The internet brings word of a new Neal Stephenson novel, Anathem, due out in September. Woo!
(I'd better get a move on with the Baroque Cycle, then.)
About Eva Marie Saint
6 days ago
My zodiac iconography stinks, but my French is pretty good

"...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
"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
"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
"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."This has actually happened now, but we're still looking to the future:
- Wired, June 1996
"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