Breaking Rumour – Linden Lab Working On Nextgen Virtual World?

I have received an unconfirmed report that the following is happening :

  • Linden Lab is working on a next generation virtual world
  • Most of Lab’s development resources are already working on it.
  • Smaller dev team headed by Oz Linden remains working on SL.
  • The new worlds will be closed sourced, and not backward compatible with content from SL.

This information is allegedly from Ebbe Altberg who apparently dropped by the third party developers meeting to share the news.

Latif Khalifa of Radegast shared the news on SLUniverse, where Catznip developer Trinity Devaju also hints that this was said, although they are being a bit coy right now.

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Sony Player Studio Extends To Landmark Marketplace But Don’t Expect Second Life Style Freedom To Create

Sony Online Entertainment’s Landmark, formerly known as Everquest Landmark has issued a call to arms for the creative types to sell their wares on the Landmark marketplace via their player studio :

Player Studio offers players the opportunity to create in-game items that can be sold in the marketplace for royalties (i.e. real world money!)

After you’ve mastered building in Landmark, take your creations to the next level! Save a piece of your creation or the entire project as a template. Price them and place them on the Showcase Marketplace and earn real money when other players purchase them.*

Get to know the builder audience, understand their needs, keep tabs on what is available on the Showcase, and build things that players will need or want. You can contribute to the Landmark community while earning real money. Turn your hobby into a profit center.

The email I received about this had some additional information regarding who can participate, which is rather an important piece of the pie :

Player Studio registration is available for Canada, Denmark, France, Germany, Norway, Sweden, United Kingdom, and the United States. More countries coming soon!

There are other important points to note, some of them very important. The FAQ makes for interesting reading, especially the part about how player studio works :

SOE’s Player Studio program invites players to download sample geometry files for actual in-game objects and through the use of standard third party art tools, learn how to develop, design and personalize items of their own – from re-coloring and re-texturing, to reshaping an item’s geometry. Once complete, players are encouraged to name and create a description for their item, describe how the item will fit into the game’s ongoing narrative storyline, and submit it to SOE for review and possible inclusion in the SOE Marketplace. If a player-created item is selected for inclusion in the SOE Marketplace, SOE will share 40% of the net amount it receives from the sale of the item with the player that created the item.

The free nature of the Second Life marketplace definitely has advantages over Sony Online’s player studio, both in terms of commission and in terms of freedom to create.

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Versu Continues The Evolution Of The Text Adventure

Last week’s Drax Files Radio Hour featured an excellent interview with Emily Short. The interview starts with discussion of an adventure of its very own, the fall and rise of Versu as our hero or heroine finds themselves stuck in a cave with exists, north, south, east and west all seeming to be blocked and you have the feeling that you are likely to be eaten by a Grue.

However, like in all good text adventures, if you know the right text you find a torch, which you can turn on and so it turned out in this adventure as Versu returned, under new terms and conditions, but interactive fiction app Versu is very much back from the dead.

Draxtor Despres, playing the role of ace interviewer asks Emily about the purpose of interactive fiction and Emily explains how for her it all began with Scott Adams text adventures. Emily also talks of software houses such as Melbourne House and Magnetic Scrolls, both of which I’m familiar with.

Melbourne House made big noises on the Sinclair Spectrum back in the 80’s and I fondly remember Sherlock, based of course on Sherlock Holmes and with a review from Crash magazine that said :

A subset of English, Inglish, first seen in The Hobbit, is used to communicate with the program which utilises a large vocabulary of 800 words. Each sentence must have a verb and there are a few simple, and mostly obvious, rules governing the use of adverbs and adjectives. Several actions or sentences can be linked in a manner which allows many different permutations. ANIMTALK is another strong feature, which allows you, Sherlock Holmes, to instruct the other characters what you would like them to do — but each character remains independent and can refuse to cooperate. Where this form of conversation proves most useful is when discussing the case with Watson and Lestrade, an Inspector from Scotland Yard. You can pick their brains generally or direct their thoughts to a particular item or incident.

Time passes as in real life when in a cab or train which can be profitably used conversing with Watson or examining objects. Of course, being an impatient reviewer I just WAITed … This method of accelerating the passage of time can be disorientating since other characters in the adventure do not stop carrying out their actions. Each independent character will act in a manner befitting his/her personality and will vary each time you play Sherlock. The literature even suggests a crass approach to a suspect or witness may not elicit a response.

Now where this gets interesting is that Versu has been hailed as being wonderful because of the advanced artificial intelligence of the engine, we can see how long people have been trying to make leaps and bounds in this area because Sherlock was released in 1984 and at the time was pretty damn impressive.

