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<channel>
	<title>Dave Lester's Finding America &#187; Sigil</title>
	<atom:link href="http://blog.davelester.org/tag/sigil/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.davelester.org</link>
	<description>American Studies, Digital Humanities, Public History, and all that's in between (or not)</description>
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		<title>Tombstone, Online</title>
		<link>http://blog.davelester.org/2007/10/21/tombstone-online/</link>
		<comments>http://blog.davelester.org/2007/10/21/tombstone-online/#comments</comments>
		<pubDate>Sun, 21 Oct 2007 08:37:56 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[Sigil]]></category>
		<category><![CDATA[Simulations]]></category>
		<category><![CDATA[tombstone]]></category>
		<category><![CDATA[West]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/10/21/tombstone-online/</guid>
		<description><![CDATA[One of the Wild West Roleplaying simulations I&#8217;ve studied, Tombstone, now has a web presence. It&#8217;s interesting to step back and compare their online community to several others I&#8217;ve discussed in previous entries. One of the most surprising things to &#8230; <a href="http://blog.davelester.org/2007/10/21/tombstone-online/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>One of the Wild West Roleplaying simulations I&#8217;ve studied, <a href="http://www.tombstonearizona-secondlife.com/index.htm">Tombstone</a>, now has a web presence.  It&#8217;s interesting to step back and compare their online community to several others I&#8217;ve discussed in previous entries.  One of the most surprising things to me is how ambivalent members of these roleplaying communities are of other communities.  Yet, they all develop in similar ways.  What does this say about online roleplaying?  How do members of these communities view the American West?  Why is history represented similarly in all of these roleplaying sims?  Why is history misrepresented in similar ways as well?</p>
<p>A concerted effort is made on the part of roleplayers to historicize the environment they engage in, and establish a timeline of events that define the activities of the town.  In the case of the Wild West <a href="http://maddock.onlineroleplay.com/index.html">MUD Maddock</a>, their website lists a series of &#8220;<a href="http://maddock.onlineroleplay.com/events.html">historical events</a>&#8221; in the town that are archived roleplaying logs.  Additionally, they have a page of <a href="http://maddock.onlineroleplay.com/theme/recent.html">town news</a> and current events.  These establish the historical narrative that user interactions are based-upon.  Both Tombstone and <a href="http://sigil.davelester.org">Sigil</a> started town newspapers (the <a href="http://www.tombstonearizona-secondlife.com/tombstoneepitaph.htm">Tombstone Epitaph</a>, and the <a href="http://sigil.davelester.org/sigil-tribune/">Sigil Tribune</a>) to achieve similar objectives.  With that said, my interviews of participants in these communities indicate that there is practically no knowledge of other Wild West roleplaying communities.  The historicizing of events within these virtual worlds is foundational to the growth of these  communities, and a feature of historical roleplaying.</p>
<p>Accurately and consistently presenting one&#8217;s character is extremely important in these communities.  The Maddock website includes a &#8220;<a href="http://maddock.onlineroleplay.com/characters.html">Who&#8217;s Who</a>&#8221; of notable &#8220;citizens&#8221; where you can learn more about members of this &#8220;varied population.&#8221;  The Tombstone website encourages users to join one of three character groups -  Outlaws, Natives, and the Army (as if, historically, those were the only three groups that you could be a member of).  Sigil would give new citizens, upon arrival, a roleplaying guide to help situation their character within a larger historical framework.  What&#8217;s interesting is how idealized, homogenous, and &#8220;Hollywood&#8221; many of the descriptions and representations are.   This is a portion of the <a href="http://sigil.davelester.org/sigil-roleplay-guide/">Sigil Roleplaying Guide</a> that describes the town and frames the interactions of users within the simulation:</p>
<blockquote><p>You are in the Wild West arriving in a frontier town the setting is the period of 1860-1890. History of this period will assist you. Arizona was not yet a state but a territory of the United States. It was taken firstly in a war with Mexico and then the rest of the land purchased. Thus an old Adobe style church remains. The US Civil war has just taken place and the Union has won. If you are arriving in Sigil you have just lived through this historic moment. Mining is an important industry in this area of Arizona at this stage in time Gold was becoming harder to obtain and Silver becomes the principle product. Copper later takes over later in the period. The Railroad Industry is expanding West towards the pacific causing some parts to boom where the railroad passes through.</p></blockquote>
