Be he ever so Humble: my interview with LL’s CEO

Back in June 2013, I had the opportunity to interview Rod Humble for Prim Perfect magazine. As explained in the piece, things didn’t entirely go according to plan, and I have to admit to being a little disappointed with the end result. Due to various reasons, the piece didn’t see the light of day until Issue 49 of Prim Perfect, which appeared in September 2013, and which is available on-line and in-world. What follows here is the article in full, reprinted with permission.

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2013 marks the 10th Anniversary of Second Life as a publicly accessible platform. In that time, Linden Lab has seen it grow from a small venture into a product which, whilst still niche, generates revenues in the region of $75 million a year, and keeps people from around the globe logging-in to it as a part of their daily routine.

In that time four men have helmed the Lab through highs and lows: Philip Rosedale, the man responsible for starting it all, Mark Kingdon, Bob Komin, who also served as the Lab’s CFO, and Rod Humble, known to us all as Rodvik Linden.

Rod Humble, with a little reminder from his past
Rod Humble, with a little reminder from his past

Humble, a veteran of Virgin Interactive, Sony Online and EA Games, brought considerable games industry experience with him when he joined the Lab at the start of 2011. Since then, he’s been the driving force behind a huge amount of work on Second Life, and in trying to expand the company’s product portfolio with a growing range of apps and games.

As part of Second Life’s anniversary celebrations, he spent a lot of time being interviewed in many venues and through a variety of media platforms. Our request to be included generated a warm and positive response, but was then derailed somewhat by scheduling issues on all sides.

Originally, the idea had been to converse via Skype, but as the scheduling conflicts bit, we were forced to use e-mail as the medium of exchange. While not ideal, it at least gave me the opportunity to gain a small window into the mind of the man in charge of the virtual world we feel so very passionate about.

I started out by turning the clock back and asking him what initially drew him to accepting the CEO position at the Lab, specifically what was it about the company, as well as the platform, that attracted him.

I immediately saw and fell in love with SL when I was approached. I was delighted and amazed at the creativity within the world.

As a platform, Second Life puts an incredible amount of power in the users’ hands, which is obvious from the range and complexity of things people have created in-world. Beyond the platform itself, I think a key strength of Second Life is the model of allowing users to monetize their creations. That sets up a situation where everyone wins – users are rewarded for being creative, and the virtual world continually gets fresh and interesting content and experiences for everyone, beyond what would be possible if Linden Lab had to create everything.

claudia222
Secondlife allows for extraordinary creativity, as exemplified by Claudia222 Jewell’s amazing creations

His tenure at the Lab has not only been marked by the introduction of new capabilities to the platform – the most notable perhaps being mesh and pathfinding – but by a strong push to improve usability, and performance. Not long after he arrived, the viewer was given a major overhaul and underwent extensive user testing. More recently, we’ve seen a 12-month effort under the umbrella title of “Project Shining” aimed at massively improving SL’s performance and stability. Given this emphasis, I asked him if he saw matters of performance and so on as potential threats to the viability of the platform when he first joined the company.

Any active user of Second Life can tell you that performance is a big issue. It’s a hard one for us to solve as well, because of the inherent complexity of the platform and the huge number of variables involved – like differences in broadband speeds, hardware specs, etc. But, it’s an area that I’m proud to say we’re making great strides in with efforts like Project Sunshine. Users should see bigger performance improvements from that project as the server-side changes roll-out.

But there were also other usability issues – like the complexity of Magic Boxes for Marketplace deliveries and the confusing number of communications tools – that we’ve worked to improve.

Two long-term issues for the platform have been user sign-ups and user retention. When it came to sign-ups, Humble again quickly made his presence felt, overseeing a top-to-toe redesign of the account creation process. This resulted in a significant increase in the number of daily sign-ups, one which still sees some 400,000 new accounts created monthly. However user retention has remained elusive; only around 20% of new accounts are still active a month after signing-up.

By Humble’s own admission, this is not a an exciting figure, and he’s set himself and the Lab the goal of improving it, going so far as to say his ambition is to get all those who said “Meh” to SL “back”. As a part of this, the Lab has resumed its examinations of the “new user experience”, testing new “Social Islands” and “Learning Islands” alongside the existing “Destination Islands” in an attempt to find out what does and doesn’t work.

This renewed interest on the Lab’s part led me to wonder if it might mean we’ll be seeing something in the way of directed experiences, so that “modellers get to aeroplanes rather than a nightclub”,  to paraphrase a remark he famously made in the SL Universe forums in 2012.

Continue reading “Be he ever so Humble: my interview with LL’s CEO”

LL launch new video – first step in “getting them back”?

