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February 28, 2007

Architecture's Second Life


Replication of 1st Life or More?

"Who wouldn't enjoy the opportunity to change all the things about your life that you most yearn to change? This is the question the designers of Second Life had in mind when they built their successful massively-multiplayer online world. Second Life is not premised upon the completion of quests, doesn't require you to have a job, doesn't demand that you defeat any alien races or slay any dragons. The whole idea of Second Life is that you have, well - a second life in all of its minutiae. Starting with the creation of a new you, the Second Life world offers opportunities for the designing and construction of virtual clothing lines, virtual cars and yachts, and even virtual villas. There's been loads of hype, so much so, that celebrities make appearances, and big business has taken note.

For all the grand dreams of what life could be in Second Life (SL), this metaverse, as it's called, is decidedly more geared towards the exploration of post-silicon body modifications than the possibilities of spatial experience free of gravity, budget, and all those persnickety details. When it comes down to it, from an architectural perspective, Second Life just sort of replicates suburbia. In a universe built from free and easily manipulated virtual building units, there is a surprising lack of interesting work going on. Evidence, perhaps, that spatial banality is not just a symptom of something larger, but an affliction in and of itself." Continue reading Architecture's Second Life.

Posted by jo at February 28, 2007 12:48 PM