for every questioned hour, for every second devoured
(The below photographs all come from the "Passage of Time" exhibit at SL10B in Pizzazz.)
I will admit to being somewhat bemused as I wandered Pizzazz; I always thought it was spelled with only three Z's. Of course, at this point, maybe there's already a sim named Pizazz; who knows?
At any rate, this was a huge box on the sim, patterned with gears, with timekeeping mechanisms on all sides. I admit, it drew me in. What could be inside such a structure?
The simplest answer: history. But not just history; a timeline of sorts, from the very first neophyte explorations of the grid, to so-called "modern" day.
As many problems as I have with Second Life, and how the Lindens handle Second Life, on this blog and in in-world conversation, the actual core concept I still think is fascinating. The core concept still fills me anew with wonder, even nearly seven years later.
While there had been virtual worlds before, from text-based BBS rooms to the early MUDs, onward to the present day, Second Life was the first ostensible "game" that created a space for residents to live and work within. As it w as explained to me at the point I got involved, "It's not really a game." Whereupon my ultimate question became "So what do you do in Second Life?"
I've spent many years in exploration of that goal; some years better, some worse, but I think my answer still veers towards "anything"...within certain limitations. Those limitations being how far we, ourselves, are willing to expand and change to learn from our virtual environment.
When I joined Second Life, telehubs still played a large part in residential transport around the grid. It wouldn't be fully abolished (and even now, many sims still have telehubs in spite of point-to-point transference) until...what, 2008? I think? Telehubs persisted in Caledon and Winterfell longer than the rest of the grid, too.
Still culling through other pictures of this exhibit, because I thought it was important enough to capture as fully as I can. But do go check it out if you have time. It's worth it.
(from the events album; the "Passage of Time" exhibit in Pizzazz) |
I will admit to being somewhat bemused as I wandered Pizzazz; I always thought it was spelled with only three Z's. Of course, at this point, maybe there's already a sim named Pizazz; who knows?
At any rate, this was a huge box on the sim, patterned with gears, with timekeeping mechanisms on all sides. I admit, it drew me in. What could be inside such a structure?
(from the events album; the "Passage of Time" exhibit in Pizzazz) |
The simplest answer: history. But not just history; a timeline of sorts, from the very first neophyte explorations of the grid, to so-called "modern" day.
(from the events album; the "Passage of Time" exhibit in Pizzazz) |
As many problems as I have with Second Life, and how the Lindens handle Second Life, on this blog and in in-world conversation, the actual core concept I still think is fascinating. The core concept still fills me anew with wonder, even nearly seven years later.
(from the events album; the "Passage of Time" exhibit in Pizzazz) |
While there had been virtual worlds before, from text-based BBS rooms to the early MUDs, onward to the present day, Second Life was the first ostensible "game" that created a space for residents to live and work within. As it w as explained to me at the point I got involved, "It's not really a game." Whereupon my ultimate question became "So what do you do in Second Life?"
(from the events album; the "Passage of Time" exhibit in Pizzazz) |
I've spent many years in exploration of that goal; some years better, some worse, but I think my answer still veers towards "anything"...within certain limitations. Those limitations being how far we, ourselves, are willing to expand and change to learn from our virtual environment.
(from the events album; the "Passage of Time" exhibit in Pizzazz) |
When I joined Second Life, telehubs still played a large part in residential transport around the grid. It wouldn't be fully abolished (and even now, many sims still have telehubs in spite of point-to-point transference) until...what, 2008? I think? Telehubs persisted in Caledon and Winterfell longer than the rest of the grid, too.
From events |
Still culling through other pictures of this exhibit, because I thought it was important enough to capture as fully as I can. But do go check it out if you have time. It's worth it.
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