{"id":5563,"date":"2019-12-02T07:18:28","date_gmt":"2019-12-02T13:18:28","guid":{"rendered":"http:\/\/blog.zoha-islands.com\/?p=5563"},"modified":"2019-12-02T07:18:28","modified_gmt":"2019-12-02T13:18:28","slug":"the-second-life-that-wasnt","status":"publish","type":"post","link":"https:\/\/zoha-islands.com\/blog\/the-second-life-that-wasnt\/","title":{"rendered":"The Second Life That Wasn&#8217;t"},"content":{"rendered":"<p><span class=\"page-subtitle\">The official guides for Linden Lab&#8217;s online world offer a time capsule of optimism and delusion. <\/span><\/p>\n<h2 class=\"clear\">With the start of the end of the 2019 year I thought this would be a good read on where we&#8217;ve been and where we are headed in our Second Life. Thanks to <span class=\"no-caps post-autor vcard author\">Mark Hill for this Article.<\/span><\/h2>\n<div class=\"post-content-content\">\n<div class=\"entry-content\">\n<div id=\"wtr-content\" data-bg=\"#FFFFFF\" data-fg=\"#d61d29\" data-width=\"5\" data-mute=\"\" data-fgopacity=\"0.5\" data-mutedopacity=\"0.5\" data-placement=\"bottom\" data-placement-offset=\"0\" data-content-offset=\"0\" data-placement-touch=\"top\" data-placement-offset-touch=\"0\" data-transparent=\"1\" data-touch=\"\" data-non-touch=\"1\" data-comments=\"0\" data-commentsbg=\"#ffcece\" data-location=\"page\" data-mutedfg=\"#f44813\" data-rtl=\"\">\n<p>In 2006, <em>Bloomberg <\/em>published a deep dive into the then three-year-old <em>Second Life <\/em>called \u201c<a href=\"https:\/\/www.bloomberg.com\/news\/articles\/2006-04-30\/my-virtual-life\" target=\"_blank\" rel=\"noopener noreferrer\">My Virtual Life<\/a>.\u201d Written as though a traveler had just stumbled into a bizarre foreign city, the article describes the \u201cseriously weird\u201d <em>Second Life<\/em> as the \u201cunholy offspring\u201d of <em>The Matrix, <\/em>MySpace, and eBay. It also compares <em>Second Life <\/em>to <em>World of Warcraft, <\/em>otherwise apparently known as the business world\u2019s \u201cnew golf.\u201d In the most dated prediction, we\u2019re told that virtual worlds like <em>Second Life <\/em>could become \u201cfar more intuitive portals into the vast resources of the entire Internet than today\u2019s World Wide Web\u201d and could even challenge Windows as a framework for presenting software to users. It also highlights the money being made by users and the corporations rushing to invest. It\u2019s a perfect summation of the hype that was impossible for <em>Second Life <\/em>to live up to and that \u201cMy Virtual Life\u201d was far from alone in creating.<\/p>\n<p>To put that hype in context, <em>Second Life\u2019s <\/em>2003 launch preceded <em>World of Warcraft\u2019s <\/em>by 17 months and came when only<a href=\"https:\/\/www.census.gov\/prod\/2005pubs\/p23-208.pdf\" target=\"_blank\" rel=\"noopener noreferrer\"> 54.7 percent of American homes had an internet connection<\/a>. The idea of socializing in an expansive digital world, and using built-in scripting languages and modeling tools to fill that world with your own content, was still new to many people. Today, the average child learns about these concepts (and their limitations) through games like <em>Minecraft <\/em>or <em>Roblox, <\/em>but <em>SL <\/em>looked like a mature, broad, and high profile step-up from <em>EverQuest, <\/em>which targeted hardcore gamers, and the cartoonish simplicity of <em>Habbo Hotel, <\/em>which was aimed at teens. There was confusion and uncertainty over what <em>SL <\/em>could and should be used for, so an assumption grew that it could do anything.<\/p>\n<p>But by 2007, as <em>Second Life <\/em>was appearing in <a href=\"https:\/\/www.youtube.com\/watch?v=xfzCvX7nWQA\" target=\"_blank\" rel=\"noopener noreferrer\"><em>CSI<\/em><\/a> and <a href=\"https:\/\/www.youtube.com\/watch?v=lDWOpts_Z3o\" target=\"_blank\" rel=\"noopener noreferrer\"><em>The Office,<\/em><\/a><em> Wired <\/em>was <a href=\"https:\/\/www.wired.com\/2007\/10\/research-firm-d\/\" target=\"_blank\" rel=\"noopener noreferrer\">turning<\/a> <a href=\"https:\/\/www.wired.com\/2007\/07\/ff-sheep\/\" target=\"_blank\" rel=\"noopener noreferrer\">bearish<\/a> on a service they had previously <a href=\"https:\/\/www.wired.com\/2006\/02\/making-a-living-in-second-life\/\" target=\"_blank\" rel=\"noopener noreferrer\">proselytized.<\/a> In 2009, <em>Forbes<\/em> declared that the <em>Second Life<\/em> hype had <a href=\"https:\/\/www.forbes.com\/2009\/02\/20\/second-life-hype-fizzles-technology_paidcontent.html#e6d9f1a7a28e\" target=\"_blank\" rel=\"noopener noreferrer\">\u201cfizzled.\u201d<\/a> And by 2011, <a href=\"https:\/\/slate.com\/business\/2011\/11\/why-second-life-failed-how-the-milkshake-test-helps-predict-which-ultrahyped-technology-will-succeed-and-which-wont.html\" target=\"_blank\" rel=\"noopener noreferrer\"><em>Slate<\/em><\/a> and <a href=\"https:\/\/www.techradar.com\/news\/internet\/whatever-happened-to-second-life-1030314\" target=\"_blank\" rel=\"noopener noreferrer\"><em>TechRadar<\/em><\/a> were running \u201cHey, whatever happened to <em>Second Life<\/em>?\u201d retrospectives as though it was a relic of antiquity. Reports of <em>Second Life\u2019s <\/em>death were as exaggerated as claims that it would revolutionize technology, as it continues to chug along today for the benefit of a hardcore fan base. But between 2006 and 2009, as the <em>Second Life <\/em>hype was building the steam it would need to dramatically barrel over a cliff, five guides to <em>Second Life <\/em>were published by Wiley with the official cooperation of <em>SL <\/em>developer Linden Lab.