<p>I hope to investigate other historical roleplaying simulations in the future (not limited to the Wild West) to see if they follow similar patterns of behavior.</p>
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		<title>Old West Muds</title>
		<link>http://blog.davelester.org/2007/07/30/old-west-muds/</link>
		<comments>http://blog.davelester.org/2007/07/30/old-west-muds/#comments</comments>
		<pubDate>Tue, 31 Jul 2007 02:46:44 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[4 dimensions]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Maddock]]></category>
		<category><![CDATA[Moo]]></category>
		<category><![CDATA[Mud]]></category>
		<category><![CDATA[Role-playing]]></category>
		<category><![CDATA[Sigil]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/07/30/old-west-muds/</guid>
		<description><![CDATA[I&#8217;ve recently become aware of Old West muds and moos that predate the historical roleplaying I&#8217;ve observed in Second Life by five years. Moos and muds are text-based virtual worlds that became popular in the early 90&#8242;s; Second Life is &#8230; <a href="http://blog.davelester.org/2007/07/30/old-west-muds/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently become aware of Old West muds and moos that predate the historical roleplaying I&#8217;ve observed in Second Life by five years.  Moos and muds are text-based virtual worlds that became popular in the early 90&#8242;s; Second Life is sometimes referred to as a &#8220;graphical mud.&#8221; So far I&#8217;m aware of two different Old West muds &#8211; <a href="http://4dimensions.org/drupal/OldWestZones">4 dimensions</a> and <a href="http://maddock.onlineroleplay.com/index.html">Maddock</a>.</p>
<p>The 4 dimensions mud reads very much like a history lesson &#8212; its text is descriptive out of necessity.  In this Wild West mud, users are encouraged to roleplay &#8211; and even fight one another.  Here is the description when you first enter the Old West mud:</p>
<blockquote><p>By now &#8220;civilization&#8221; and science have changed the world considerably.  There were horses and carts during the medieval era too of course, but now there are trains driven by steam engines.  Robin Hood and his merry men used the longbow, which was a formidable weapon, but the ranged weapons in the Old West are much more powerful firearms, like Winchesters, revolvers and shotguns.  And during no time period, before or after, has the horse had such an important role in everyday life as here.</p></blockquote>
<p>Maddock is a fictional town in the Montana Territory set in the 1870&#8242;s.  Similarly to <a href="http://sigil.davelester.org">Sigil</a>, there has been an attempt to historicize the roleplaying within this virtual world.  Their website serves as an incredible resource, documenting the (fictional) <a href="http://maddock.onlineroleplay.com/theme/history.html">history of Maddock</a>, <a href="http://maddock.onlineroleplay.com/events.html">events</a>, and <a href="http://maddock.onlineroleplay.com/characters/links.html">profiles of roleplayers</a>, including <a href="http://maddock.onlineroleplay.com/characters/isolde.html">Isolde Balcombe</a>.</p>
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		<title>&#8220;Playing Indian&#8221; in La Tribu</title>
		<link>http://blog.davelester.org/2007/06/14/playing-indian%e2%80%9d-in-la-tribu/</link>
		<comments>http://blog.davelester.org/2007/06/14/playing-indian%e2%80%9d-in-la-tribu/#comments</comments>
		<pubDate>Fri, 15 Jun 2007 04:22:36 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[La Tribu]]></category>
		<category><![CDATA[Native Americans]]></category>
		<category><![CDATA[Role-playing]]></category>
		<category><![CDATA[Sigil]]></category>
		<category><![CDATA[Simulations]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/06/14/%e2%80%9cplaying-indian%e2%80%9d-in-la-tribu/</guid>
		<description><![CDATA[As previously mentioned, Native American roleplaying in Second Life is a very popular. In order to understand the Sigil Tribe, I&#8217;m exploring active Native American RP sims. Last night I visited La Tribu for the first time, a French-speaking Native &#8230; <a href="http://blog.davelester.org/2007/06/14/playing-indian%e2%80%9d-in-la-tribu/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.davelester.org/images/latribu_me.jpg" alt="" align="right" />As previously mentioned, <a href="http://www.davelester.org/2007/06/09/native-american-roleplaying-in-sigil/">Native American roleplaying</a> in Second Life is a very popular.  In order to understand the <a href="http://sigil.davelester.org/sigil-tribe/">Sigil Tribe</a>, I&#8217;m exploring active Native American RP sims.  Last night I visited La Tribu for the first time, a French-speaking Native American roleplaying sim.  (Some background:  I don&#8217;t speak French, so the entire time I was toggling Altavista Babelfish translating what was being said and responding.  Thankfully I&#8217;ve found an in-world translation HUD that should make this much easier.)  Although my French was embarrassing and my computer froze, deleting the chat logs I hoped to archive, I found a level of sophistication in the sim that&#8217;s alluring.</p>
