Private Regions Tread Water Just Above The 20,000 Mark

Me And Gnomes

Like a plucky last wicket stand by Australian batsmen at the first ashes test, Private sims are desperately clinging on to their status above the 20,000 mark, with the latest Tyche Shepherd survey revealing there are 20,006 private sims on the grid.

Like the plucky last wicket stand, resistance to going below the 20,000 barrier would appear to be somewhat futile. the amount of private sims on the grid will dip below the 20,000 mark soon. However a couple of weeks ago, on June 30th, Tyche was reporting that private sims had descreased by 4.6% for the year, with a loss of 959 sims, which at that point left 20,033 private sims on the grid. However by the same time last year there had been a decline for the year of 5.2%, 1,230 sims, so the rate of decline is slowing although it shows no signs of stopping.

The tier remains too high and slashing tier would probably halt the decline, but that would hit revenue for Linden Lab. There are other underlying factors behind the decline.The reasons for the decline are not just due to the costs of tier or even the change in dynamics brought about by the rise of the Marketplace.

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The Trouble With Mainland

Shermerville Central

The trouble with mainland is quite simple, you can’t please all of the people all of the time. I popped along to the sims around Shermerville, places such as Shermerville Central, Shermerville NW, West Haven, Blumfield etc. and they feel quite a lot different to sims such as Bedos, Molay, Croix etc and the reason they feel different is because they are different. The former sims have a nice road network, they feel like a small town and the way they are designed seems to encourage good neighbourly practices, although there is drama. The latter, they have a lot of grass, far less of a road network and they don’t feel like community sims, they feel more as if each parcel or a set of owned parcels is its own kingdom.

I can recall when I was a lad in Second Life asking Jack Linden why there weren’t more sims such as Shermerville and he told me something along the lines of they were an experiment and weren’t that popular. Now if you’ve never been out that way, I suggest you do. When you come out of the straits of Shermerville across the suspension bridge, you feel like you’re entering a new town. The way these sims are designed encourages that feeling of being one community, although as I said, that doesn’t mean all the neighbours get on with each other.

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Lights, Camera, Inaction

There seem to be some misconceptions as to what exactly can be achieved with the new materials in Second Life. Some people are left feeling a little underwhelmed when they discover that the Materials system doesn’t deliver the results they hoped it would. We can see some good threads in both the Second Life official forums and over at SLUniverse where people are learning the powerful or not so powerful features of the tools, and this is good to see as healthy discussion helps everyone.

On the Second Life forums, Creator Linden has created a thread entitled Materials Support and Tips, which is a very handy read. What we see there is people coming to terms with what can and cannot be achieved. Another handy read is Advice? Advanced Lighting Model – No Effect On Materials Applied In world. That thread really emphasises how important lighting is to materials, something I hadn’t initially grasped myself, although there are some obvious clues when you consider you need to have advanced lighting turned on to see materials!

I had created some wooden planks, which when I first uploaded them, worked as intended, they had a bit more depth to them than the flat texture provided. However when I changed the day cycle to another setting, the depth was lost. Drongle McMahon was very helpful in pointing me in the right direction regarding how light works in a post over at SLUniverse:

Specular highlights only appear at a narrow angle between the incident light and the camera. You can control this angular distribution globally with the “glossiness” parameter, and that does affect the range of lighting conditions you can see the effects of the mormal map. It also affects the brightness, and you can alter that independently by changing the specular colour (below the spinners) to shades of grey. This all works with the blank texture in the specular map. You can get good woodgrain effects this way. Adding a proper map here gives you better, spatial control over the intensity (and colour). The sharpness (glossiness) can be controlled spatially by using the alpha channel of the normal map. Using these can make more pronounced effects.