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"alignright is-resized\"><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-4499\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-Official-Guide.jpg\" alt=\"\" width=\"281\" height=\"353\" \/><\/figure>\n<\/div>\n<p>The books are time capsules of the hopes of dozens of <em>SL <\/em>users and Linden staff interviewed for them, and looking back on them today reveals a medley of the mundane, overoptimistic, and insane. There are predictions of long term government and media presence mixed with basic etiquette tips mixed with a look at <em>Second Life\u2019s <\/em>sex work community. Of the four \u201corganizations who earn substantial amounts of money blogging about <em>Second Life,<\/em>\u201d one URL now sells steroids, one is now home to an IT company, and one stopped publishing in 2013 (but briefly resurfaced in 2016 to write a bizarre interview with the obnoxious neo-Nazi troll weev).<\/p>\n<p>A general purpose book called <em>Second Life: The Official Guide <\/em>came first, in 2006. It received a second edition in 2008, the year that also saw the release of <em>The Entrepreneur\u2019s Guide to Second Life: Making Money in the Metaverse, Creating Your World: The Official Guide to Advanced Content Creation for Second Life, <\/em>and <em>Scripting Your World: The Official Guide to Second Life Scripting. <\/em>The series closed with 2009\u2019s <em>The Second Life Grid: The Official Guide to Communication, Collaboration, and Community Engagement. <\/em>Glossy textbooks of 300 to 400 pages each, together they can take a reader from learning the basic concepts of a digital world to programming their own tip jars for the <em>Second Life <\/em>business they might decide to open. Some of their predictions for the future of <em>Second Life <\/em>are reasonable, and some make \u201cMy Virtual Life\u201d look restrained. So what did these books get right, and what did they get horrendously wrong?<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"alignleft is-resized\"><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-4500\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-Creating-cover.jpg\" alt=\"\" width=\"254\" height=\"324\" \/><\/figure>\n<\/div>\n<p>While some of the users and locations they mention are still active, they\u2019re mostly a collection of dead and dormant links that serve as a testament to the same raw speed of the internet that the books warn you about trying to keep up with. The web presences of Amethyst Rosencrans and Nyteshade Vesperia, quoted for their expertise in running <em>Second Life <\/em>sex businesses, have both petered out, although not before Vesperia was able to debut <a href=\"http:\/\/www.getxcite.com\/index.php\" target=\"_blank\" rel=\"noopener noreferrer\">2015\u2019s X5 Cock<\/a> with \u201cincredibly realistic mesh design\u201d and \u201cunparalleled BDSM owner control.\u201d Genvieve Hutchence, who in <em>The Entrepreneur\u2019s Guide<\/em> gives advice on <em>Second Life <\/em>escort work<em>, <\/em>has only a Facebook page with nothing but four 2008 photos from <em>SL<\/em> to her digital name today. Professor Sadovnycha, owner of the BDSM education Princess Reform School is also MIA, as are <em>Second Life <\/em>fashion blogger Celebrity Trollop, owner of \u201cone of the virtual world\u2019s oldest and most popular clubs\u201d Jenna Fairplay, <em>Second Life <\/em>real estate moguls The Otherland Group, \u201cfounder and CEO of \u2026 one of the largest content creation companies in <em>SL<\/em>\u201d Aimee Weber, and many, many more.<\/p>\n<p>There are scattered exceptions to the exodus, like Nexeus Fatale. Introduced in <em>The Entrepreneur\u2019s Guide <\/em>as \u201cone of the leading DJs in <em>Second Life<\/em>,\u201d Nexeus worked the <em>SL<\/em> launch parties for <em>Popular Science <\/em>and <em>The L Word, <\/em>among other high profile gigs. In the book, he lauds the ease of interacting with his audience and the variety of music that residents appreciate, while advising aspiring DJs on how to avoid scams and copyright pitfalls. While his DJing days ended in 2012 he\u2019s still an <em>SL <\/em>regular, telling me, \u201cWhat keeps me active is that I get to explore. I try new things out, I do absolutely no-work-what-so-ever. But I appreciate it more because I\u2019m a part of a bunch of communities. And that\u2019s what I think <em>Second Life<\/em> has really begun to turn into, kind of a virtual Reddit.\u201d<\/p>\n<p>So while it\u2019s easy to flip through these books and conclude that the world has long since moved on, but <em>Second Life <\/em>didn\u2019t die so much as it quietly powered through the insane expectations that were created for it. In 2019 the <em>Second Life <\/em>community forums saw a spirited discussion on <a href=\"https:\/\/community.secondlife.com\/forums\/topic\/433894-tipping-guidelines-for-gentlemen-clubs\/?tab=comments#comment-1940671\" target=\"_blank\" rel=\"noopener noreferrer\">\u201cTipping Guidelines for Gentlemen Clubs\u201d<\/a> (in another throwback, one employee of a <em>Second Life <\/em>club comments, \u201cMost of the women I work with, myself included are professional phone sex operators\u201d). In the game\u2019s <a href=\"https:\/\/www.reddit.com\/r\/secondlife\/\" target=\"_blank\" rel=\"noopener noreferrer\">subreddit<\/a> just shy of 6,000 users share screenshots, discuss their favorite in-world creations, offer shopping deals with slick videos, and troubleshoot technical problems. Complaints that <em>Second Life <\/em>is dead and requests for tips on getting into <em>SL <\/em>can be found on the same page.<\/p>\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"video-wrap\"><iframe loading=\"lazy\" title=\"60L Happy Weekend Sale - Second Life 08\/09\/19\" src=\"https:\/\/www.youtube.com\/embed\/DtOowLMxhnA?feature=oembed\" width=\"1170\" height=\"658\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p>As of 2017 there were a reported 600,000 active accounts, with contemporary concurrent users hovering around a maximum of 45,000. Even accounting for some bot activity, that\u2019s better than a legacy MMO of comparable age <a href=\"https:\/\/steamcharts.com\/app\/205710\" target=\"_blank\" rel=\"noopener noreferrer\">like <em>EverQuest<\/em><\/a><em>.