2014 Reviewed Part 2 : July To December

In this post I will review 2014 from a largely virtual world perspective for the months July to December. This is part 2 , part 1 is the post before this one. I’ll combine both posts into another post for easier future reference once they are both completed. These posts will miss lots of big and interesting stories because the nature of the beast demands some brevity. These post may well look longer than they actually are at first glance because of images and pictures. The aim of posts such as these are to give a brief overview of the year, rather than an in depth review. An in depth review is too long for a blog post, it may make for an interesting book.

July

New changes to Skill Gaming policies in Second Life were coming to the fore in July, the result would be a learning curve for Linden Lab, creators and region owners. This was not a smooth process. KR Engineering, creator of the very popular Greedy Greedy announced they would be releasing a free to play only version of the game to ensure they did not have to deal with the Skill Gaming Policy.

Experience keys were the flavour of the month as Linden Lab invited us to the Cornfield to experience the new experiences!

Linden Lab updated section 2.3 of their terms of service. The update wasn’t really convincing and remains problematic. CG Textures, who now forbid use of their textures in Linden Lab products remained unconvinced that any of their concerns had been addressed at all and told Jo Yardley :

I’m afraid this does not change the situation for us.

I’m not sure why it’s so difficult for Linden Lab to address this issue. 

Linden Lab announced upcoming improvements to Second Life, including experience keys beta, improving group chat, implementing the chrome embedded framework and more improvements for Mesh and texture loading.

UWE Education In Virtual Worlds MA

I covered the University Of The West Of England teaching an MA in Virtual Worlds within Second Life. This course was aimed at those who want to teach in virtual worlds but some of those taking the course were actually just interested in the subject matter.

Despite the slow down in the loss of private regions in Second Life, the overall amount was still dropping. Tyche Shepherd informed us that the number of private regions had slipped below 19,000 for the first time since 15th June 2008.

The new Skill Gaming policy in Second Life, which had initially been pencilled in to be enforced from August 1st had its deadline pushed back to September 1st.

Continue reading “2014 Reviewed Part 2 : July To December”

2014 Reviewed Part 1 : January To June

In this post I will review 2014 from a largely virtual world perspective for the months January to June. This is part 1 of 2 as part 2 is still a work in progress but will hopefully appear tomorrow. I’ll combine both posts into another post for easier future reference once they are both completed. These posts will miss lots of big and interesting stories because the nature of the beast demands some brevity. These post may well look longer than they actually are at first glance because of images and pictures. The aim of posts such as these are to give a brief overview of the year, rather than an in depth review. An in depth review is too long for a blog post, it may make for an interesting book.

Anyway, on with the show, as they say.

January

January started with a look back to 2013 and the number of private region losses. The scores on the door from Tyche Shepherd displayed a slow down on the number of regions leaving the Second Life grid, something that would continue during 2014.

  • 2012 Net Private Region Losess – 2865 (12.0%)
  • 2013 Net Private Region Losses – 1719 (8.2%)

The virtual world of Kitely moved to a different pricing model which largely did away with the pay by the minute options as these had not been popular.

Blackened Mirror poster should be here
The Blackened Mirror Poster

Season 2 of The Blackened Mirror was taking a mid-season break but would return by the end of January. The show was recorded in Second Life.

Linden Lab were Raising The Roof : The HTTP Project. This project, which had started in 2012 was aimed at improving HTTP communications to improve the end user experience. Linden Lab would continue working on improvements during the year.

Second Life users were getting frustrated by tax and account information requests from Linden Lab. They would continue to be frustrated by these requests throughout the year despite Linden Lab improving their communications and information on these issues.

Second Life got a mention in the comedy show, 2 Broke Girls.

Then came the storm to warm up many a chilly January evening, Cloud Party announced that they would be closing their virtual doors on February 21st.

Pirates? Ahoy?

This was quickly followed by even more news to warm up January, Aston Villa fan and Linden Lab CEO, Rod Humble, was leaving Linden Lab. This created a Twitter storm.

Continue reading “2014 Reviewed Part 1 : January To June”

High Fidelity Moves To The VR Tune Whilst Ebbe Altberg Looks To The Future

Any predictions on what the future holds for virtual reality theatre?” Draxtor Despres asked MadameThespian Underhill in episode 24 of The Drax Files : World Makers. MadameThespian gave a very interesting answer :

In the future I want motion tracking technology, so that our bodies can be used to flesh out the acting, be free from a keyboard and a mouse. Eventually the way an avatar can be manipulated will be so detailed that it will be like being there in real life, totally immersed. Twenty years from now when everyone is doing this and going ‘Oh wow isn’t this cool’, hey I’ve been doing this in a virtual space since 1997, I’m still here, I love it.

The above quote demonstrates quite a few things. The first being that virtual spaces have been around in one form or another for quite a while now. Another being that the future has a long way to go and a further point is that those who are involved in virtual worlds have different ideas on what the future may hold.

However the most relevant part of the quote as far as this blog post is concerned is to do with body tracking. I’ve raised concerns as to whether people are going to be comfortable wearing headsets, setting up motion trackers and whether people will actually embrace having their movements captured. I’m not totally alone in this view, even enthusiasts of new technologies admit that there are concerns in this area.

Ebbe Altberg was asked by Ben Gilbert of EndgadgetWhat is the greatest challenge that the medium of virtual reality must overcome in the next five years? Ebbe’s answer touches upon these issues of comfort :

Ease of use remains the greatest challenge. In order to truly reach the mainstream, virtual reality experiences will have to be easy, natural and comfortable to create, interact with and consume.

