CyberPunk City


“It’s so cool we can’t help ourselves. It feels overwhelmingly like home. It’s where we belong. Why is this? I don’t think we care to question too deeply. Life is cheap in Cyberpunk City. Thats probably what attracts us there more than anything else. It offers us a place to be both anonymous and to live cheaply. What it proves more than anything is how much we need to. We need a place we can go to do that. It would probably be quite different if we actually lived there. How could we know? We have real life. Cyberpunk City is an escape from that into something more like the bits of that we need to deal with. Externally, internally. Its roots are noir, technology, capitalism, degeneracy.”  snakeappletree 






CyberPunk City Was A Dreamworld ?



The problem with SL is even though there are a lot of builders with similar interests, we are all segregated into different sub-communities. We are all paying LL to do the same thing. IE; to build CyberPunk cities. What happens is a handful of isolated people build temporary and isolated versions of the CyberPunk city without coming together to populate it as a stable continuum. The builds become artistic showpieces with occasionally some roleplaying events. 



Drawing from sources, for example;


> The storyline of the Yakuza series (now also known as Like a Dragon) video game franchise published by Sega and EU Deep Silver, which traces the significant of one plot of land over decades and how it impacts the streets and city around it.  By extention; the people, the community. 


> Night City in Cyberpunk2077, which again as a single-player commercial release was not an interactive MMORPG environment where people can collaboratively live there, work, relationships, to the same scope as a real world physical environment. 


Which is what we love about, for example, 


> Ready Player One. 





The Gap In The Milieu 


The promise of an actual Virtual World representing a fully immersive interactive Cyberpunk City has still yet truly to emerge. 


Is cyberpunk purely a thing of a handful of generations of the late 20th century sharing some versions of ‘the original 80s vision’ ? 


What is the role of the Cyberpunk movement in the future after 2025? 

And especially that aspect of it which is the online Virtual Reality community. 


Perhaps it is that the SecondLife platform is not designed for that. It is however the major pioneering platform for 3D Virtual Worlds as a sustainable, viable model. With AI technology and quarter of a century of experience of Virtual Worlds and 50 years of experience of Video Games, the obvious solution is the obvious solution. 


The obvious direction of progress is the obvious direction of progress. 



Lag is a major problem for Virtual Worlds. 


> Reduce poly count. 


> Players inventory is stored in their hardware, not in the platform servers. 


> One public accessible location, not divided into many separate regions. 





What it Needs To Thrive: 


Taking the best from the best to create something even better. 


> Ability to purchase and trade parcels. 


> Ability to construct on parcels. 


> Diverse cultural locations which can change hands so the managers responsible for them can capitalise. Eg; museum of cyberpunk cultural history, schools for education courses, etc. 


> Cyberpunk City is Cyberpunk genre, it is not Superhero Genre. Genre specific guidance and education is cultural preservation. 


> Integration of factions representing Cyberpunk Tropes to sustain the established genre specifics. ‘Players’ can start their own factions or join existing ones. Factions have Behavioural Expectancies. Wherever possible the structure of this reinforces the Cyberpunk milieu themes and structures. 


> Duties are responsibilities. This should be rewarded in prestige and funding. 


> Excellence should be rewarded. 


> A heritage fund to preserve ‘listed build’ locations paid into as standard by the whole community for accessing the platform in form of a regular ‘access fee’. 


> On top of ‘access fee’ is an ‘interaction fee’ including both interacting with objects and uploading new content. 


> A mandate about what the platforms rules are and what is acceptable and not acceptable. 


> An ability for the platform owners to police that. Delegation of policing that to parcel managers. 


> Different forms of Kung Fu combat integrated into the interface as standard.


> Fully interactive objects including avatar physics. 


> Integration of AI technologies for building and information. 


> Population owning homes and/or renting apartments to provide a base for their Characters to operate from. 


> Integration of fully interactive AI NPC ‘bots’ with their own Behavioural and Motivation cycles to provide a sense of realism, immersion. To do the ‘grunt work’, providing adventure quests, etc. These AI NPC will inevitably form a core backbone of the Cyberpunk City environment. 





More History of Cyberpunk City 


We could and should go further back into literature about computers and the internet which existed before computers, and other stuff which came since. Tron. The Matrix (which arguably is retro-set in the same world as the Terminator movies, just as AvP is retro-set in Blade Runner).