<\/em> No <em>SL <\/em>user will again <a href=\"https:\/\/en.wikipedia.org\/wiki\/Anshe_Chung\" target=\"_blank\" rel=\"noopener noreferrer\">grace the front page of <em>Business Week<\/em><\/a> because of all the money they\u2019ve been making, but no one is predicting an imminent plug-pulling either.<\/p>\n<p><em>The Official Guide\u2019s<\/em> 11 credited authors include Wagner James Au, who was Linden\u2019s \u201cembedded journalist\u201d for <em>Second Life<\/em>\u2019s first three years and who still covers <em>SL <\/em>and other virtual worlds on his blog. He compared the \u201chype phase\u201d of \u201906 to \u201908 to the \u201crecent euphoria over Bitcoin and social media and <em>Fortnite,<\/em> all mashed together into a single package\u2014because <em>Second Life<\/em> had all those aspects.\u201d<\/p>\n<p>So when you see that all the heralded government, corporate, and media clients left <em>Second Life <\/em>almost as soon as they entered it, it\u2019s hard not to view their retreat as a sign of failure. Vestiges may remain, but the NBA no longer monitors its \u201cbasketball fan\u2019s paradise\u201d where fans can view <a href=\"https:\/\/www.informationweek.com\/nba-goes-above-the-rim-in-second-life\/d\/d-id\/1054638\" target=\"_blank\" rel=\"noopener noreferrer\">\u201creal-time 3-D diagrams of games as they\u2019re played,\u201d<\/a> Coke isn\u2019t still slinging merchandise, and the <em>SL <\/em>Reuters bureau <a href=\"http:\/\/mediashift.org\/2009\/02\/reuters-closes-second-life-bureau-but-virtual-life-goes-on050\/\" target=\"_blank\" rel=\"noopener noreferrer\">is long dead.<\/a> But, as <em>The Second Life Grid <\/em>writer <a href=\"https:\/\/ischool.sjsu.edu\/speaker\/kimberly-rufer-bach-avatar-kim-anubis\" target=\"_blank\" rel=\"noopener noreferrer\">Kimberly Rufer-Bach<\/a> explains, the reality was more complicated.<\/p>\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"video-wrap\"><iframe loading=\"lazy\" title=\"Coca Cola contest in SecondLife\" src=\"https:\/\/www.youtube.com\/embed\/wRjIVeATswQ?feature=oembed\" width=\"1170\" height=\"878\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p>\u201cWhen the first real-world organizations came into <em>SL<\/em>, they were mostly educational institutions quietly doing small research projects. But then came the marketing projects, which generated and lived on hype. It was not realistic to figure a copy of a real-world store was going to make big bucks selling virtual shoes or shirts. There weren\u2019t yet enough avatars in <em>SL<\/em> to make enough money. Plus, they were competing against established brands in shops run by <em>SL<\/em> [Residents].<\/p>\n<p>\u201cSimilarly, I don\u2019t think anyone figured that the <em>SL <\/em>user base would visit a company\u2019s virtual shop and then run out to buy real-world items. Leveraging the hype was all about getting press for your organization by being one of the first to enter into this cutting-edge virtual world. For a while it was a sure thing; hire some <em>SL<\/em> developer to establish your organization\u2019s presence, and you would reap lots of profitable press coverage. Because of this, <em>SL<\/em> unfortunately experienced a flood of carpetbaggers promising clients unrealistic things that couldn\u2019t really be done with the platform, while underpaying Resident content creators, sometimes disappearing without paying at all.\u201d<\/p>\n<p>That\u2019s not to say that <em>Second Life <\/em>was a hapless victim of corporate bullies. The <em>Official Guide <\/em>encourages you to \u201cGo on a scavenger hunt on Microsoft\u2019s island, take a Sentra or a customized Solstice for a spin around a race track, go surfing on the Weather Channel\u2019s beach, hang out with fans of Showtime\u2019s <em>The L Word <\/em>in a re-creation of the show\u2019s locations, then play around in IBM\u2019s code station developer sandbox. \u2026 These companies and their experiences be joined [sic] by countless others, providing residents with a chance (if they\u2019re interested) to merge real-world consumerism with their second lives.\u201d<\/p>\n<p>In an interview for <em>The Entrepreneur\u2019s Guide, <\/em>Linden Lab CTO Cory Ondrejka went further in painting a picture of <em>Second Life <\/em>as a corporate utopia. \u201cEven with video conferencing, you can\u2019t really get up, move around, pace. \u2026 And <em>Second Life<\/em> helps with [that]. You have place, embodiment, and a method for having real-world style conversations a la a cocktail party (i.e., multiple, parallel conversations). I think the first new opportunity is going to be helping companies that have dispersed work forces save money on recruiting, on-boarding, training, and collaboration. This is a lot like what IBM has said they are working on. But they are just scratching the surface.\u201d<\/p>\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"video-wrap\"><iframe loading=\"lazy\" title=\"Interview with HEROES creator Tim Kring: The Future of Entertainment\" src=\"https:\/\/www.youtube.com\/embed\/gHaA2fG7IhQ?feature=oembed\" width=\"1170\" height=\"658\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p>Ondrejka went on to speculate on international business relations, saying, \u201cIn the real world, if you want to do a business meeting, you\u2019d hire a simultaneous translator. In <em>Second Life, <\/em>you could have a HUD attachment that allows you to request translation between language A and language B which hits a web service, pages available translators, and tells you their rates per minute. They log in, stand with you, and now you conduct the meeting just like you would in the real world. But that would just be the start. \u2026 Think about using <em>Second Life <\/em>to set up a direct connection to tailors in Asia. You build the outfit you want in <em>Second Life, <\/em>they pull it from the client, combine it with your real-world dimensions, and FedEx you bespoke clothing. It could be cheap for you in terms of custom clothing\u2014say US$100 an outfit\u2014and still be very profitable for them.