<p>When teleporting to the sim, I was given a free visitor&#8217;s outfit that&#8217;s meant to historicize my character with appropriate clothing.  This is a common practice in historical roleplaying sims &#8211; however there&#8217;s a social stigma associated with this clothing, it instantly identifies you as a newbie.  (In a similar vein &#8211; in <a href="http://sigil.davelester.org">Sigil</a> one of the first things I had to do was purchase a virtual horse.  It was a status symbol that, once I had one, allowed me to speak to others more freely.)  With tacky pants and paw print tattoos on my chest I explored.</p>
<p>My initial impression of La Tribu (from what I could gather with my limited comprehension of French) was that it has very rigid gender roles.  My guide frequently described the activities of virtual natives in terms of gender &#8211; men do this, women do that.  A <a href="http://sltree.blogspot.com/2007/02/tribe.html">first hand account</a> from a citizen historian confirms my reactions by writing:</p>
<blockquote><p>We are standing on top of a small hill, where a little cascade of waterfalls runs into a few, deep blue pools. This place is for women only.  &#8220;Men are only allowed up here if the women invite them.&#8221;  Women are not oppressed in this small French speaking tribe I&#8217;ve been invited to visit. They each have their own teepees, with which they are free to do whatever they wish. The teepees are loosely arranged in the vicinity of the common campfire, around which household chores are performed.</p></blockquote>
<p>I have to brush up on my French, but I hope to explore this further in the near future</p>
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		<title>Native American Roleplaying in Sigil</title>
		<link>http://blog.davelester.org/2007/06/09/native-american-roleplaying-in-sigil/</link>
		<comments>http://blog.davelester.org/2007/06/09/native-american-roleplaying-in-sigil/#comments</comments>
		<pubDate>Sat, 09 Jun 2007 17:57:46 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[Native Americans]]></category>
		<category><![CDATA[Representation]]></category>
		<category><![CDATA[Role-playing]]></category>
		<category><![CDATA[Sigil]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/06/09/native-american-roleplaying-in-sigil/</guid>
		<description><![CDATA[The most recent addition to the Sigil Archive introduces Native American roleplaying in Second Life, specifically the Sigil Tribe. There are several Native American roleplaying tribes in Second Life, including one that speaks entirely in French. I&#8217;ve uploaded a set &#8230; <a href="http://blog.davelester.org/2007/06/09/native-american-roleplaying-in-sigil/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>The most recent addition to the <a href="http://sigil.davelester.org">Sigil Archive</a> introduces Native American roleplaying in Second Life, specifically the Sigil Tribe.  There are several Native American roleplaying tribes in Second Life, including one that speaks entirely in French.  I&#8217;ve uploaded a set of <a href="http://sigil.davelester.org/sigil-tribe-guidelines/">guidelines</a>, as well as tribe <a href="http://sigil.davelester.org/tribe-rules/">rules</a> that were used by the Sigil Tribe.  Here&#8217;s an interesting snippet from one of the documents:</p>
<blockquote><p>The Whites.  We don&#8217;t like them. But we arn&#8217;t savages and out of control either. Whites are good for trade and weapons so we have to keep a balance to get guns and supplies. One thing though is we believe in a life for a life and this could be an issue is someone from the tribe gets themselves killed in town. Any Armed Whites coming into our lands is fair game and most likely won&#8217;t survive an encounter unless they choose to leave naked and humble. White woman often were playthings for single braves and found their womanhood a bit battered from the encounter but rarely were they killed. Children often were adopted if their parents were dead and made full members of the tribe so no mistreatment of our adopted children. All soldiors entering our lands are killed outright unless there is a treaty made. They travel in groups so once again for safty sakes don&#8217;t ever travil alone. Alone and armed is a fast way to die. Don&#8217;t expect the white men to talk first if you&#8217;re armed. Don&#8217;t go into town armed, an armed Indian is fair game in town. Going unarmed means you&#8217;re there to trade in peace.</p></blockquote>