Magnetic Scrolls released the excellent The Pawn, I still have the novella that came with this game. The Crash review of the game highlights more advances with text style adventures :

Similarly, the rather more complicated area of picking up items in a crowded location allows the likes of GET ALL FROM THE SCHOOL BAG EXCEPT THE ERASER or GET ALL EXCEPT THE CASES BUT NOT THE VIOLIN CASE which if you follow the logic, actually means you will get the violin case along with all the objects except the other cases! More impressive still, the instructions weigh in with KILL THE MAN EATING SHREW WITH THE CONTENTS OF THE VIOLIN CASE (a sentence which is even ambiguous in plain English!) AND REMOVE THE SHREW’S TAIL, an example of possessive construction I can’t remember seeing before in an adventure (SYMB SHIFT and 7 brings up the raised apostrophe). AND, THEN, punctuation and IT are catered for as well but rounding off the vocabulary with another impressive feature is the intelligent way the program deals with input as when it asks a question to clarify the player’s aims. For example, when dropping a hat the program might wonder which one should you be carrying two. Many programs inquire ‘Which hat?’ or ‘Which one?’, but this program not only is more specific with the query (say, ‘Which hat, the small hat or the spotted hat?’) but also allows the player to just quickly type in which hat without the need to repeat the initial input. Friendly indeed, mighty friendly.

So we can see that computer text adventures were trying to stretch the boundaries of artificial intelligence in characters back in the 80’s. The text adventure mostly evolved into the graphic adventure on computers, but it didn’t quite die. Inform, which Emily Short was involved with bravely fought the good fight for the beauty of text and now Versu shows the potential to take it to new levels. In the interview Emily explains some of the power of text, how you can do more with words to describe reactions and emotions, these are difficult concepts to fully portray in a graphic adventure.

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Things To See In Second Life When You’re A Robot

The SL11B robot avatar gives one he opportunity to visit many Second Life locations and fit in with the scenery. Whereas you may not be awesome on the dance floor, unless you engage in some robotics of course, there are a whole host of suitable robot friendly locations. This is where The Destination Guide comes in really handy.

I decided to start somewhere post apocalyptic and headed for The Wastelands.


The Wastelands

Tired of pristine beaches and shiny, prefab homes? Set your heart on a boggy lot of abandoned, ramshackle-looking land? Check out The Wastelands, one of SL’s oldest and largest post-apocalyptic themed residential estate parcels.

Visit in Second Life

If I had hairs on the back of my neck they would most definitely be standing up as I explored the wasted land. Vehicles, graffitis, satellites and a feeling that at any minute I could be attacked. Fortunately being a robot means I can sense people and danger. Unfortunately being a robot means I can’t hurt humans so when a couple approached I had to duck for cover.

I could not hear what was being said, but I could see that the woman was armed, with a big gun that this photo does not quite portray, but trust me, she had a big gun.

Robot In The Wastelands

At this point self preservation kicks in and I decided it may be time to depart before I find myself in trouble. Checking available destinations I decide I should head somewhere a little more robot friendly.

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Linden Lab Explain Why SL11B Competition Is Exclusive To Facebook

In my previous blog post I bemoaned the fact that Linden Lab’s SL11B competition was exclusive to Facebook. Pete Linden (AKA Gray Of The Lab from San Francisco) has very kindly explained some of the reasoning behind the decision, and he didn’t even use the telegram system to send the message :

We realize that a number of Second Life users have reservations about using Facebook and other platforms. In this case, we chose to run the contest through our Facebook page simply because we have a tool on our page that facilitates running a contest with all of the legal stuff (technical term) we need in place to run something like this, and we thought it would be of interest to the more than 366,000 followers of the official Second Life page. Our aim certainly isn’t to discourage participation, and we’ll certainly explore alternative ways to run similar contests in the future.

I’ve commented elsewhere that I don’t actually object to Linden Lab running competitions exclusively on Facebook, I just don’t think that a birthday competition should be exclusive to Facebook. However I went through all that in my previous post, so it’s probably best not to go over that ground again.

Now to be fair to The Lab here, there are legal issues surrounding competitions and submissions. This is why there are a few Second Life group pools on Flickr. An official one was setup because the other main one, didn’t quite give Linden Lab the terms and conditions that they wanted for their promotional aims. This was the right thing to do for all parties involved in the Flickr pools.

Facebook offers the facilities for LL to run a competition easily, we can agree or disagree with their decision to use Facebook but there is some logic in this decision.

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