The normal map only affects specular and diffuse intensities. It does not produce ambient occlusion or shadowing that would be there if the bumps were really there. This is why woodgrain-like effects are hard to see at angles where the specular effects are low. Without extra lights, that means you only see them at very limited light/camera angles. On the other hand, the environmental lighting comes from all round. Turning this up is like the old shiny. It can reveal the effects of the normal map, but it also tends give that overall wet look which is not very good for wood. Unlike the specular light, which is purely additive, it also darkens the diffuse texture as the shininess is increased, which is perhaps not what you want here either.

Drongle McMahon is very helpful in the official forum too, I’m quite a fan of Drongle.

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Tyche Shepherd’s Awesome Mainland Census June 2013

All graphs/charts in the blog post are reproduced with the kind permission of Tyche Shepherd, they remain the copyright of Tyche Shepherd and should not be reproduced without Tyche’s permission.

Tyche “Statto” Shepherd’s mainland census for June 2013 is out, it can be read here at SLUniverse. This does not make pretty reading unfortunately and whereas it’s far from fatal, it does appear that mainland is wounded, far more than I realised. Some key points to take in when compared to the March 2013 Census:

  • Overall number of parcels down 2.2%.
  • Total number of Owners down 2.8%.
  • Individual Owners down 3.0%.
  • Total number of land holding groups down 1.6%.
  • Abandoned land up from 11.7% to 12.6% to a new record high of 13.4% to 14.2%.
  • Governor Linden owned land up 1.6%.
  • All Linden land holdings up 1.5% to 49%.
  • Land for sale down 35.8%.

The extremely worrying figures relate to the increased Linden Lab holdings, which at 49% amont to nearly half of all mainland, the increase in abandonded land and the significant drop in land for sale. Tyche reports that land is being abandoned faster than it is being sold and the fact that land prices are basically rock bottom explains why people would rather abandon that wait to sell, but even then, land at rock bottom prices simply isn’t moving.

An Image Should Be Here
Abandoned Land

Now if you squint and look at the above graph from a funny angle, you’ll be able to see how it represents an ongoing increase of abandoned land. Alternatively you can go to the SLUniverse link and look at the graph properly, all graphs will follow this pattern because I can’t squeeze them in nicely, but trust me, this bar chart shows an increase in abandoned land and it’s quite staggering. The increase of abandoned land over the last quarter is the the equivalent of 108 to 115 full regions.

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Linden Lab CEO Rod Humble on Second Life’s Tween Years

Thanks to Soda Sullivan for posting the link in a thread over at SLUniverse. Rod Humble has been talking and it’s the sort of talk I like to see. He’s been talking to Eric Johnson of All Things D in an article with pretty much the same title as my post …. hmm, anyway you can read if via the following link: Linden Lab CEO Rod Humble on Second Life’s Tween Years (Q&A).

I found the article interesting and would urge people to read it. Rod Humble talks of Occulus Rift, The Second Life community where he avoids using the word passionate, which earns brownie points in my book. He also talks of commerce, live music, lag, virtual worlds in general and the challenges of mobile and console based versions of Second Life. The interview isn’t that long but it packs quite a lot in.

There are some stand out areas for me, others will find other areas that appeal to them. I particularly like the part of the interview where Rod Humble talks about people making money from Second Life:

Early on, the perception was that big companies would come into Second Life. In fact, the hobbyists won. They came in and said, “I make cars in Second Life, and that’s my hobby.” It became more like eBay than Amazon. There are bands charging for their gigs within the game. Famous bands like Duran Duran, but also a lot of indie bands who accept tips in return for live performances.

I also like his response when he’s asked whether Linden Lab has much influence on ventures such as Duran Duran coming to Second Life:

No, they came to us. We do our very best not to direct content within Second Life.

Which is just how it should be! However he does suggest that when performance is better, they may do more reaching out, so keep an eye on that. I’m a bit torn on an issue like this, there’s potential for Linden Lab to reach out, but not if it’s at the expense of the hobbyists who are already here. I’m a big fan of the idea of Linden Lab doing cross promotional work and reaching out to other companies though.

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