<p><strong>Note:</strong> Any grammatical or spelling errors haven&#8217;t been changed from the original documents.</p>
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		<title>The Disneyfication of SL Historical Roleplaying</title>
		<link>http://blog.davelester.org/2007/06/03/the-disneyfication-of-sl-historical-roleplaying/</link>
		<comments>http://blog.davelester.org/2007/06/03/the-disneyfication-of-sl-historical-roleplaying/#comments</comments>
		<pubDate>Sun, 03 Jun 2007 08:11:17 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[American Studies]]></category>
		<category><![CDATA[American Quarterly]]></category>
		<category><![CDATA[ASA]]></category>
		<category><![CDATA[Disneyfication]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Oregon Trail]]></category>
		<category><![CDATA[Role-playing]]></category>
		<category><![CDATA[Sigil]]></category>
		<category><![CDATA[Simulations]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/06/03/the-disneyfication-of-sl-historical-roleplaying/</guid>
		<description><![CDATA[In her 2005 presidential address to the American Studies Association, Karen Halttunen delivered a speech that would be published in American Quarterly the following year, entitled &#8220;Groundwork: American Studies in Place.&#8221; She discussed the &#8220;disneyfication&#8221; of American place-making; the replacement &#8230; <a href="http://blog.davelester.org/2007/06/03/the-disneyfication-of-sl-historical-roleplaying/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>In her 2005 presidential address to the American Studies Association, Karen Halttunen delivered a speech that would be published in American Quarterly the following year, entitled &#8220;Groundwork: American Studies in Place.&#8221;  She discussed the &#8220;disneyfication&#8221; of American place-making; the replacement of reality with an idealized vision that engenders racism and sexism.  What occurs in disneyfication is the substitution of place with an idea &#8211; one that is idealized, homogenous, and limiting.  Disneyfication is problematic in that it only presents a simplified version of reality.  The name obviously comes from Disney, whose presentation of ideas to children has traditionally been an idealized, optimistic representation of the world that doesnt engage the realities of the world.  This amounts to the filtration or censorship of ideas â€“ ideas that fall outside a utopian vision of reality are eliminated.</p>
<p>I&#8217;ve been witnessing the disneyfication of historical roleplaying in Second Life.  Since the closing of the first Wild West roleplaying sim, <a href="http://sigil.davelester.org">Sigil</a>, a number of new RP sims have been created to take its place.  It&#8217;s difficult to keep track of these sims &#8211; they briefly appear and then, just like Sigil, completely vanish.  Their significance is not in the number of simulations that have followed, but the manner which they conduct business.  Many of these new environments resemble historical amusement parks or shopping malls more than they do roleplaying environments.  A good example of this is Sand Ranch, where the streets are lined with small shops selling &#8220;authentic&#8221; avatar clothing, as well as stylized clothing that can make you look like a Country singer.  The historical accuracy of these environments isn&#8217;t necessarily intended nor desired &#8211; their goal is to create a profit.</p>
<p><span id="more-55"></span>My criticism of disneyfication directly relates to my studies of the Oregon Trail computer game, Second Life historical roleplaying, and the potential use of virtual worlds for educational purposes.  I should clarify that not all roleplaying simulations have been simplified into historical amusement parks.  What has occurred is a shift in ownership &#8211; several successful historical roleplaying sims persist with group ownership.  New simulations take advantage of the popularity of these environments and market their products to that community of users.  The disneyfication that occurs in these newer roleplaying sims is largely due to an imbalance of ownership.  When one person, or only a select few control how ideas are represented within a sim, they are naturally limited.</p>
<p>One of the exciting things about Sigil and other historical roleplaying sims is how collaborate these environments become.  For example, Sigil itself had virtual town hall meetings, where virtual citizens would gather together with the mayor to discuss pressing issues.  There were a list of roles that citizens could take up, and each person collaborated to affect the sim&#8217;s narrative structure.  How the West, and history itself was represented within the sim depended on these individual users.  The disneyfication that occurs in many newer Wild West sims can be attributed to this lack of community and collaboration.  Traditional computer simulations, the Oregon Trail included, were limited by the presentation of ideas.  Since all actions are hardcoded into the software, only a few select &#8220;experts&#8221; could present the West&#8217;s narrative, while Second Life as a social space has no such limitations.</p>