\u201d<\/p>\n<p>Ondrejka left Linden in 2007, before <em>The Entrepreneur\u2019s Guide<\/em> was even published, and in 2010 Linden killed Second Life Enterprise, which offered secure, troll-resistant environments to companies like IBM that had, by that point, largely vanished from <em>SL<\/em>. One corporate client dubbed its use of the platform a \u201ccostly mistake.\u201d Slack, a vastly simpler workplace collaboration tool, has over <a href=\"https:\/\/venturebeat.com\/2019\/01\/29\/slack-passes-10-million-daily-active-users\/\" target=\"_blank\" rel=\"noopener noreferrer\">10 million active users today<\/a>.<\/p>\n<p>It turned out that business in <em>Second Life <\/em>worked when it <em>involved Second Life<\/em>, when you were selling cool clothes, running a fun social hangout, or offering more erotic animations. But no one really wanted an elaborate digital facade for their non-<em>SL <\/em>business dealings. In a section called \u201cHelping Outside Customers Understand What <em>Second Life <\/em>Is About\u201d that now looks prescient, a user recounts a story where \u201can outside female client came into <em>Second Life <\/em>and happened upon a Gorean slave girl. \u2018It was not pretty,\u2019 Foolish said of the client\u2019s reaction to seeing a female avatar in a slave-like situation. \u2018But the fact is, if she was warned and educated about the fact that <em>nobody <\/em>in <em>Second Life <\/em>can really be forced to do anything, the situation might have been avoided.\u201d That may have been true, but why talk your clients into conducting business in an environment that also caters to Gorean slave girls in the first place? <em>SL <\/em>doesn\u2019t host business meetings anymore, but people are still <a href=\"https:\/\/community.secondlife.com\/forums\/topic\/420263-looking-to-get-into-gor\/\" target=\"_blank\" rel=\"noopener noreferrer\">\u201cLooking to get into GOR\u201d<\/a> today.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"alignright is-resized\"><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-4502\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-Entrepreneur-cover.jpg\" alt=\"\" width=\"274\" height=\"343\" \/><\/figure>\n<\/div>\n<p><em>The Entrepreneur\u2019s Guide <\/em>was written by tech journalist Daniel Terdiman, who was one of the most prolific writers on <em>Second Life <\/em>at the time. Reflecting on his book, he told me, \u201c<em>SL<\/em> was one of the most-exciting topics in technology. Every big name you can think of was opening up in <em>SL,<\/em> and while there were obviously major problems (usability being the most threatening), it looked like it could grow to be a major platform with millions of users, tons of brands, and a flourishing economy. That notoriety was why I was able to get a book contract very quickly. Of course, with every hype cycle comes a crash, and in <em>SL\u2019s <\/em>case the crash came so quickly that by the time the book came out we were already well past hype and into the skepticism cycle. Brands were pulling out, and we had trouble selling the book.\u201d<\/p>\n<p>The unsustainable hype was produced in part by the fact that, to outsiders, it was never entirely clear what you were supposed to <em>do <\/em>in <em>Second Life. <\/em>Articles like \u201cMy Virtual Life\u201d continually lumped <em>SL<\/em> in with MMOs like <em>World of Warcraft <\/em>even though <em>WoW\u2019s <\/em>\u201cendless medieval-style quest for virtual gold and power\u201d had little to do with <em>SL\u2019s<\/em> social and business aspects<em>. <\/em>Even the terminology was confusing. Do you play <em>SL<\/em>? Use it? The press tended to say \u201cgamers\u201d or \u201cusers\u201d even as Linden pushed \u201cResidents.\u201d<\/p>\n<p>But confusion for some meant a blank slate for others. Dr. Karen Zita Haigh, who co-wrote <em>Scripting Your World, <\/em>had \u201cliterally never heard of the thing\u201d before a colleague asked her to collaborate on the book. Haigh, a software engineer whose extensive resume includes work for NASA and DARPA, was intrigued by a virtual world that revolved around construction instead of weaponry. \u201cIt seemed like a really cool environment. I liked the idea that people could build their own things. My sister-in-law, she lived in the States, but her mom lived in Poland. They got on <em>Second Life<\/em> together to go shopping. Women playing computer games was not statistically common. I take a look at the abstract, and I thought they needed someone with a little bit of a different perspective than nerdy guys.\u201d<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"alignleft\"><img decoding=\"async\" class=\"wp-image-4518\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-Scripting-cover.jpg\" alt=\"\" \/><\/figure>\n<\/div>\n<p><em>Scripting Your World <\/em>is the most technical of the books, walking readers through programming basics using examples like a bee that searches out flowers in your virtual yard. The need for the book seemed clear: \u201cFrom a documentation perspective, [<em>Second Life<\/em>] was crowdsourced, so the documentation wasn\u2019t reliable as you wanted it to be. That\u2019s why you needed a textbook.\u201d<\/p>\n<p>Haigh highlighted two key aspects that made scripting in <em>Second Life <\/em>accessible to the masses: It was relatively easy to jump in and start learning, and it let users produce fun outcomes. \u201cThey did event based programming really well. That\u2019s one of the things that\u2019s really tough for new programmers to understand, this idea that you\u2019re not in control, something else is. I had never run into an event-based programming language that was well-documented, they sort of assume everyone is going to understand it. I certainly had never been taught it, I picked it up as I went along.