Second Life Stock Exchanges Are A Game

Many of us have been there, we see an article about Second Life and some witty so and so says “Second Life, is that still around?” ho ho ho. However I find myself uttering such a line whenever I come across an article about SLCapex these days. SLCapex is a stock exchange game based in Second Life and you really need to pay attention to the game part of this setup. Indeed the last time I really paid much attention to SLCapex was back in March 2011 when Skip Oceanlane was announced as the new CEO and made valiant attempts to get the ball rolling again.

For those of you who joined Second Life after about 2009, banks and stock exchanges used to be quite a big thing in Second Life. However as the real life banking crisis played out, Second Life had one of its own in 2008. The issue was that banks weren’t official, there was no real oversight and people had been losing money. Things really started to come to a head in the summer of 2007 with the collapse of Ginko Financial. This was such a big issue that The Economist covered it : A credit crunch in cyberspace :

IN VIRTUAL worlds you may be able to fly, but the laws of economic gravity still apply. Last week, when real-life financial markets suffered a credit crunch, Second Life, the much-ballyhooed 3D online world, experienced its first bank run. This featured avatars, electronic alter egos, lining up in front of virtual teller machines, trying to withdraw so much money that it forced the bank, Ginko Financial, to cease operations and turn deposits into perpetual bonds. Some predict that the virtual economy is in for its first financial crisis.

Linden Lab did not act right away, much to the annoyance of some users, but by January 2008 Linden Lab announced a new banking policy :

Since the collapse of Ginko Financial in August 2007, Linden Lab has received complaints about several in-world “banks” defaulting on their promises. These banks often promise unusually high rates of L$ return, reaching 20, 40, or even 60 percent annualized.

Usually, we don’t step in the middle of Resident-to-Resident conduct – letting Residents decide how to act, live, or play in Second Life.

But these “banks” have brought unique and substantial risks to Second Life, and we feel it’s our duty to step in. Offering unsustainably high interest rates, they are in most cases doomed to collapse – leaving upset “depositors” with nothing to show for their investments. As these activities grow, they become more likely to lead to destabilization of the virtual economy. At least as important, the legal and regulatory framework of these non-chartered, unregistered banks is unclear, i.e., what their duties are when they offer “interest” or “investments.”

There is no workable alternative. The so-called banks are not operated, overseen or insured by Linden Lab, nor can we predict which will fail or when. And Linden Lab isn’t, and can’t start acting as, a banking regulator.

This caused chaos of course for the remaining banks and they soon went belly up, despite the best efforts of some. Whereas some felt this was evidence they weren’t viable in the first place, I felt that this would have happened if a similar law had been passed in real life. However you couldn’t blame Linden Lab for this, the risks were too great.

Stock exchanges suffered too but weren’t banned. However there was to be a large issue with Stock Exchanges in the shape and form of the World Stock Exchange scandal. This did not end well and talk and trust in virtual stock exchanges quietly diminished, but it has never completely gone away, writing in January 2009 at Your2ndPlace Konner McDonnell asked : Have Virtual Investors Learned From The WSE?

Throughout all this, SLCapex has been quietly chugging along with its virtual world stock exchange game, much more quietly than it used to but over the last week or so it has been gaining some headlines because of the IPO of STUDIO 777 (FUN).

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The Drax Files: World Makers Episode 20 – flokers

Episode 20 of The Drax Files : World Makers (now sponsored by Linden Lab) features an interview with a Sicilian designer and illustrator by the name of Flokers. In traditional style I’ll embed the video at the end of this post.

Now first things first, rumours that Draxtor chose to interview Flokers because she has Draxtor style long hair and wears glasses have been strenuously denied. That being said, this episode is different in many ways, there are no opening titles or traditional theme music for a start. This has happened before but it’s rare. Flokers tells her story from the start and you get the impression that she is driven by her love of Second Life and her love or illustrating and it has to be said, the illustrations are very impressive.

Inside Gallery

Flokers explains that when she draws she does so in a manner that means if people see her drawings on the internet, they will realise they were inspired by Second Life. Obviously this is going to depend upon whether the person viewing her drawing is aware of Second Life, but you get a good feeling for her inspiration here.

Flokers is a fan of text chat, because that way she can filter people’s words better. I have heard people say this before and as someone who believes voice communications will become more prevalent as virtual reality becomes more immersive, we should not forget the excellent advantages that text chat allows in communications. I myself have used a translator to communicate with people from Spain in Second Life, with neither of us really having a grasp of the other’s mother tongue. That sort of communication will be lost if we move entirely away from text chat and that would be a great loss to the virtual world experience.

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Second Life Group System Still Needs An Overhaul

The issue is an old one,  let’s go back to April 2004 for our first exhibit :

Right now, I belong to two groups to manage land, two Linden-sponsored groups (Mentors and Instructors), a resident instructor group, my own group, and a scripting group. This leaves me with 3 groups to use for short term projects or other fun things.

Surely SL is becoming large enough and complex enough that people are getting involved in lots of projects at once, each requiring it’s own group. We need more groups so that we may participate in more projects. More groups encourage more social collaboration.

The issue back then, over ten years ago was that the group limit was just 10 groups. 10! Good grief. Things changed in November 2004, Haney Linden announced :

For those who don’t read the release notes, we are happy to announce that the maximum number of groups you can belong to at one time has been raised from 10 to 15. Let a new wave of grouping begin.