<p>The power of Second Life and any type of new social media is that it allows user interaction and the creation of relationships between individuals and environments.  When learning history, those elements are critical to the retention of knowledge.  Must there be disneyfication of historical roleplaying in Second Life?  I would argue no &#8211; not more than there is any other process of learning.  There is abstraction to some extent &#8211; we can only learn so much and most of us will not become experts.  But there is the potential for Second Life, as a collaborative and social learning environment, to allow students to reach beyond the limited knowledge presented by experts, and learn through their peers in ways that mean more to them individually â€“ a process of internalization that is the intention of learning.</p>
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		<title>Calling All Second Life Historians</title>
		<link>http://blog.davelester.org/2007/05/24/calling-all-second-life-historians/</link>
		<comments>http://blog.davelester.org/2007/05/24/calling-all-second-life-historians/#comments</comments>
		<pubDate>Thu, 24 May 2007 21:24:31 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[Archive]]></category>
		<category><![CDATA[History]]></category>
		<category><![CDATA[Sigil]]></category>
		<category><![CDATA[tombstone]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/05/24/calling-all-second-life-historians/</guid>
		<description><![CDATA[We must take steps to preserve virtual worlds, or their histories may be lost forever. With the increasing popularity of virtual worlds such as Second Life, an incredible amount of user-generated content has been created within these worlds &#8211; avatars, &#8230; <a href="http://blog.davelester.org/2007/05/24/calling-all-second-life-historians/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We <em>must </em>take steps to preserve virtual worlds, or their histories may be lost forever.  With the increasing popularity of virtual worlds such as Second Life, an incredible amount of user-generated content has been created within these worlds &#8211; avatars, houses, clothes, games, and animations among other things.  The establishment of subcultural groups that meet virtually and collaborate to make content fascinates me, including the Wild West role-playing simulation of Sigil.  What can these sims tell us about this time of pivotal changes in human interaction?  What questions will we have in 10 years looking back at this point?  Will we have preserved these environments so the study of them is even possible?  All too often these sims exist for several months, then completely disappear with no historical record kept.  All of the daily interactions, the groups and people involved, stories and the wide arrange of content created by individuals instantly becomes invisible.  Why are we letting this happen?  I urge others to take an interest in preserving the histories of the virtual world, before many of these sims become &#8220;ghost towns&#8221; as Sigil did.</p>
<p>I&#8217;m not sure if the title is fitting, however I may be the first Second Life historian.  In the very least, <a href="http://sigil.davelester.org">The Sigil Archive</a> seems to be the first of its kind &#8211; attempting to preserve the history of an entire Second Life sim.  A search on Technorati for &#8220;Second Life historian&#8221; came up with nothing, and a Google search only returned one vague result. Historians, why aren&#8217;t you doing research on Second Life?  In today&#8217;s Web 2.0 world, if is doing anything remotely interesting on Second Life it usually appears in a blog somewhere, but I hope that I&#8217;m wrong and others are out there.  History informs our identity and culture, which makes the preservation and understanding of history a crucial part of life.  The history of Second Life simulations is no different.  The importance of this became evident when I was recently in the Wild West sim called Tombstone.  Tombstone is one of several Wild West simulations that appeared following the demise of Sigil, and the basic narrative structure (time period, location, etc) is incredibly close to Sigil.  I had a discussion with a citizen, where I asked if he had ever been to Sigil &#8211; he responded no.  To my surprise and delight, he explained how he is starting a virtual newspaper in this Wild West simulation &#8211; without realizing that there had been the Sigil Tribune at one point.  Without having history to root our experiences, everything we do seems new.</p>