\u201d<\/p>\n<p>And picking it up was exactly what the book let otherwise novice programmers do. \u201cWe got comments from reviewers saying \u2018I never did any programming before in my life, but I was able to do it.\u2019 It was typically something simple, but they could do it. The nice thing about Second Life as a teaching construct is that you got immediate feedback on how well your system was working. And it was tangible, it was interesting. The whole way they handled particle effects was really cool. You as an end user could control very ephemeral things. That [had previously been] really tough to give a user access to.\u201d<\/p>\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"video-wrap\"><iframe loading=\"lazy\" title=\"SECOND LIFE: Particle\" src=\"https:\/\/www.youtube.com\/embed\/bpHmvopDrBo?feature=oembed\" width=\"1170\" height=\"878\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p>But Haigh soon lost interest in <em>Second Life <\/em>once she had solved the technical puzzles it offered. \u201cI really enjoyed seeing how far I could push the rules. [For example], how small can you make things and still make them useful? Once I had exhausted all the possibilities I logged on a few times, I set up a little shop. But my interest was the scripting, the programming, the making it do cool things. But it was sort of like \u2018Now what?\u2019 I didn\u2019t have a new challenge I could tackle.\u201d<\/p>\n<p>Answering the question of\u00a0 \u201cNow what?\u201d is where Rufer-Bach\u2019s book, and the book James Au worked on, came in. To the extremely online, a book that has to introduce the concept of furries and cyberpunks feels like a tutorial for your baffled grandparents. Sentences like \u201cClad in fashions of a bygone time, usually in black or other dark colors, and perhaps accessorized by large jewels, vampires tend to live in richly appointed, atmospheric regions where it\u2019s always night,\u201d read like comical anachronisms.<\/p>\n<p>But the books had to normalize a culture that was building for years before it hit the mainstream. Rufer-Bach, who was an active content creator in <em>Second Life<\/em>, explained, \u201cMy book was intended to answer the questions that I was asked all the time by my clients. I would get questions like, \u2018What\u2019s a Furry, and is a Neko a Furry or something else, and can my avatar somehow shake hands to greet the Neko that is coming to the meeting, or do we bow or something instead?\u2019 [My clients] were very aware that there are cultural differences in etiquette in real places, and probably in virtual ones, too. No one wants to accidentally have bad manners.\u201d<\/p>\n<figure class=\"wp-block-image alignwide widebreak\"><img decoding=\"async\" class=\"wp-image-4522\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-03.jpg\" sizes=\"(max-width: 1024px) 100vw, 1024px\" srcset=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-03.jpg 1024w, https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-03-960x510.jpg 960w, https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-03-768x408.jpg 768w\" alt=\"\" \/><figcaption>A somewhat typical <em>Second Life<\/em> dance party<br \/>\n<em>Credit: Liden Lab \/ <a href=\"http:\/\/virtualworldsforadults.com\/second-life\/\" target=\"_blank\" rel=\"noopener noreferrer\">Virtual Worlds for Adults<\/a><\/em><\/figcaption><\/figure>\n<p>Rufer-Bach stressed that her clients had productive fun playing around in <em>Second Life. <\/em>Not coincidentally, the kind of clients that she mentioned, such as \u201cimmersive language-learning projects, particularly the British Council,\u201d\u00a0were making inherent use of the medium instead of just being there for the sake of it, and were therefore not the kind getting a lot of media attention. Again, <em>The Official Guide <\/em>is proud to highlight celebrity appearances by Bruce Willis, Arianna Huffington, <a href=\"https:\/\/www.kotaku.co.uk\/2017\/07\/07\/the-story-of-second-lifes-long-abandoned-duran-duran-universe\" target=\"_blank\" rel=\"noopener noreferrer\">Duran Duran<\/a>, Oasis, Frank Miller, Cory Doctorow, William Gibson, Kurt Vonnegut, and a host of politicians, leading to a beautifully ridiculous photo captioned \u201cJudge Richard Posner and a Furry fan.\u201d But it\u2019s unlikely that Kurt Vonnegut was sticking around after his interview to buy virtual Reeboks.<\/p>\n<div class=\"wp-block-image rightbreak\">\n<figure class=\"alignright\"><img decoding=\"async\" class=\"wp-image-4501\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-Duran-Duran.jpg\" alt=\"\" \/><figcaption><em>Second Life<\/em>\u2018s Duran Duran destination<br \/>\n<em>Credit: Linden Lab<\/em><\/figcaption><\/figure>\n<\/div>\n<p>It was instead people like Nexeus who stayed and embodied <em>SL\u2019s <\/em>core user-base. Describing himself as someone who wanted to be a DJ from the time he was a kid making mix tapes with an FM radio and a cassette recorder, Nexeus DJed in <em>Anarchy Online <\/em>before taking the skills he\u2019d learned to <em>SL, <\/em>which offered him an infrastructure and tools that he otherwise never would have had access to. \u201cVirtual worlds fascinated me because of their ability to be living, breathing storybooks. These worlds often didn\u2019t have a voice and style similar to mine, [so] I felt that not only could I provide something unique to help enrich the storytelling (in the case of <em>Anarchy Online<\/em>) or to enhance an experience (in the case of <em>Second Life<\/em>) but I could also try something ground-breaking.