Jozef Imrich, name worthy of Kafka, has his finger on the pulse of any irony of interest and shares his findings to keep you in-the-know with the savviest trend setters and infomaniacs.
''I want to stay as close to the edge as I can without going over. Out on the edge you see all kinds of things you can't see from the center.''
The Swedish Academy cited the 62-year-old British author of The Remains of the Day, Never Let Me Go, and The Buried Giant for “novels of great emotional force [in which he has] uncovered the abyss beneath the illusory sense of connection with the world.”
“The Swedish industrialist said he wanted the prize to recognize ‘the person who shall have produced in the field of literature the most outstanding work in an ideal direction.'” That direction has changed several times over the past 116 years, having gone to writers as wildly different as Sigmund Freud, Winston Churchill, Pearl S. Buck, Rabindranath Tagore, Alexander Solzhenitsyn, Samuel Beckett, Gabriel García Marquez, Doris Lessing, and Bob Dylan. Jim Heintz looks at what directions that ideal might be heading in this year.
Rabbits can be pests -- just ask anyone in Australia. The
animals aren’t native to the island continent and, as an invasive
species, grew to extraordinarily large populations (they bred like, well,
rabbits), choking part of the nation’s ecology. It was a big problem, but
that’s a story for another day.
It’s also a story that Second Life should be immune too. You’re probably
not aware of Second Life -- except for a brief heyday in around 2006,
it’s found mostly niche appeal. If you want to know more about it, its Wikipedia entry is extensive, but for
our purposes, the first paragraph of that will do:
Second Life is an online virtual world, developed and
owned by the San Francisco-based firm Linden Lab and launched on June 23,
2003. By 2013, Second Life had approximately 1 million regular users. In
many ways, Second Life is similar to massively multiplayer online
role-playing games [MMORPGs]; however, Linden Lab is emphatic that their
creation is not a game: "There is no manufactured conflict, no set
Like many other MMORPGs, Second Life has its own economy,
only more so because unlike most other “games,” there’s really nothing
else to do except participate in the economy and build yourself a virtual
life. That can be profitable in the real world, too; there’s an exchange
which allows Linden Dollars, the in-universe currency, to be converted
into real currency. As a result, many entrepreneurs have built businesses
inside the interface -- businesses which are subject to real world laws
and real world courts.
But let’s not get ahead of ourselves. First, let’s talk about a booming
industry in Second Life -- breedables, which are basically virtual pets.
As VICE explains, “these scripted, modeled and
animated objects take countless forms—from cats to chickens to dragons to
shoes to flowers— with the general premise being that someone buys them
blindly (usually in egg or nest form) with certain odds of getting rare
versus common varieties.”
As of a year or so ago, Ozimal LLC was one of the businesses selling
breedables in Second Life. Ozimal’s main business was bunny rabbits --
virtual ones, of course. Per PC Gamer, “they eat, breed, they hop
around a bit—pretty much what you'd expect from a real-life bunny, minus
the poop under the couch,” and of course, they were really cute. Demand
was high and, because they were nothing more than a bunch of 1s and 0s,
supply was effectively infinite.
Ozimal had a winner on their hands -- especially because
of how the company monetized the “animals.” Ozimal rabbits, like regular
rabbits, needed food, and in this case, Ozimal was the sole provider of
that food. Using digital rights management (DRM) software, Ozimal created
a system where the rabbits needed to connect to a central server to eat,
and the rabbits’ owners needed to drop a few Linden Dollars here or there
to buy food from that server. The more Second Lifers let their bunnies to
breed, the more mouths there was to feed. Ozimal was making a virtual
killing selling virtual pet food to virtual pets.
But it didn't last. In 2016, Ozimal went bust. A former employee had,
years prior, claimed that Ozimal was using his intellectual property in
the creation of the rabbits without proper compensation. The legal fees
were too much for Ozimal to handle -- even very rich Second Lifers aren’t
(usually)all that rich real lifers -- so Ozimal folded. In an effort to
keep the rabbits fed, a guy named Malkavyn Eldritch -- sometimes cast as
a volunteer, other times cited as Ozimal’s creator -- kept the food server
That lasted about a year. On May 15, 2017, the cease and desist letters
came for Eldritch, too. Almost immediately thereafter, he announced that
he was shutting down the servers, effective May 17th. As a result, the
virtual rabbits would be unable to eat. (A few lucky bunnies had been
enchanted to not need food, but they were still unable to breed after May
17th.) As Eldrtich wrote on a now-deleted (but archived) blog post -- that server went
down, too -- the bunnies which can’t eat “will hibernate within 72 hours,”
a euphemistically nice way to say that the bunnies were going to
virtual-starve to virtual-death.
And that’s exactly what happened. By May 20, 2017, thousands of digital
pets went to sleep forevermore, unless by some miracle the Ozimal servers
can come back to life. Which isn’t very likely. But if it’s any solace,
remember: no real animals were harmed in the making of this saga.
Bonus fact: How popular
was Second Life during its heyday? As of April 15, 2012, the IRS had a recruitment office in the virtual world,
and it was quite the experience. According to AccountingWeb, the tax-collecting agency's
(now defunct) virtual island featured a race track, penguins, a sandbox,
a dance club, and "little virtual shops where you can purchase
provocative women's apparel for your avatar." The IRS believed it
was a bargain, too; unlike brand sponsorship of, say, NASCAR which could
run into the hundreds of thousands of dollars (if not more), the Second
Life experience cost only a few thousand bucks.
Related: Google's really cheap virtual reality viewer, Google
Cardboard. It's really neat and again, cheap at $15. Worth it
for the novelty, although it lacks a long-term practical value. (I've
used mine sparingly after the first few days, but the experience was so
cool that I showed it to everyone once I got it.)