<p>Many Second Life amateur historians exist, in fact it&#8217;s increasingly popular.  Individuals will maintain a blog for their avatar, where they account their journeys into the vast corners of the metaverse &#8211; often cataloging what they witnessed along-side images to document the experience.  Historians must focus contextualize the accounts of individuals, as well as preserve documentation of these environments and individuals involved.  <a href="http://www.slhistory.org">SLHistory</a> is a wiki that offers a space for community knowledge building regarding the history of Second Life, but at this point lacks any comprehensive research and documentation of simulations.  In my research of Sigil, I began by traveling through the simulation documenting images of buildings and people, and recording their names.  After the sim went offline, I contacted several former citizens including the mayor, who have provided me with a great deal of information including primary documents regarding the sim&#8217;s creation.  These documents instantly became invisible to the virtual world when the sim became inactive &#8211; but many copies were stored in the inventory of users.  As digital historians we must take active steps to preserve these documents.</p>
<p>Let me close by saying that there are individuals studying the history of virtual worlds (broadly speaking).  <a href="http://www.damer.com/">Bruce Damer</a> is compiling a <a href="http://www.vwtimeline.org/">virtual worlds timeline</a>, cataloging the origins and evolution of social virtual worlds.  Timothy Burke has a great blog posting regarding <a href="http://weblogs.swarthmore.edu/burke/?p=308">virtual world methodology</a> and the lack of textual sources that influenced me a great deal.  If we agree that virtual worlds are becoming increasingly important within society including education, then the need to archive and record the history of these emerging new media environments becomes clear.</p>
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		<title>Brief Walk Through Tombstone</title>
		<link>http://blog.davelester.org/2007/05/21/brief-walk-through-tombstone/</link>
		<comments>http://blog.davelester.org/2007/05/21/brief-walk-through-tombstone/#comments</comments>
		<pubDate>Tue, 22 May 2007 02:29:47 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[Role-playing]]></category>
		<category><![CDATA[Sigil]]></category>
		<category><![CDATA[tombstone]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/05/21/brief-walk-through-tombstone/</guid>
		<description><![CDATA[Tombstone is a Wild West RP sim in Second Life that popped up shortly after Sigil became a ghost town. Here is a short video I put together (this was my first cinematographic attempt in SL). Take the music with &#8230; <a href="http://blog.davelester.org/2007/05/21/brief-walk-through-tombstone/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Tombstone is a Wild West RP sim in Second Life that popped up shortly after <a href="http://sigil.davelester.org">Sigil</a> became a ghost town.  Here is a short video I put together (this was my first cinematographic attempt in SL).  Take the music with a grain of salt &#8211; I thought it would be funny.  Unfortunately there weren&#8217;t many active people role-playing when I was there &#8211; but I was able to capture a nice walk-through.</p>
<p><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/DQwSYZ4dqe8"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/DQwSYZ4dqe8" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
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		<title>Sigil is for Sale</title>
		<link>http://blog.davelester.org/2007/05/19/sigil-is-for-sale/</link>
		<comments>http://blog.davelester.org/2007/05/19/sigil-is-for-sale/#comments</comments>
		<pubDate>Sun, 20 May 2007 01:38:26 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[Sigil]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/05/19/sigil-is-for-sale/</guid>
		<description><![CDATA[Sigil has been bought by virtual real estate mogul Anshe Chung, whose company Dreamland is selling the sim for 500,000 linden. You can also rent it for 112,000 linden/month. For those who don&#8217;t use Second Life, the cost to buy &#8230; <a href="http://blog.davelester.org/2007/05/19/sigil-is-for-sale/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.davelester.org/images/anshe_businessweek.gif" align="right" />Sigil has been bought by virtual real estate mogul <a href="http://www.anshechung.com/">Anshe Chung</a>, whose company <a href="http://dreamland.anshechung.com/">Dreamland</a> is selling the sim for 500,000 linden. You can also rent it for 112,000 linden/month.  For those who don&#8217;t use Second Life, the cost to buy the land translates to roughly $1,880 US currency.  Anshe was the first Second Life millionaire, and has been featured on the covers of Business Week and Fortune magazines.</p>