A 50% increase was indeed welcome but it wasn’t what people were asking for, they had wanted more than 15 groups as back then people recognised that groups were an important aspect of Second Life. However Phoenix Linden pointed out some of the reasoning behind upping the limit to 15 groups :

The current messaging architecture for group membership will not support more than 15. Future releases will allow you to belong to an arbitrary number of groups.

The early Second Life residents had to wait until August 2006 for the limit to be raised again, they were raised with the release of Second Life 1.12 along with other group improvements as announced by Jesse Linden :

  • The Group Membership Limit has been raised from 15 to 25 groups.
  •  The Group Member Minimum has been reduced from 3 to 2 people.
  • With Members, Roles, and Abilities, you’re finally be able to control “who can do what” within a group, giving organization and flexibility for all kinds of groups.
  • Group Founders have much greater control over their groups with the ability to stop rogue Officers. Founders can also prevent group land sales, objects being inadvertently or intentionally returned, and worse.
  • Group Communication has been vastly improved. A ‘Notices’ tab has been added to the Group Information panel. Simply typing up a message and clicking “Send Message” will get the word out to your entire group. In addition, a single item can be attached to notices. This makes distribution of inventory a snap.

After this the drive for more than 25 groups was on, and it kept going on and on and on and on and .. well you get the picture. Then on January 2011 came the news from FJ Linden :

In October, we committed to increase group limits from the current 25 up to 40 in the first quarter of 2011. As of today, group limits have been raised to 42! To add groups beyond the previous limit of 25, you must be using Viewer 2.4 (or a more recent version). And if you’re still using Viewer 1.23, or a third-party viewer based on Viewer 1.23 code, then you can add more groups in Viewer 2.4 and they will still be accessible when you switch back to Viewer 1.23.

So technical improvements, changes to the group system, changes to the viewer have enabled the Second Life group limit to rise from 10 to 42, is it enough? Well a post on the Second Life forums asks : Does anyone else think we need more than 42 group spaces? The arguments are familiar, they are familiar all the way from 10 groups to 42 groups. The issue is that the group system was not designed to be used in the manner it currently is and therefore, this issue continues to raise its head.

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The Empire Strikes Back As Linden Lab Sponsor The Drax Files : World Makers

Linden Lab have announced that they are proud to sponsor The Drax Files : World Makers. When I read this blog post I felt a great disturbance in the force, as if a million voices suddenly cried out in terror.

I’m told that during the meeting to finalise the deal Draxtor was told : “You may dispense with the pleasantries, Draxtor. I am here to put you back on schedule.

Ok ok on a serious note, this does not look like a bad deal at all. The Drax Files : World Makers is an excellent series that gets to the parts Linden Lab have never ever been able to with their video promotions of Second Life.

I’ve said this often enough but one of the reasons Draxtor Despres has been able to do this is because he has an editorial impartiality that Linden Lab do not have. Linden Lab have been accused of playing favourites in the past, indeed at times they have clearly played favourites, but generally, they need to have an air of impartiality. Draxtor doesn’t, so it’s somewhat reassuring to read in the blog post :

This sponsorship has no impact on Draxtor’s editorial independence; we’re not taking control or trying to dictate what stories are told or how they’re presented in the series

The importance of this production to Linden Lab though, and probably one of the reasons for their sponsorship deal is highlighted within the blog post regarding the revamped Second Life homepage. There’s a trailer from The Drax Files : World Makers on the new homepage. As Hitomi Tiponi over at SLUniverse said : “Great to see that Linden Lab are sponsoring this series. It is the best advert for Second Life.

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The Challenges Of Oculus Rift Usage In Second Life

Digital mischief maker Loki Eliot recently posted an excellent blog post : Mapping a Gamepad to Second Life & OculusVR with Voice to Text. This post highlights quite a few issues and challenges for the usage of Oculus Rift within Second Life as well as highlighting issues with Oculus Rift and that level of immersion in any virtual world.

In the post Loki explains how he mapped an old game controller that is compatible with the xBox and mapped the buttons on that to control some of the menus within Second Life. Loki also used a voice to text dictation application to allow him to send voice to, well text, and therefore communicate with other Second Life users in text. I’ll embed Loki’s video at the end of the blog post but you should really read Loki’s post to get a good grasp of the issues.

Loki makes some points I’ve heard before, such as this one regarding the field of view and keyboard usage :

Instead they wrapped EVERYTHING around your field of view and expect you to be able to touch type which i know some superhuman SL users can do. Im not one of them unfortunately.

This emphasises a problem with trying to make Oculus Rift compatible with existing experiences, not just Second Life by the way but Second Life has an additional challenge that many games don’t face because communicating via text in Second Life is massive. That’s why people complain about Group Chat not working as well as they would hope.

However Loki’s use of a game controller reminded me of people I know who swear by game controllers. I actually have one but hardly ever use it, although it’s a chicken and egg situation because I’m sure if I used the game controller more often, I would be far more impressed by it. However the people whom are fans of game controllers in general are, gamers. No surprises there but as Second Life isn’t well known for attracting gamers, it highlights another challenge for Oculus Rift and Second Life harmony.

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