\u201d<\/p>\n<p>The appeal for Nexeus was that the game\u2019s social spaces were defined by the users, not built into a game with its own rules and lore. \u201cI would be hired for a fashion show, where there\u2019s planning [of a model\u2019s pacing and clothes], and a reaction based on how that was all presented. There were also events where people performed as cover bands of popular artists, but had a DJ [for] the pre and post-show. Then there were club parties and special events hosted in themed locations. Unlike a game environment, I would never know what the crowd would look like or how they would react. If I were performing an event that was underwater, and playing a song that was slow and dark, I could tell the audience to change into something that glowed. H&amp;R Block had me do a few events\u2026 there wasn\u2019t anything really normal, everything was unusual because at the time everything that was being done was new.\u201d<\/p>\n<div class=\"wp-block-image rightbreak\">\n<figure class=\"alignright is-resized\"><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-4520\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-DJ-Nexeus.jpg\" sizes=\"(max-width: 338px) 100vw, 338px\" srcset=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-DJ-Nexeus.jpg 720w, https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-DJ-Nexeus-540x540.jpg 540w, https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-DJ-Nexeus-600x600.jpg 600w, https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-DJ-Nexeus-45x45.jpg 45w\" alt=\"\" width=\"338\" height=\"338\" \/><figcaption>DJ Nexeus Fatale<br \/>\n<em>Credit: Nexeus Fatale via Facebook<\/em><\/figcaption><\/figure>\n<\/div>\n<p>That Nexeus found himself doing shows for both <em>SL <\/em>regulars and a tax preparation company highlights the push and pull <em>SL <\/em>experienced between the hype and the needs of its dedicated base. \u201cThe hype was exhilarating. <em>WoW <\/em>made virtual worlds, as a concept, easy to grasp. It allowed for <em>Second Life<\/em>, a world where you can build and be anything you want to be, just that much more enticing. It really felt that we were all the pioneers of something that had arrived. The media hype felt justified. The problem was while they would cover some of the amazing things within <em>Second Life,<\/em> they would also find the clickbait that revolved around sex and sexuality. It was a double-edged sword. <em>Second Life<\/em> allowed people to express themselves creatively, professionally, but also sexually. That last bit was often [the focus]. I personally felt [that was misguided]. Some of us were very annoyed that, while all of these brands were entering the space and we were doing amazing creative things, the hype would hover around THAT.\u201d<\/p>\n<p>There was certainly no shortage of sex gossip, with<a href=\"https:\/\/www.theregister.co.uk\/2007\/01\/09\/good_sex_in_second_life\/\" target=\"_blank\" rel=\"noopener noreferrer\"> one 2007 column declaring<\/a> \u201cWhatever brings you to SL, you\u2019ll soon find that sex is everywhere\u201d and<a href=\"https:\/\/www.dailyrecord.co.uk\/news\/uk-world-news\/couple-to-split-after-husband-cheats-997735\" target=\"_blank\" rel=\"noopener noreferrer\"> a 2008 piece<\/a> gawking at a marriage that was supposedly ruined after the husband \u201cromped with two virtual floozies\u201d standing out as lurid examples. But the final two chapters of <em>The Official Guide, <\/em>\u201cA Cultural Timeline\u201d and \u201cThe Future and Impact of <em>Second Life,<\/em>\u201d further highlight Linden\u2019s own divided focus between <em>SL\u2019s <\/em>core users and its media darling status. The timeline is introduced with overwrought claims like \u201c\u2018I\u2019m not building a game,\u2019 Philip Linden once said, \u2018I\u2019m building a new country.\u2019 And in many ways, the history of <em>Second Life <\/em>thus far resembles the first centuries of America itself.\u201d But when Linden is able to get out of its own way, there\u2019s also legitimately compelling information, like <em>SL <\/em>becoming a surreal battleground between supporters and detractors of the Iraq War, how <em>SL <\/em>came at the right place at the right time to attract a furry community, and how the co-owners of an adult animation and toy store became a real life couple.<\/p>\n<p>The speculation on <em>Second Life\u2019s <\/em>future opens with an acknowledgment of the residents that power it, saying, \u201cAs long as the residents themselves are creative and inventive, then there will be new things to see, new places to go, and new concepts to explore.\u201d Then it\u2019s implied that <em>SL\u2019s <\/em>growth \u201ccould well be world-changing\u201d and speculated that \u201cIt\u2019s quite likely that 3D spaces will become an integral part of the online experience in the very near future, for a very large number of people.\u201d The example use case is \u201cbeing able to click through a [news] story and get launched into a 3D re-creation of the location where the story took place, where you could walk around and discuss the events with other readers who happened to be there at the same time.\u201d Today the idea of a walking comments section with real-time access to voice output sounds <em>horrifying.<\/em><\/p>\n<p>Linden\u2019s own hype reaches its loftiest with comments like \u201cImagine being able to access from <em>SL <\/em>from literally anywhere [with wearable computing], holding conversations across worlds, or overlaying your friend\u2019s <em>SL <\/em>avatar on them when you see them in your first life,\u201d and \u201cWhat excites me the most about the future of <em>Second Life <\/em>is its potential to fundamentally improve the human condition.\u201d <em>Second Life <\/em>may not have improved the human condition, but it certainly highlighted certain aspects of it. Terdiman referenced an infamous 2006 interview that was invaded by a horde of trolls <a href=\"https:\/\/metro.co.uk\/2006\/12\/22\/pink-penis-attack-on-second-life-chat-show-3433996\/\" target=\"_blank\" rel=\"noopener noreferrer\">wielding flying penises<\/a>. In 2016 Justin and Griffin McElroy\u2019s YouTube series Monster Factory dickishly (but hilariously) <a href=\"https:\/\/www.youtube.com\/watch?v=NYnldxUpYQQ\" target=\"_blank\" rel=\"noopener noreferrer\">crashed a serious philosophical discussion group<\/a> with their demand for dogs to be given the vote. Early attempts at high-minded self-governance also <a href=\"https:\/\/reason.com\/2008\/02\/14\/is-second-lifes-libertarian-ex\" target=\"_blank\" rel=\"noopener noreferrer\">ended in failure<\/a> and the installment of regulations by Linden, like a libertarian city-state suddenly realizing that it needed tax revenue to function.