Linden Lab’s Welcome Return To The Field Of Communication

Sometimes if you blink, you miss it. Now you could be forgiven for missing the precise date that Linden Lab decided to remove their gag and start talking but they are most certainly engaging with their community in a far more encouraging fashion these days. The return of the Jira to a meaningful communication platform was an early right step for the new regime. However things have progressed since then and seem to be accelerating.

Back in June CEO Ebbe Altberg (AKA Ebbe Linden) popped into the third party developers meeting inworld and mentioned that Linden Lab were building a new virtual world. The conversation went from there, to Twitter, to SLUniverse, to the official Second Life forums, Second Life bloggers and outside publications such as Gamasutra. The conversations continued, morphed, more inworld discussions were held, emails were sent. Ebbe, Oz Linden, Gray Of The Lab from San Francisco were all out and about talking.

There was anger, excitement, despair, hope and plenty of words. The thing was that this simple step of communicating had opened a much wider discussion. However this was all well and good on matters that Linden Lab wanted to talk about, but how do Linden Lab shape up when the conversation is a tad more uncomfortable? Well we have a recent example, the recent Marketplace word filter faux pas, which I blogged about. Stepping up to the plate this time was Community Linden, who commented on my post :

Hello,

I thought this would be some helpful information regarding the Marketplace listing issue you mention. This is a known issue that is being looking into.

There is a jira filed that can be seen here: https://jira.secondlife.com/browse/BUG-6608
A grid status blog here: http://status.secondlifegrid.net/2014/07/07/post2308/
And updates can be followed on the main grid status blog here: http://status.secondlifegrid.net

The grid status blog will update once the unscheduled maintenance is completed.

Thank you and best regards.

However this brings up that old chestnut of Linden Lab communicating in the wrong channels, twitter, blogs, emails. However in this case Linden Lab – Community Manager was also busy on the official Second Life forums, he/she popped into more than one post to share the information. This of course led to a vibrant Jira discussion as more people were made aware of that channel. Ultimately people like to just hear things are fixed. However Community Linden and his cohort/ alter ego Linden Lab – Community Manager were willing to inform people on where to look for progress, where to follow the Jira report. People may not have been happy, but they could hardly accuse Linden Lab of pretending the issue didn’t exist.

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Coming Soon To Second Life – A Licence To Skill

Cerise over at SLUniverse has noticed some new wiki pages being published by Linden Lab with regards to the thorny area of skill gaming in Second Life.  The wiki pages are official Linden Lab wiki pages, which means I’m not supposed to distribute or copy any content, which is a shame. However I can paraphrase and link. The pages are :

However hot on Cerise’s heels are Linden Lab, who have now blogged about the subject, which means I can officially quote them : Coming Soon: Skill Gaming in Second Life. I should have had a wager on how long after Cerise’s post Linden Lab would blog, of course that would not have been a game of skill and is therefore forbidden! Where was I? Oh yes, skill gaming coming soon to Second Life. The coming soon part is important and is also likely to be controversial because skill gaming exists in Second Life today. However things will change on August 1st.

There’s a lot of detail in the blog post and more importantly the wiki pages, but here are the key points to chew over :

  • Skill games that offer Linden Dollar payouts will be allowed in Skill Gaming Regions only.
  • Only operators approved by Linden Lab will be allowed to run skill games that offer Linden Dollar payouts on Skill Gaming Regions.
  • Creators of skill games that wish to make them available in Second Life may do so only through Skill Gaming Regions and only after the games have been approved by Linden Lab.
  • Access to Skill Gaming Regions will be restricted to Second Life users who are of sufficient age and are located in a jurisdiction that Linden Lab permits for this kind of online gaming activity.

The devil is in the detail so I suggest that anybody interested reads the details carefully. However there are some very interesting concepts being applied by Linden Lab here. For a start, to apply for a Skill Gaming License …. wait that’s too long, I’m going to rename this as a SGL, ok? Right, to apply for a SGL you will have to pay a non-refundable fee of US$100.00. Note this is just for the application and will be applied even if your application is rejected.

The above fee and licence applies not only to those wishing to run skill games on their skill gaming region, it also applies to those who want to create skill games in Second Life. On top of this the fact that the tier is getting even higher! Skill gaming regions will cost US$345.00 a month in tier, instead of US$295.00.

Other fees are mentioned, for both creators, owners and those who want to operate skill gaming venues, they are all required to pay a quarterly licence fee . I do not know how much this quarterly licence fee will be, it is being waived through to December 31st but it would be nice if Linden Lab gave people an indication of how much this fee will be.

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I Met Her In A Club Down In Old Soho

Linden Lab’s word filter is currently purging “Lola” from The Second Life Marketplace. Don’t panic, “Lola’s” are fine! The issue was reported by Tamarsk on the official Second Life forums and the number of items listed are dropping rapidly. When I started this post 72,685 items were appearing for the search term, now it’s, 71,958. The issue appears to be related to including “Lola” in the feature part of a Marketplace listing rather than in the general description.

Quite why this is happening now remains a mystery but it does highlight yet again the problem of automatic word filters. I’ve pointed out the flaws with Linden Lab’s word filters before, particularly with their forums and Dick Van Dyke. At that time Dick Van Dyke came out as **bleep** Van **bleep**. For a while afterwards Dick Van Dyke was welcome on the message boards, but these days he’s only half welcome as the result is Dick Van **bleep**.

