HBO Comedy: Post Event Thoughts
Saturday, March 3rd, 2007So I’m sitting here in Aspen getting ready to fly back to San Francisco and just thinking about the event. Overall, I was blown away by how well it all worked and people really seemed to enjoy themselves. Going into it, we were pretty nervous because (as Mark Wallace said to me), “comedy is such a high bandwidth experience. With the impending release of realtime voice capabilities in Second Life (and the inevitable debate about that), I thought I’d jot some thoughts about doing comedy in SL.

The general format of the event was as follows:
1.  People arrived and we had drinks and hung out for about 15 minutes.
2.  Hyla Matthews, the standup comedian, welcomed the crowd, did about 5 minutes of schtick and then introduced some videos of comedians from the Festival in Aspen
3.  Hyla did more schtick, this time walking into the audience for some live interraction.  Intro to more videos, this time selections from the film festival component ofthe Aspen Event.
4.  More schtick, this time focusing on Second Life jokes, which seemed to work really well.  Intro final videos from This Just In.
The toughest thing, by far, was the 17 second delay from when Hyla said something on the Skype call and when it was heard in Second Life.¬† Hyla really struggled with this — trying t get straight who was haring what and when.¬† In so many ways, comedy is about split second reactions and when the audience said something in chat, a 17.5 second reaction just doesn’t quite feel split second.¬† Behind the scenes, we did a lot of work to make this easier for Hyla and less apparent to the audience.
The other thing we noticed was that without the immediate feedback from the audience, Hyla couldn’t tell whether people were laughing or she was getting “crickets”.¬† One great idea that came up was in the future to have Laugh-Meters that the audience¬† could click to register overall amusement.
In general this was an amazingly enjoyable and eye-opening experience.  It also makes me realize just how game-changing the addition of real-time voice will be for day-to-day interraction, collaboration and work, and for entertainment.

