MoM: June and beyond

With the May entrants for the Month of Machinima now available, it’s time to look ahead to upcoming months.

May was pretty much free format in terms of theme, the major criteria (other than the obvious copyright and inevitable content rating considerations) being that not single entry should be longer than 3 minutes. For June – and probably beyond – this has been extended to 6 minutes, although longer film lengths can be submitted by prior arrangement.

The themes for the rest of the year have been announced, and film-makers are doubtless already looking at June and beyond:

  • June: Mixed Reality (SL machinima has to be part of the mix)
  • July: Games in SL
  • August: Design and Architecture
  • September: Seasons (the four seasons, season of your life, etc.)
  • October: Elements
  • November: SL Events
  • December: Endings, conclusions.

Full details on Month of Machinima can be found on the SL Wiki.

LEA MoM KO

The inaugural Linden Endowment of the Arts (LEA) Month of Machinima (MoM) kicked-off today at the LEA theatre. On show were the entrants for the May competition, a bewildering array of films covering a wide range of subjects, some dark, some humorous, some musically inclined – all of them outstandingly brilliant. While it is somewhat unfair to single any single film on offer out, I have to admit there were two that I really did like rather a lot… of which I’ll return to in a minute.

Courtney Linden at the inaugural MoM

The event was well-attended, despite the loss of one of the sims serving the theatre as a landing point (LEA 3 was offline), over 50 people were in attendance, with Linden Lab represented by, among others, Courtney and Blondin Linden.

The finalists were all largely present at the event, and it was good to see Toxic, Draxtor and Crap there – and to get a few words in with Crap, who produces some of the most irreverent and funny machinima in SL – as anyone who has seen “Vinnie Linden” will attest.

A section of the audience

Machinima is a powerful demonstration of what can be achieved creativity in Second Life – and in a form that can be carried outside of the virtual boundaries enforced by SL and other similar grids. The talent on display during the opening demonstrated this in full force – even if some of the resultant films were a little bewildering in terms of message and content.

Such is the power of Machinima and the depth of talent available in SL, I’m now more than ever convinced that Linden Lab needs to properly harness the available talent to help them fully and properly promote SL to audiences outside of the grid – something I’ve touched upon previously, and passed mention of while chatting with Courtney Linden, albeit briefly, yesterday.

Inside the LEA theatre

As it stands, the MoM has had a great start; and I hope LL will continue to push it throughout the month, not just via the official YouTube account and upcoming playlist, but through further showings at the LEA Theatre. I certainly hope that future MoM events will be given equal (or even greater) exposure by LL.

For those that missed the event, be sure to check-out the official MoM YouTube account – the playlist will be up shortly (if it is not by the time you read this).

So, which movies did I particularly like? Well – first there was Bakerman’s Trip:

Then there was Crap Mariner’s brilliant Oscar Goldberg Speaks Out:

Month of Machinima kick-off

The first Linden Endowment of the Arts  (LEA)-backed event will be kicking-off in May. The Month of Machinima (MoM) is set to be a rolling event, and one which will highlight some outstanding talent within Second Life.

The new event will kick-off on May 4th, at 10:00pm SLT, with a grand opening planned at the LEA Theatre in-world (which has four arrival points available: LEA 1, LEA 2, LEA 3, and LEA 4).

Additionally,  MoM has a dedicated YouTube account which will feature a playlist of machinimas submitted for the May event can be viewed after the opening ceremony. Currently, a short promotional video is available on the account.

For those more interested in LEA, there is an in-world Group with open enrolment available and where news of LEA-related events as well as news and other information can be obtained.

MoM is undoubtedly a good move on LL’s part, and I personally hope that the level of support shown will not trail off over time, but that it will continue to gain full and proper public exposure via the Lab as it rolls forward over time.


	

Going social: increasing the relevancy of web Profiles?

According to Frederick Linden, we’re about to see a series of “cool social tools” and a web Profile tools released over summer (and possibly beyond) that will enhance “social networking” capabilities within Second Life.

Precisely what is coming down the line is unclear – Frederick was somewhat vague in the meeting where these tools were mentioned. However it would appear that we can expect:

  • The ability to manage Friends lists directly from web profiles (found at my.secondlife.com/first.last)
  • An ability to issue in-world, location-based status updates” from Second Life to your web profile
  • The development of a “Profile API” that will enable the functionality of web Profiles to be more easily extended in the future
  • Other undefined “cool tools”.

The first three items are particularly intriguing, and may potentially add a lot of benefits to using web-based profiles. The “location-based status updates” is somewhat eye-catching, as it comes close to describing a Twitter-like feed capability from in-world to people’s Profile pages – assuming I’m understanding Frederick’s broad hints correctly. Given that many of the SL-to-Twitter HUDs that are available have been broken as a result of changes to the server-side of Twitter, the provision of such an update capability might be seen by LL as a means of providing a reasonable alternative – although most people who use Twitter (like me) will probably want a more direct means of updating followers and friends as to what they are doing in-world.

The ability to manage Friends could be seen a boon as well – while it is nice to see your friends listed on your Dashboard, the fact that there is next to nothing you can do with the information (other than see where those who allow you Map might be in-world) tends to negate any real value in having the list visible.

However, given there is already an Action button on web Profiles, were the new API and Friends management tools to allow you to say, pay a Friend directly from your web Profile or IM them, then the value of web Profiles dramatically increases and would help them overshadow the static list presented in the Dashboard.

In fact, looking at the rough outline supplied by Frederick, one cannot help but wonder if we might not be seeing the first steps towards doing away with the Dashboard completely (which has become increasingly irrelevant since the launch of the Lithium-based Community Platform) and replacing it with our web Profile pages. Providing feeds to things like the Grid Status pages and to Events can be supplied the web Profiles, then the Dashboard becomes somewhat redundant.

