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	<title>Half Past Null &#187; /dev/random</title>
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	<link>http://halfpastnull.com</link>
	<description>&#62; Division by Zero. Singularity terminated.</description>
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		<title>On Interactive Fiction and the Narrative Quality of Second Life</title>
		<link>http://halfpastnull.com/index.php/2009/05/14/on-interactive-fiction-and-the-narrative-quality-of-second-life/</link>
		<comments>http://halfpastnull.com/index.php/2009/05/14/on-interactive-fiction-and-the-narrative-quality-of-second-life/#comments</comments>
		<pubDate>Thu, 14 May 2009 10:51:32 +0000</pubDate>
		<dc:creator>MrGomez</dc:creator>
				<category><![CDATA[/dev/random]]></category>
		<category><![CDATA[articles]]></category>

		<guid isPermaLink="false">http://halfpastnull.com/?p=158</guid>
		<description><![CDATA[Given my earlier promise to bring this up, I&#8217;d like to go off the rails for a bit to discuss a guilty pleasure. Over the last several months, I&#8217;ve developed a bad habit of playing interactive fiction. Don’t panic; this addiction is entirely benign, and shouldn’t impact our regularly-scheduled posts on Second Life.

(However, other factors [...]]]></description>
			<content:encoded><![CDATA[Given my earlier promise to bring this up, I&#8217;d like to go off the rails for a bit to discuss a guilty pleasure. Over the last several months, I&#8217;ve developed a bad habit of playing <a href="http://en.wikipedia.org/wiki/Interactive_fiction">interactive fiction</a>. Don’t panic; this addiction is entirely benign, and shouldn’t impact our regularly-scheduled posts on Second Life.<br />
<br />
(However, other factors have impacted this a bit. More hopefully in the coming months. &#8211; Ed)<br />
<br />
<img src="http://farm1.static.flickr.com/29/37711166_e8837f47c0.jpg"><br />
<br />
(<a href="http://www.flickr.com/photos/usonian/37711166/">Image via Usonian&#8217;s Flickr stream</a>)<br />
<br />
<br />
It may come as a shock to readers here, but in an age of increasing emphasis on visuals and 3D graphics, I feel we still have much to learn from the acetic forebears of <a href="http://en.wikipedia.org/wiki/MUD">MUDs</a>, <a href="http://en.wikipedia.org/wiki/MOO">MOOs</a>, <a href="http://en.wikipedia.org/wiki/MU*">and others</a>. As true to its roots as its ever been, the IF genre has much to offer to creators in Second Life.<br />
<br />
<br />
But don&#8217;t just take my word for it. Keep reading.<br />
<br />
<span id="more-158"></span><br />
&#8212;<br />
<br />
My main intrigue in IF is, in base form, twofold. <br />
<br />
<br />
First, proponents of IF place emphasis on narrative quality, given this is the defining characteristic of the medium. Second, IF titles attempt to tackle the <i>reason</i> we play and enjoy the medium. These are qualities that Second Life sorely lacks. <br />
<br />
With cards firmly on the table, let me elaborate.<br />
<br />
<br />
In IF, through proper narration and character modeling (in a literary sense), the player is always kept on track and apprised of the goal at hand. Goals are either slowly revealed to the player, or bluntly driven in with every step. Puzzles are solved by logic, or more commonly, through the use of <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/InventoryManagementPuzzle">picking up and using everything that&#8217;s not bolted down</a>.<br />
<br />
True masters go a step further. Masters don&#8217;t just lead the player; they actively <i>engage them</i>. Instead of simply leading the reader by the hand, pros weave them into the story. Instead of a linear adventure, paths diverge without detracting from the story. And throughout, the player is told to constantly push further, explore, and experiment.<br />
<br />
<img src="http://farm4.static.flickr.com/3612/3521844064_9b9aa3007d.jpg"><br />
<br />
(<a href="http://www.flickr.com/photos/rogelt/3521844064/in/pool-513921@N24">Image via Flickr user nonXpert (group link)</a>)<br />
<br />
<br />
Of course, successful engagement of the player is best served with a side of intrigue and hook, plot or otherwise. The best venues for engagement in IF appear to be humor (<a href="http://ifdb.tads.org/viewgame?id=cpwktis6qwh9ydn8">Augmented Fourth</a>), deep writing and characters (<a href="http://ifdb.tads.org/viewgame?id=jdrbw1htq4ah8q57">Make It Good</a>), or unique settings and gameplay (<a href="http://ifdb.tads.org/viewgame?id=jicj96i5dtdra2j8">Inside Woman</a>, <a href="http://ifdb.tads.org/viewgame?id=5e23lnq25gon9tp3">All Things Devours</a>). This is loosely verified based on comments on <a href="http://groups.google.com/group/rec.arts.int-fiction/topics">raif</a>/<a href="http://groups.google.com/group/rec.games.int-fiction/topics">rgif</a>, various contest postings, and my own experiences playing through these titles. Before you ask, yes, this is all accomplished completely in text.<br />
<br />
Perhaps overarching throughout, many IF games also attempt to tackle the reasons for writing, playing, and occasionally, seek out existential questions. This should come as no surprise, given the IF genre&#8217;s roots in writing and novelist perfection.<br />
<br />
<br />
Moving back to our original topic for this blog, this sort of engagement is sorely lacking in Second Life. <br />