<\/p>\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"video-wrap\"><iframe loading=\"lazy\" title=\"Inworld Meeting with Philip Linden and BK Linden - 2010-07-30\" src=\"https:\/\/www.youtube.com\/embed\/G1S3htWlWBE?feature=oembed\" width=\"1170\" height=\"658\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p>But that emphasis on the users who will be doing the work remains, even if the heroism of that work was wildly overstated. According to Rufer-Bach, \u201cThe hype washed over and through the virtual world, but the sorts of projects that preceded the hype had strong roots and didn\u2019t all wash away, and some are still flourishing. Residents are still doing what Residents have always done in <em>Second Life<\/em>.\u201d<\/p>\n<p>Just what are Residents still doing? James Au provided some highlights. \u201cThe majority treat <em>Second Life<\/em> like a kind of <em>Sims<\/em>-type dollhouse for their avatar, tricking it out with the latest user-made fashion\/skins\/accessories\/housewares. <em>Second Life<\/em> users who create and sell content <a href=\"https:\/\/nwn.blogs.com\/nwn\/2017\/03\/second-life-marketplace-linden-lab-revenue.html\" target=\"_blank\" rel=\"noopener noreferrer\">make as much money<\/a> from <em>Second Life<\/em> as [Linden] does. Probably the second biggest niche are <a href=\"https:\/\/nwn.blogs.com\/nwn\/2018\/01\/fallout-evolved-second-life-mmo-new-vegas.html\" target=\"_blank\" rel=\"noopener noreferrer\">roleplay communities,<\/a> who\u2019ve created roleplay regions inspired by <em>Harry Potter, Game of Thrones, Fallout, <\/em>etc. Then third is likely a sub-niche of extreme adult roleplay, some of which has led to <a href=\"https:\/\/www.wired.com\/story\/second-life-plagued-security-flaws-ex-employee-says\/\" target=\"_blank\" rel=\"noopener noreferrer\">a huge lawsuit<\/a>. There\u2019s also a small but very active community which reflects <em>Second Life\u2019s<\/em> glory years, when it was embraced as a platform for creating art and imparting 3D-based education, and for using it as a tool for real life therapy. For instance, <a href=\"https:\/\/nwn.blogs.com\/nwn\/2019\/03\/fran-seranade-sl-parkinsons.html\" target=\"_blank\" rel=\"noopener noreferrer\">there\u2019s a community<\/a> for using <em>SL<\/em> to address Parkinson symptoms.\u201d<\/p>\n<p>Nexeus, who for a time transferred his skills to real-life New York City bars, stepped back from nine years of online DJing when the money dried up, and when it just stopped being fun. \u201c[When] the big real world companies I was working with [left] I had to go back to DJing community events [all the time]. Which was fine for a while, but the value that people had for DJs decreased. Maybe this is egotistical of me, but I think I set the bar for a lot of DJs in <em>Second Life<\/em>. I wrote a few articles that were widely read, I mentored many DJs. When I head to events now, I hear [DJs] using the exact same formula I would years ago, and I don\u2019t think I helped people realize that DJing, like all things, evolves. I also lost sight of the prize. I got involved in many things that drew my focus from what I was enjoying in <em>Second Life<\/em>. I think if I stuck to being the community guy who provided entertainment I would be happier about my experience in the platform.\u201d<\/p>\n<p>Still, Nexeus seems content with where the aging platform is at. \u201cIn many ways it feels like it kept the original goal of the platform. It still has a vibrant community, which I find surprising and interesting. There\u2019s a lot to improve, but I don\u2019t think there\u2019s the pressure it had to do it now or else. Things can be thought through, communities can be developed and people [can] make the decisions about what they want to see and enjoy and have. Its technology still has the same limitations, [it\u2019s] still a resource hog. It still relies on downloading a program to run it. I couldn\u2019t give someone a link to hop on and join my events. But I think part of its legacy will be when you see truly immersive experiences that aren\u2019t gimmicks, that provide value for users and marketing for companies.\u201d<\/p>\n<figure class=\"wp-block-embed-youtube wp-block-embed is-type-video is-provider-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\">\n<div class=\"wp-block-embed__wrapper\">\n<div class=\"video-wrap\"><iframe loading=\"lazy\" title=\"CSI: NY\/Second Life Virtual Experience Mystery Game #6\" src=\"https:\/\/www.youtube.com\/embed\/Iehd1DQN7Gw?feature=oembed\" width=\"1170\" height=\"878\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<\/figure>\n<p>Ironically, accessibility is perhaps now <em>Second Life\u2019s<\/em> biggest problem. There\u2019s 16 years worth of history, geography, and terminology intimidated newcomers need to absorb, and code can spaghetti into a nightmare. Au explained that \u201cMany of the content creators, being novices, don\u2019t always optimize their mesh models; consequently, Second Life is extremely difficult to use as a social experience, because the frame rate has been <a href=\"https:\/\/nwn.blogs.com\/nwn\/2018\/12\/maitreya-belleza-and-slink-sl-skin-bad-optimization.html\" target=\"_blank\" rel=\"noopener noreferrer\">utterly borked<\/a> by high poly mesh content.\u201d <em>Second Life <\/em>essentially still exists to cater to long-time <em>Second Life <\/em>fans.