Certainly, we’ve recently seen LL move positively to address privacy concerns surrounding web Profiles, actions which have clearly been intended to allay fears and increase the popularity of web Profiles. As such, making them more central to our SL lives would seem to be a direction LL would wish to move, and this would further marginalise the value of the Dashboard.

It’s going to be interesting to see what precisely emerges from Frederick’s broad hints in the coming months – and just how far things go in the other direction (an API can, after all, open up web Profiles for others to use…and possibly mine…). As such, this could well be the topic to watch between now and the end of the year.

Taking stock of your Inventory

The upcoming changes to the Marketplace – specifically, replacing the traditional in-world boxes with a Direct Delivery system is causing a lot of concern. Beta testing for the new system has begun – or is due to begin – shortly. However, even that isn’t without its problems, with people being asked – yet again – to sign-up “blind” to an NDA.

These changes to the Marketplace environment are part and parcel of a wider programme that used to go via the acronym AIS – the Avatar Inventory System. Now known as the Inventory API, this is an on-going series of improvements that are specifically targeting how inventory is handled between the Viewer, the Asset Server(s) that “store” your “inventory” (i.e. hold the “master” data for inventory items) and the simulator servers themselves. The idea appears to be to develop an extensible system that allows for better, more focused tweaking of the inventory handling code that, among other things, should allow Linden Lab to more readily identify and fix problems related to inventory management as well as making the inventory system more scalable and robust overall than is currently the case. Hopefully, this will provide:

  • A more stable inventory management environment, one that can comfortably handle active inventories of 60K+ per avatar without the current issues and frustrations people experience on hitting these levels (inexplicable inventory losses, inventory failing to load or constantly having to box-up “unused” inventory simply to get the damned inventory “list” to download to the Viewer in a reasonable space of time, etc.)
  • A more robust means of ensuring Viewer, simulator and asset server remain synchronised in terms of inventory asset data, leading to fewer user-experienced problems when moving around the grid in terms of object rezzing failures, etc.

Overall, the changes being planned are all to the good; one of the biggest banes of comfortable Second Life living is problems associated with inventory; as many are all too aware, when problems occur with inventory vanishing, 98% of the time users are effectively left to suck-it-and-see in attempts to resolve the problem using a variety of care-worn techniques such a manual cache clearing in the Viewer, frequent relogging, frequent sim hops and inventory loads – with (sadly and most irritatingly) an almost “well, t’ain’t our problem,” attitude from LL’s own help desk.

Discipline

However, the new system is not going to be all plain sailing. In order to work effectively, the new system apparently requires your inventory to be reasonably-well ordered and structured. In particular, Merchants using the new Direct Delivery system will have to have their goods specifically arranged and ordered, while there will be a limit as to the number of individual items that can be placed in a single folder (rumoured to be around the 650 mark).

Some have seen these requirements as being negative points against the new system; I have to say that personally, I find it hard to understand why. While it is true that many don’t manage their inventories that well, the fact of the matter is that we’re actually provided with a basic system of default – and protected – folders for inventory items by Linden Lab themselves (Body Parts, Clothing, Objects, etc.), which can be readily used to create a well-ordered  inventory system, providing one applies a little discipline.

I also suspect that the majority of merchants are like me, and already have a well-defined folder structure for their goods. While such systems more than likely won’t meet the requirements that the new Direct Delivery system, they do mean that merchants already have the necessary self-discipline to get their products sorted and ready for the new system. For others, many people already use the #RLV “shared folders” system – and not necessarily for BDSM-related items (although this is obviously its primary use); so again the concept of a well-ordered inventory may not be so alien to people as some may think.

Whether the new system will require an complete overhaul of a person’s inventory remains unclear; we’ve had the Client-side code in both Viewer 2.x and Viewer 1.x for night-on two years now with it impacting on everyday inventory manage, so again, undue critique of AIS / Inventory API in the widest sense  may be a little premature. And even if the new system doesn’t require widespread changes, for those that tend to leave everything in the top level of their inventory after unpacking (i.e. in folders directly under MY INVENTORY), the fact that Linden Lab are taking steps to try and make the inventory management system more robust might be seen as a reason to perhaps get things sorted.

If nothing else, the default folders provided by the Lab have a big advantage over user-created folders: they cannot be accidentally deleted. Ergo, moving, say, all of one’s clothing folders under CLOTHING, gives one (albeit small) measure of protection against accidentally right-clicking on a top level folder and deleting it and then purging it from Trash before you’ve taken stock of what you’ve done. Furthermore, and while I admittedly have no first-hand experience of this (I’ve always kept a very well-ordered inventory), there is much anecdotal evident that ordering your inventory within the default folders provided by LL decreases the chances of items becoming lost or vanishing.

Yes, there are issues around  some  of elements of the AIS / Inventory API – such as the Direct Delivery system  – in terms of the impact they’ll have elsewhere in Second Life (such as the impact on in-world stores on a variety of levels, some of which I touched on in my post on Direct Delivery itself. However, I’d respectfully suggest that such concerns are more a part of a wider dialogue that is required about the Marketplace in general, and its potential impact on in-world revenue streams – including LL’s tier-derived income – rather than restricting them to discussions on AIS / Inventory API in and of itself.

At the end of the day we’ve all suffered from inventory issues at one time or another. Given the woeful track record from LL in terms of helping people deal with the issues they encounter – such as frustratingly being able to see a portion of their inventory but be unable to use it, simply because the current system has “moved” folders up to the same level as MY INVENTORY, and thus made them inaccessible – then I’d tend to take the attitude that anything that comes along that decreases the chances of such errors occurring in future and which more readily enable LL to rectify inventory errors is to be welcomed; any additional effort required on our part to help get the system working more efficiently notwithstanding.