Second Life

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Second Life both fascinates and frightens me.


For those who haven't heard of it, Second Life is a massively multiplayer online game (MMORPG) that's been gaining a lot of momentum. Unlike other MMORPGs, which are all about fighting with dragons, aliens, or stormtroopers, Second Life has no combat. It's emphasis is on creativity - building your own worlds, objects, clothes. Imagine being a sheik in your own private Dubai.
Second Life is better than the Big Box of Crayolas (you know: the one you begged your parents for). You can quickly build anything you like without the fuss of physical labor and time. Interested in architecture? Build yourself a skyscraper in an evening. A tinkerer? Build cool gizmos without nasty smell of solder rosin. Into clothes? Be a fashion designer. Share your creations with others and bask in their appreciation. It's like being a kid with an adult's experience.
On the other hand, this thing worries me. We've all heard stories of lives ruined by MMORPGs. Now, here's one that appeals not only to the non-gamer crowd, but anyone who isn't happy with their life and is looking for an escape. There's a lot to escape from: the current political environment, constant news of natural disasters, increasing trend of white-collar overwork. None of that exists in Second Life. It's an easy salve. Junk food for the heart.
I hate seeing people disengage. The world only gets better when we participate.
I have to admit that I'm hesitant to play Second Life, in part, because I can see how addicting it could be. I could easily spend way too much time on it. Ultimately though, I know it wouldn't be satisfying for me: I left the software world because I was tired of making things that don't actually exist. I have a darkroom because creating something by hand is more fulfilling than by click. Life's too short for virtual wine.
Ahh, but what an interesting way to do cinematics and storyboards for pre-production movies... How much does this thing cost?

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