<\/p>\n<p>These books were all massive projects for their writers. Rufer-Bach described a year-long writing process that involved pulling completed chapters out of the hands of her copy editor so she could revise based on sudden changes in <em>SL<\/em>. Terdiman worked for six months on top of his day job, an \u201cextremely challenging\u201d process that at points was \u201csignificantly behind schedule.\u201d And Haigh worked \u201cevery weekend full time for eight months. The really frustrating thing was that after all of that work, the book comes out, it\u2019s gorgeous, all of us are super thrilled with how it looks, great reviews were coming out, people seemed to love it. And a month later it got [pirated]. It popped up everywhere, and it [killed sales].\u201d<\/p>\n<p>But in reflecting on the legacy of both their own work and <em>Second Life, <\/em>they saw far more positives than negatives. Rufer-Bach, who saw <em>The Second Life Grid <\/em>be adapted as a university textbook, said, \u201cFrom that community have come friendships, marriages, and children. A friend of mine redecorated her virtual house over and over, then homes of friends, then other avatars\u2019 homes. Eventually, we didn\u2019t see her inworld so much, because she learned so much that she closed her virtual interior decorating business and started a real-world interior decorating business! I watched friends without previous experience learning to make avatar dresses or write code in <em>SL, <\/em>until they learned so much they ended up with new real-world careers as artists or programmers.\u201d<\/p>\n<p>Haigh, whose book was also used in schools to teach introductory programming, saw <em>Second Life <\/em>as laying the groundwork for games like <em>Minecraft <\/em>and <em>Roblox <\/em>that rely on user-created content. \u201cI think it impacted the gaming industry, broadly. I don\u2019t know if <em>Minecraft <\/em>would exist without having <em>Second Life<\/em> come before it. There\u2019s a lot of things that they broke ground on. And by making it essentially crowdsourced, people who wanted a capability would build it. People, as a society, tend to be far more creative than the engineers you hire for a company.\u201d<\/p>\n<div class=\"wp-block-image leftbreak\">\n<figure class=\"alignleft\"><img decoding=\"async\" class=\"wp-image-4521\" src=\"https:\/\/s31092.pcdn.co\/wp-content\/uploads\/2019\/11\/Second-Life-Museum.jpg\" alt=\"\" \/><figcaption>A museum for <em>Second Life<\/em> in <em>Second Life<\/em><br \/>\n<em>Credit: Linden Lab<\/em><\/figcaption><\/figure>\n<\/div>\n<p>Terdiman also highlighted the platform\u2019s open-ended nature. \u201cI think <em>SL<\/em> will always be remembered for being extremely innovative when it came to allowing users to create and do whatever they wanted. If you had the technical chops to achieve something in <em>SL,<\/em> the platform more or less allowed you to do that. That no-rules approach made it seem exciting and unusual. In the end, that same approach probably got it in trouble. But there hasn\u2019t been another virtual world that has given users the creative freedom <em>SL<\/em> did, and I\u2019m not sure there will be any time soon. Platform developers are scared of the consequences of unfettered creative freedom, and I can understand that. It\u2019s just a shame we haven\u2019t seen more of it.\u201d<\/p>\n<p>The Final Chapter of <em>The Official Guide <\/em>closes with the bombastic: \u201cPeople will use this interface to help manage and publish their lives, explore distant places, identify and support problem areas, re-create local landscapes in the real world, make informed political decisions, and better understand the movement of people, ideas, and money\u2014as well as don giant fire-breathing monster avatars and slog through virtual cities. Christopher Columbus, Adam Smith, Thomas Jefferson, Godzilla, and the Mario Brothers would be equally blown away.\u201d<\/p>\n<p>But the book opened with a simpler statement: \u201c<em>Second Life <\/em>is and always will be a representation of the world as we know it. It has been conceived by and is being created by humans, and people tend to do things in a certain way. It doesn\u2019t matter whether the world they\u2019re in is virtual or \u2018real.\u2019 \u2026 All these banal truths become even more true in <em>Second Life. <\/em>It lets you concentrate single-mindedly on the pursuit of your own, private happiness.\u201d<\/p>\n<p><em>Second Life <\/em>never blew away the Mario Brothers. But in a way <em>Second Life <\/em>is and always was what it claimed to be: a digital environment for users to do whatever they want to do within it. It just took a while to figure out what that was.<\/p>\n<p>Have a great Week From all of us at Zoha Islands\/ Fruit Islands<\/p>\n<\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>The official guides for Linden Lab&#8217;s online world offer a time capsule of optimism and delusion. With the start of the end of the 2019 year I thought this would be a good read on where we&#8217;ve been and where we are headed in our Second Life. Thanks to Mark Hill for this Article. In &hellip; <a href=\"https:\/\/zoha-islands.com\/blog\/the-second-life-that-wasnt\/\" class=\"more-link\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":5572,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[2,3,4,5,6],"tags":[],"_links":{"self":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts\/5563"}],"collection":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/comments?post=5563"}],"version-history":[{"count":0,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts\/5563\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/media\/5572"}],"wp:attachment":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/media?parent=5563"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/categories?post=5563"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/tags?post=5563"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}