<p>It will be interesting to follow the future of <a href="http://sigil.davelester.org">Sigil</a> &#8211; during its existence it changed hands due to the high costs of running the sim, and eventually folded for that reason.  I&#8217;ve seen other historical sims follow the same path.  I&#8217;ll be disappointed if its replaced with a virtual casino or something along the same vein.  While it remains for sale, Dreamland has changed to the &#8220;Sigil Mall &amp; Sex Garden.&#8221;  Perhaps Anshe herself will develop something if she&#8217;s unable to sell it.</p>
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		<title>The Sigil Archive</title>
		<link>http://blog.davelester.org/2007/05/07/the-sigil-archive/</link>
		<comments>http://blog.davelester.org/2007/05/07/the-sigil-archive/#comments</comments>
		<pubDate>Mon, 07 May 2007 08:41:13 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[Sigil]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/05/07/the-sigil-archive/</guid>
		<description><![CDATA[As discussed in a previous entry, I&#8217;ve been researching Sigil, a Western simulation in Second Life that no longer exists. Rather than sit on a goldmine (pun intended) of information, I&#8217;ve established an online archive that makes this lost world &#8230; <a href="http://blog.davelester.org/2007/05/07/the-sigil-archive/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal">As discussed in a previous entry, I&#8217;ve been researching Sigil, a Western simulation in Second Life that no longer exists. <span> </span>Rather than sit on a goldmine (pun intended) of information, I&#8217;ve established an <a href="http://sigil.davelester.org">online archive</a> that makes this lost world visible.<span> </span>At the time of writing this, I have the first two issues of <em>The Sigil Tribune</em> as well as the over 40 images archived.<span> </span>The archive will continue to grow in the upcoming days and weeks.</p>
<p class="MsoNormal"><a href="http://sigil.davelester.org"><img title="The Sigil Archive" src="http://davelester.org/images/sigil_archive.jpg" alt="The Sigil Archive" width="477" height="297" /></a></p>
<p class="MsoNormal"><a href="http://sigil.davelester.org">http://sigil.davelester.org </a></p>
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		<title>Machinima Western Movie</title>
		<link>http://blog.davelester.org/2007/04/29/machinima-western-movie/</link>
		<comments>http://blog.davelester.org/2007/04/29/machinima-western-movie/#comments</comments>
		<pubDate>Sun, 29 Apr 2007 07:48:31 +0000</pubDate>
		<dc:creator>Dave Lester</dc:creator>
				<category><![CDATA[American Studies]]></category>
		<category><![CDATA[Sigil]]></category>

		<guid isPermaLink="false">http://www.davelester.org/2007/04/29/machinima-western-movie/</guid>
		<description><![CDATA[Through role-playing, Second Life users created the Arizona town of Sigil set in the period 1860-1890. Sigil was the first, and most-developed Second Life Western role-playing simulation. Make note that it was a simulation of the West, not the Arizona &#8230; <a href="http://blog.davelester.org/2007/04/29/machinima-western-movie/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Through role-playing, Second Life users created the Arizona town of Sigil set in the period 1860-1890.  Sigil was the first, and most-developed Second Life Western role-playing simulation.  Make note that it was a simulation of the West, not the Arizona town itself; Sigil was a fictitious town created from the imaginations of users to represent the American West.  One of the most interesting aspects of Sigil was that users were in complete control of the town&#8217;s environment &#8211; participating in its growth, and ultimately in its demise.</p>
<p>While Sigil was the first Western role-playing simulation within Second Life, its existence was predated by the Machinima movie &#8220;<a href="http://www.bellsandspurs.com/">Silver Bells and Golden Spurs</a>.&#8221;  Many of the costumes worn by users within the film appear in many of the photos I have from Sigil, naturally expanding my critique of Sigil to the origins of these items.  Directed by Eric Call and Linden Lab, &#8220;Silver Bells and Golden Spurs&#8221; (SBGS) first premiered at South by Southwest in 2006.</p>
<p>Machinima films are movies made in virtual worlds using real-time 3D engines unlike professional 3D software.   In the case of SBGS, the entire set of the Western town was created specifically for the filming and Second Life users became actors as the video was recorded.  The <a href="http://www.secondlifeherald.com/slh/2006/03/lindens_shoot_f.html">Second Life Herald reported</a> that actors used a pre-arranged sequence of animations, making it distinctively not role-playing.</p>
<p>Without further delay, here is Silver Bells and Golden Spurs:</p>
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