Ebbe also touched upon this on the Endgadget Expand panel : The Future Of VRBeyond Gaming when he admitted that after about half an hour of using the Oculus Rift he feels tired. This isn’t so much about the comfort of wearing the device, it’s more to do with frame rates and resolution in virtual experiences that were not really built with the Oculus experience in mind.

However one could imagine that having to wear headsets or get in tune with a motion sensor may well suit those who have an acting and live performance background, they are familiar with the concepts of dressing up, making eye contact and being fully aware of what their expressions may convey.

Storytelling in virtual reality is a glaring use case that goes beyond gaming and if consumers can afford to get immersed from the comfort of their own home, it’s one that could really take off. We’re in the very early stages of this here but one company who have been happily playing to their peripherals are High Fidelity and they exemplify this yet again in their latest blog post :  Rock-Paper-Scissors Showdown: Using Leap Motion at High Fidelity.

Continue reading “High Fidelity Moves To The VR Tune Whilst Ebbe Altberg Looks To The Future”

Philip Rosedale At Gigaom Roadmap – Sci-Fi, Virtual Worlds And Beards

Philip Rosedale was interviewed by Signe Brewster at Gigaom Roadmap 2014 yesterday and Gigaom have posted the interview in an article entitled : The gap between virtual reality and sci-fi is shortening. Philip talks about virtual worlds, including Second Life and not surprisingly, High Fidelity.

The video is interesting because Philip talks about the past and future of virtual worlds as well as discussing how science fiction is a good influence for him. The interview runs for about half an hour and that includes a Q&A session.

There’s a really interesting part of this interview where Philip talks about body language. New devices allow virtual worlds to capture the body language of the person behind an avatar and reproduce that body language inside a virtual world. High Fidelity staff conducted an experiment where they were each interviewed in High Fidelity using the same avatar and then those videos were later played back to all of the staff without sound. The staff members quickly realised that they could recognise who was who based on the face gestures and body movements of each avatar.

When asked about what he has learnt from Second Life Philip talks about economies, virtual communities and how people will self organise. This may explain why High Fidelity is more of an open source venture than Second Life was. Philip has witnessed that people will self organise and presumably he also feels they are capable of self governance. Philip does point out that technology has changed since Second Life was created, for example there was no cloud computing back then and he does state that they tried to make Second Life as open as they could. This is a comment that has a lot of merit. Whereas Second Life isn’t open in the way High Fidelity will be, it remains very open in the concept of user generated content.

Philip talks of how reading science fiction is almost an instruction manual for building virtual worlds and his big influence in this area is, not surprisingly, Neal Stephenson’s Snow Crash.

Continue reading “Philip Rosedale At Gigaom Roadmap – Sci-Fi, Virtual Worlds And Beards”

A Glimpse At The Ghost Of Metaverse Past

Back on March 1st 2006 Philip Rosedale and Cory Ondrejka presented a Google Tech Talk : Glimpse Inside a Metaverse: The Virtual World of Second Life. I’ll embed the video at the end of the post, it’s around an hour long but it gives a fascinating insight into where Second Life was over eight years ago.

An interesting point to note is that the presentation demonstrates Second Life in action but due to a database upgrade, the demonstration of Second Life could not be shown on the main grid. This exemplifies well the improvement in maintenance practices that we see in Second Life today, that sort of downtime generally doesn’t happen these days.

The video demonstrates well why Second Life was considered to have such great potential. Philip talks of the economy, the growth in land mass and how people could earn money and withdraw it via Paypal, which they can still very much do today. There’s no shipping involved in this sort of commerce, there’s no Visa requirements to work in an international market. Things have of course changed recently with identification requirements being more strictly applied, but you still don’t get dinged with shipping fees and you still don’t need a work Visa. However it should also be noted that a question is raised about IRS regulations, so even back in 2006 it seems that these things were on the horizon, people could see it coming.

The video demonstrates some of the creations of Starax, especially his wand which at the time, Cory suggested. cost USD$30.00, which took Philip by surprise although he does say how cool the wand was. He also discusses the success of Anshe Chung. There’s also an interesting point to be noted in terms of demographics. Back then the population was 43% female with an average age of 32 and an international population of 25%. I have no idea what the demographics are today but it would be interesting to see them.

The answer as to why Second Life didn’t have a standard scripting language such as LUA is answered here. However there were plans, after implementing Mono, to move towards using more standard scripting languages. Interestingly High Fidelity has gone a different route and is embracing Javascript and the hints are that Linden Lab’s next generation virtual world will also use a more standard scripting language.

There’s an interesting comparison between the World Of Warcraft model of using shards and Second Life’s one world model. Philip suggests that Second Life at the time was about as big as one World Of Warcraft shard. He also gives a nod to the fact that Eve-Online has a one world design, rather than shards.

A really good point with this video is that is explains a lot about how Second Life works, in pretty easy to understand terms. Cory describes the Second Life client as being “Incredibly dumb“. This isn’t an insult to viewer developers or the excellent strides they have made, it’s simply pointing out that a lot of Second Life’s work takes place server side, that content is streamed rather than stored locally. Now this is back in 2006 when the high speed broadband many of us experience today simply wasn’t available and yet, it worked.

However this was partially because by 2006 the cost of bandwidth had got a lot cheaper. Philip suggests that five years earlier they would probably have been out of business due to the cost of bandwidth.

Continue reading “A Glimpse At The Ghost Of Metaverse Past”

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