's a few technological and cultural notches above what's possible right now: the Metaverse, a virtual world so immersive and detailed it rivals the real one.
In Stephenson's Metaverse, an avatar can look any way you want: 'If you're ugly, you can make your avatar beautiful. If you've just gotten out of bed, your avatar can still be wearing beautiful clothes and professionally applied makeup. You can look like a gorilla or a dragon or a giant talking penis in the Metaverse'."
- Robert Rossney, 'Metaworlds', Wired, June 1996
"Second Life, or something like it, was first imagined by the science-fiction author Neal Stephenson in his 1992 book Snow Crash. His prophecy was uncanny. 'Hiro's avatar is now on the Street, too,' he wrote, 'and if the couples coming off the monorail look over in his direction, they can see him, just as he's seeing them. They could strike up a conversation: Hiro in the U-Stor-It in LA and the four teenagers probably on a couch in a suburb of Chicago, each with their own laptop. But they probably won't talk to each other, any more than they would in Reality ...'."
Tim Adams, 'Goodbye, Cruel World...', The Observer, 29 October 2006
2. Virtual Worlds as Consensual HallucinationWilliam Gibson came up with the idea of 'cyberspace' as '
a consensual hallucination experienced daily by billions of operators',
way back in 1984 when hardly anyone outside of the Pentagon and MIT had even heard of the internet. The idea of a virtual world as a kind of dream or hallucination shared by many people at once held sway in 1996 just as it does today:
"WorldsAway's long history is a little too evident. It looks cool - the background graphics are in a hallucinatory art nouveau style, sort of Aubrey Beardsley meets William Gibson..."
- Wired, June 1996
"In his forthcoming book From Counterculture to Cyberculture, Fred Turner...traces the ways that the Californian non-conformism of the Sixties helped to create the revolution of the personal computer [...] the individual self, trapped in the human body, 'would finally be free to step outside its fleshy confines, explore its authentic interests, and find others with whom it might achieve communion'. In this reading, computers [...] took over where LSD left off."
- The Observer, October 2006
3. The Value of Virtual Real EstateIt seems that the old 'location, location, location' mantra has always been as true of virtual worlds as it is of the real one:
"There's nothing to do in AlphaWorld [another 1996-era virtual world] but build, and the buildings themselves have no purpose. Nonetheless, the place is crowded with structures - so much so that new users have a hard time finding any space of their own to build. All the land near the metaworld's entry point has already been taken...Worlds Inc. is adding teleporters to outlying undeveloped areas so that new users won't give up before they find a patch of open ground."
- Wired, June 1996
"Each new resident of Second Life is offered a plot of land. Kenny [the journalist's avatar] chooses one on Blacktail Ridge. It is, I have to say, a disappointment: a dark and icy wasteland with a few scattered shacks...Good land has become so rare in Second Life that people are prepared to pay hundreds of real dollars for it."
- The Observer, October 2006
4. Virtual Living as 'The Future'The technology industry and its media are obsessed with the future, always presenting whatever's happening now as a crude and primitive version of how things will be in some shiny future age. Frothy-mouthed futurologists are forever predicting the day when machines will
become sentient (the so-called 'Singularity'), and humans will
evolve into World of Warcraft characters.
I think it's terribly sad as it tends to dismiss the past, thus preventing people from properly understanding the history of technology, and it makes us take for granted all the wonderful, bizarre and fascinating things that are actually happening now. But anyway, both of these articles fall into this futurology trap, thus:
"The technology needed to support something like Stephenson's Metaverse is not really that far off. What if we find the combination of avatars, gestures, and persistence compelling enough to make them the standard? What if we all move into these metaworlds, conducting large portions of our lives online? [...] We shouldn't be expecting metaworlds to supplant the real world or fix it. They won't. What they will do, though, is give people something they are ceaselessly searching for: new ways to connect with each other."
- Wired, June 1996
This has actually happened now, but we're still looking to the future:
"A brave-ish new world has recently been created. You can access it on your PC with a password and your credit card. And as soon as you arrive in it, you can easily convince yourself that you are seeing the future - or at least one future - of entertainment and interaction and business."
- The Observer, October 2006
Rah. So, next time the media starts going all gushy about Second Life, remember to roll your eyes sweetly and say 'gosh, how terribly 1996'. But as established virtual citizens of the blogosphere, you would do that anyway, wouldn't you?
* Which isn't available online; I checked.