I suppose this saves us from dodgy cockney accents and dancing chimney sweeps. Heaven forbid that someone would want to to talk about the little boy who put his finger in a dyke. I suppose we should all change our spelling to dike.

I despair at issues such as this, well meaning but still largely with The Scunthorpe problem due to automation. These sort of issues aren’t new to Second Life, if we go back to May 2007 we see this exchange at Robin Linden’s office hour over banning the words Loli and Lolita :

Ryozu Kojima: “Gothic Lolita is a fashion style that has nothing to do with Ageplay and it has now been literally swept off the face of search.

Robin Linden: “Could you please just give it a different name then?

Well that would have been a workaround. Words in and of themselves are generally not inherently evil, unless the word is evil of course.

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The Drax Files : World Makers Really Are Good Documentaries About Second Life

Rock, Paper, Shotgun is not a publication that devotes much time to Second Life. They are mostly a PC Gaming publication. They did interview Rod Humble, but that seemed to be more to do with his background with Electronic Arts and The Sims, more than it was to do with Second Life.

However this week they have taken an indirect look at Second Life, courtesy of Draxtor Despres and his video series; The Drax Files : World Makers. In an article entitled : The Drax Files Are Good Documentaries About Second Life, they take a look at The Drax Files : World Makers. The cover shot is a picture of Draxtor’s back looking at a screen with Rod Humble on it!

Author Graham Smith obviously has good taste because he enjoyed the episode about The Dwarfins! He also enjoyed the episodes about Elie Spot and Abramelin Wolfe. However he also points out that Second Life is flawed in some ways too :

Obviously every one of these episodes is putting a positive spin on Second Life, making it appear as if the virtual world is all about unfettered creativity and the magic of people and community. That’s lovely, but perhaps won’t be apparent when you first connect, struggle with its still-clunky interface and stumble into a blandly decorated building aggressively advertising sex toys and trashy clothing.

Quite, but the power of The Drax Files has been to go beyond the trashy clothing etc. and highlight the many positive use cases of Second Life that aren’t highlighted by the mainstream media. However as someone pointed out to me not long back, Linden Lab haven’t exactly given the mainstream media much to chew on over the years. The Drax Files changes that slightly.

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The Drax Files Radio Hour Episode 26 – Tony Parisi Virtually Anywhere

“We will see a 3D web in the next five years, there’s no doubt in my mind about that, Drax listeners you heard it hear first” – Tony Parisi on The Drax Files Radio Hour Episode 26.

So opens the July 4th edition of The Drax Files Radio Hour. I should note at this point that Tony Parisi, like a lot of 3D web enthusiasts, always predicts that the 3D web will be here in five years time but you have to admire his enthusiasm. I should also note that this show was produced and published before Germany beat France in the World Cup quarter finals, so Draxtor had not been near any Paulaner at this stage, whether that’s still the case I cannot verify.

Tony Parisi is a co-creator of Virtual Reality Markup Language (VRML) and has also penned books on WebGL as well as being a founder of Vivaty, more on that later. The interview itself is yet another excellent production from Draxtor Despres, coming in at around 42 minutes it packs a lot in. The core of the interview centres around the concepts raised in a blog post from Tony Parisi back in June : Virtually Anywhere. This post argues that VR applications using devices such as Oculus Rift should not be looking to be part of downloads and walled gardens, they should be integrated within the web using technologies such as WebGL, CSS3 and HTML5. The blog post is well worth reading.

However let’s rewind a little, Tony talks of his early work with VRML and also points out the reasons why he feels that it didn’t quite take off. VRML came at a time when the web was in its infancy in terms of mainstream acceptance. VRML was powerful, possibly a little too powerful because to use it to its full potential back then would have required decent bandwidth and decent computing power. Now at this point you may think “Patience young Padawan, Patience“. However the computing world isn’t known for its patience and at a time when the 2D web was exploding, people didn’t quite have the patience to wait for the VRML revolution. Indeed plenty of people were happily trying to creating garish Geocities sites for the 2D web, 3D web concepts were a long way off widespread acceptance.

The part of the interview where Tony talks of Vivaty is interesting in many ways and it really resonated with me. There were arguments at Vivaty as to whether they should try and appeal to Second Life users, those who created content and spent a lot of time in Second Life spending money in particular. However others thought this market was, to paraphrase, a little weird. Tony does not say this, but that’s what it seemed to amount to. Those people felt there was larger mainstream market to attract that would prefer not to be associated with Second Life style users. Now before we all turn our noses up, let’s remember that this came in the period around and after Second Life was at the top of the hype cycle, Anshe Chung was on the cover of Newsweek and virtual worlds seemed to be the place to be. We should also remember that Linden Lab themselves seemed to be having exactly the same debate. Philip Rosedale had been quoted as saying : “Bad weather, oppressive regimes, poor economic conditions — that’s what makes an SL user” as well as saying “I estimate we’re at 1 percent of total use in 5-10 years“, suggesting a more mainstream market was there for the taking.

Mitch Kapor rubbed Second Life users up the wrong way with his SL5B speech when he said : “The pioneer era in Second Life is beginning to draw to a close. It has been five years and we are at the beginning of a transition and I think it is an irrevocable transition“. Some users, quite possibly incorrectly, felt that this was a statement that Linden Lab did not want their current users, that they were chasing that elusive mainstream audience.

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