<br />
Given the impetus to create and sell works in a purely abstract sense, many creators seem to have forgotten the <i>point</i> of what it is they&#8217;re creating. While there are many corner shops and vendors, there are very few <i>worlds</i> to explore, which has led Second Life to take on more of a frivolous quality than that originally intended or envisioned. I suspect prohibitively high costs are a factor in this, as is the vast commercialization of the product.<br />
<br />
<br />
In my time in Second Life, I&#8217;ve spent time working with club owners, sim owners, RPG makers, and projects spanning from Dark Life to the Isle of Wyrms. In all of these cases, the visuals and social aspects hold a premium. Often, the emphasis is commercialization first (to recover costs), visuals and community second, and narrative quality or rich experience as dead last. <br />
<br />
Very few of these areas offer what could be considered a true &#8220;path&#8221; for new players or intrigue for residents. This leads to one of Second Life&#8217;s defining characteristics: a constant disjointed feeling of wanderlust, to which many people simply cannot relate.<br />
<br />
There have been exceptions to this. Several recent projects in Second Life have attempted to create niche products, using the world as a platform. This has had some mixed success; very few applications lend themselves to a rich 3D or visual experience, beyond the confines of gimmicks and marketing. Visual education, arts projects, simulated sciences, and architecture have flourished, though there is much ground left to cover.<br />
<br />
From the hobbyist perspective, <a href="http://nwn.blogs.com/nwn/2009/01/play-with-vidal.html">Numbakulla</a> ranked highly on this list for richness of experience and narrative quality. Unique to projects like Numbakulla (and before it, various shades of adventure and Myst spinoffs), one could experience a true mystery to solve and richness of narrative that one does not normally experience in Second Life.<br />
<br />
 This was quickly noticed, and indeed, the Pot Healer adventure enjoyed fair popularity by Second Life standards. However, given the high costs of maintaining the sim over time, this build has changed hands several times. Many other projects of this nature have simply folded, by either failing to retain interest, or through gradual conversion into a commercial product nothing like the original.<br />
<br />
<img src="http://farm4.static.flickr.com/3379/3195102534_103dbbc2f0.jpg"><br />
<br />
(<a href="http://www.flickr.com/photos/liqueur/3195102534/">Image via Liqueur Felix&#8217;s Flickr stream</a>)<br />
<br />
<br />
Before I continue, it may seem that I dislike the commercial aspects of Second Life. This is flatly untrue. Indeed, Second Life could not survive without its strong, real world currency system and virtual economy that has inspired so many newer writers and artists to ply their trade with the medium. <br />
<br />
However, I feel that the stark commercialization at expense of all else limits Second Life&#8217;s abilities as a platform. <br />
<br />
The strongest aspect of this is its incentives. The cost of owning appreciable land in Second Life is prohibitively high, to the order of several hundred dollars USD a month to own just one sim. The primary message to residents has, since at least 2006, been commercial in nature. <br />
<br />
Why, then, should anyone attempt to create their dreams when they&#8217;re working hard to maintain their land payments?<br />
<br />
<img src="http://farm4.static.flickr.com/3452/3213233094_603e19a19b.jpg"><br />
<br />
(<a href="http://www.flickr.com/photos/-lif-/3213233094/">Image via Lif&#8230;&#8217;s Flickr stream</a>)<br />
<br />
<br />
This all strays significantly from the original topic. My attempt is not to rag on Second Life or IF &#8212; merely to point out what each medium lacks, such that we may improve upon them both. And ultimately, the continued survival of IF and Second Life both hinge on incentives,  intrigue, and balance. <br />
<br />
For IF, artistic pursuits lend themselves to very compelling worlds that are difficult to market and sell. <br />
<br />
For Second Life, commercial maximism has created an experience that is slowly rotting itself without intrigue.<br />
<br />
As someone deeply interested in the former and the latter, it would be interesting to see Second Life regain the pioneer spirit that drove many of us to use it in the first place. For IF, I wish only that authors can retain their drive to <a href="http://emshort.wordpress.com/">create</a> and <a href="http://www.above49.ca/">innovate</a> within the medium, despite difficulties marketing and selling IF stories. <br />
<br />
<br />
And in both cases, the best we can hope for is <i>balance</i>.]]></content:encoded>
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		</item>
		<item>
		<title>Mirroring Sculpties in ImageMagick</title>
		<link>http://halfpastnull.com/index.php/2008/06/18/mirroring-sculpties/</link>
		<comments>http://halfpastnull.com/index.php/2008/06/18/mirroring-sculpties/#comments</comments>
		<pubDate>Wed, 18 Jun 2008 04:35:15 +0000</pubDate>
		<dc:creator>MrGomez</dc:creator>
				<category><![CDATA[/dev/random]]></category>
		<category><![CDATA[scupties]]></category>
		<category><![CDATA[tips]]></category>
		<category><![CDATA[sculpties]]></category>

