The Social Experiment

When I first left the Orientation Island on my rezday, a bit over five years ago, I remember to have bumped into (literally!) a lot of immensely creative residents. What they built on sandboxes was simply awesome and kept me amazed for hours upon hours. But what amazed me most was that the majority of residents back then were not top-of-the-line 3D modellers, designers, or architects. They still did utterly amazing work just by learning a moderately complex set of tools, but one that was pretty much suited to them.

Fading into virtuality

I also remember when my roomie Moon Adamant started tweaking with the building tools. She’s got a background in architecture iRL (that’s why the building above looks so good!). She went insane with the few features that the in-world Second Life tools provided. “Oh no, prims, nobody uses prims since 1995!” was a usual expletive, shared with almost all professional 3D modellers, designers, or architects. But with enough practice, she now is way more faster building things in Second Life than in using any other 3D design tool — no matter how much experience she had with those, or how simple they are (like SketchUp).

What was Second Life about?

That was one of my very first questions, and the one that, of course, has no answer. But at the very beginning I had no idea what to expect — a game, probably, like TheSims, something like that. The lack of any instructions didn’t help, but most games are supposed to be intuitive these days (I fondly remember the days of games that came with 150-page-manuals 🙂 ), so that was fine.

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