		<guid isPermaLink="false">http://halfpastnull.com/?p=11</guid>
		<description><![CDATA[Here&#8217;s a quick building tip I find particularly handy for mirroring sculpties along a desired axis or axes in bulk:

&#8212;&#8211;

* Along the X-axis:
- convert -channel Red -negate -flop &#60;source&#62; &#60;destination&#62;

* Along the Y-axis:
- convert -channel Green -negate -flop &#60;source&#62; &#60;destination&#62;

* Along the Z-axis:
- convert -channel Blue -negate -flop &#60;source&#62; &#60;destination&#62;

* Along the X- and Y-axes:
- [...]]]></description>
			<content:encoded><![CDATA[Here&#8217;s a quick building tip I find particularly handy for mirroring sculpties along a desired axis or axes in bulk:<br />
<br />
&#8212;&#8211;<br />
<br />
<strong>* Along the X-axis:</strong><br />
- convert -channel Red -negate -flop &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong>* Along the Y-axis:</strong><br />
- convert -channel Green -negate -flop &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong>* Along the Z-axis:</strong><br />
- convert -channel Blue -negate -flop &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong>* Along the X- and Y-axes:</strong><br />
- convert -channel Red,Green -negate &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong>* Along the Y- and Z-axes:</strong><br />
- convert -channel Green,Blue -negate &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong>* Along the X- and Z-axes:</strong><br />
- convert -channel Red,Blue -negate &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong>* Along all axes:</strong><br />
- convert -channel Red,Green,Blue -negate -flop &lt;source&gt; &lt;destination&gt;<br />
<br />
<strong><br />
Example:</strong><br />
convert -channel Blue -negate -flop rook_source.png rook_dest.png<br />
<br />
&#8212;&#8211;<br />
<br />
This is a command-line operation for <a title="ImageMagick releases page" href="http://www.imagemagick.org/script/binary-releases.php" target="_blank">ImageMagick</a>.<br />
<br />
&#8230; and works in Cygwin for Windows, Terminal.app for OSX, and your favorite terminal for Linux/BSD.<br />
<br />
&#8212;&#8211;<br />
<br />
If you&#8217;re not comfortable with these options, the same effect can be emulated in Photoshop or The GIMP by flipping your image horizontally and inverting the Red (X), Green (Y), or Blue (Z) channels for the desired effect.<br />
<br />
These operations may be combined, but you must flip the image horizontally each time you use an axis of rotation. (that is, once for X, Y, or Z, twice (no change) for XY, XZ, and YZ, and three times (once) for all three axes)<br />
<br />
Anyway, I figured that&#8217;d be a handy little tip and timesaver. <img src='http://halfpastnull.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> <br />
<br />
&#8212;&#8211;<br />
<br />
PS: Support the JIRA thread for mirroring sculpties in the viewer:<br />
<a title="JIRA Issue Tracker on Mirroring Sculpties" href="https://jira.secondlife.com/browse/VWR-6682" target="_blank">https://jira.secondlife.com/browse/VWR-6682</a><br />
<br />
Forum Link: <a title="SL Forums: Mirroring Sculpties in Imagemagick" href="http://forums.secondlife.com/showthread.php?t=265631" target="_blank">http://forums.secondlife.com/showthread.php?t=265631</a>]]></content:encoded>
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		</item>
		<item>
		<title>I&#8217;m on a roll. Pass the butter.</title>
		<link>http://halfpastnull.com/index.php/2008/06/01/im-on-a-roll-pass-the-butter/</link>
		<comments>http://halfpastnull.com/index.php/2008/06/01/im-on-a-roll-pass-the-butter/#comments</comments>
		<pubDate>Sun, 01 Jun 2008 14:47:50 +0000</pubDate>
		<dc:creator>MrGomez</dc:creator>
				<category><![CDATA[/dev/random]]></category>
		<category><![CDATA[second life]]></category>

		<guid isPermaLink="false">http://halfpastnull.com/?p=6</guid>
		<description><![CDATA[This blog just received the royal treatment, getting a much-needed visual upgrade and a bit more content. This makes my sixth attempt at blogging, due in no small part to spending way too much time using IRC as my forum instead of public writing.

Hopefully that will change. We&#8217;ll see.

This also marks the change from just [...]]]></description>
			<content:encoded><![CDATA[This blog just received the royal treatment, getting a much-needed visual upgrade and a bit more content. This makes my sixth attempt at blogging, due in no small part to spending <em>way</em> too much time using IRC as my forum instead of public writing.<br />
<br />
Hopefully that will change. We&#8217;ll see.<br />
<br />
This also marks the change from just &#8220;Half Past Null&#8221; to &#8220;Half Past Null Engineering&#8221; &#8212; a much more interesting title. And if that&#8217;s not enough, this site will be becoming my repository for my work in virtual worlds: Second Life™ (natch), a few odds and ends from other worlds, and whatever comes next. We&#8217;ll see how it works out.]]></content:encoded>
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