Linden Lab has just launched a new promo-style video, together with a blog post, which highlights recent changes and improvements to the platform.

Playing a little on SL’s birthday, the 57-second long piece is a typical sample of recent Second Life video promotions: plenty of fast cuts and beat-laden music. However, the text inserts included with it tend to suggest the target audience is perhaps those who may have tried SL and since wandered away, rather than those who have never tried it at all.

If this is the intended focus of the video, it shouldn’t come as any surprise. Around the time of the 10th Anniversary celebrations, Rod Humble made it clear in a number of interviews with the press, some of which I covered in these pages, that one of his aims has been to try to “win back” those 30+ million people who have tried SL only to walk away; and that it is something that has been on his mind for a good while. It’ll be interesting to see, therefore, if this is a one-off, or the first step in part of a much wider campaign.

To wander a Cyprian Garden

I don’t tend to cover SL destinations which are BDSM focused. Not because of any prudeness on my part, but because I’m aware that things like BDSM and D/s are not everyone’s cup of tea. It’s also fair to say that – and without wishing to appear unkind – I’ve tended to find that a lot of BDSM themed regions in SL aren’t really that captivating to the eye (no pun intended) or genuinely attractive.

However, there are always exceptions to any kind of generalisation like the one above. Such is the case with The Cyprian Garden, developed by the Obscura Land Group under the leadership of Dorian Meredith. If I had to use a single word to describe it, I think that word would be “stunning”.

The Cyprian Garden
The Cyprian Garden

The garden, which I think I’m right in saying has only recently opened, is a genuine tour de force in design and layout. Everything has been artfully considered, the landscape carefully crafted and the flora, etc., chosen with an eye towards presenting an environment which is both open and welcoming to visitor, inviting them to linger and explore, while also providing seclusion and privacy for those wanting to enjoy one another’s company, be it in friendly conversation or something more intimate. Paths wend their way around the shoreline and through trees, over hills and through valleys. Tall trees provide shade, flowers bloom everywhere, and water drops from tall falls, meanders through streams and pools in ponds and lakes. Even the surrounding mountains both add to the beauty of the region and to the sense of seclusion and intimacy it generates, while the soundscape of birdsong in the trees further enriches the immervise feel of the garden.

The Cyprian Garden
The Cyprian Garden

There are places here for people to meet socially, with armchairs and stools laid out in the shade of trees or under vine-hung trellises; there are also places for couples to sit together and watch the world go by. Given that the garden is BDSMfocused, there are some accoutrements on display: a large, cushion-floored cage hanging from a tree here, another ornate cage there, and so on. But for the most part, those areas devoted to more intimate play tend to be secluded (one being underground). Please do note that I say “for the most part”; this is an adult-themed region after all, and that does need to be kept in mind when exploring.

For those who do enjoy the added spice of consensual adult activities, the play areas are such that the overall design and layout of the gardens means that people aren’t necessarily going to be tripping over one another. There are also skyboxes overhead; whether these are residential or for more private assignations (or both)  I’m not sure. There is a rental station hovering over the region, so I assume at least the former, but to be honest I didn’t spend time looking at what was overhead; I was simply enjoying the beauty of the gardens.

The Cyprian Garden
The Cyprian Garden

Seasoned SL travellers will recognise much of the flora and builds used in the garden, which includes many of Alex Bader’s ever-popular pieces, as well as items by Kriss Lehmann, Mandingo Quan, Aki Shichiroji, Wendy Xeno, Lilith Heart and others – all of which blend perfectly together and give considerable depth and feel to the region.

For the SL photographer there is a lot on offer here, allowing for people’s activities in the gardens and respecting others’ privacy. So much so that a photo contest is currently under way, although the closing time and date of 12:00am on the 27th September is looming fast!

Those wishing to enter are invited to submit up to two colour images of 1024×768 resolution, taken within the Cyprian Garden (the actual theme of the image(s) are left to the entrant’s discretion). Some post-processing is allowed, but submitted pieces must not include text. On offer is L$5,000 in prizes, with L$3,000 going to the first place winner, as decided by the contest voting system.  Anyone interested in participating can find further details on the competition, including an entry form, at the information boards within the garden itself.

The Cyprian Garden
The Cyprian Garden

If you do set out to explore the garden, do be aware that the region is shared with The Domaine Imperium. For the most part, the two blend together seamlessly, and the east side of the region, under the auspices of the Domaine, is as open to the public as the rest of the garden, with one exception. That is the private residence located on a small island down toward the south-east corner of the island. This can only be reached via a gated wooden bridge – and the gate should serve as warning enough. However, a security system is also in operation to deter trespassers as well.

For my part, I enjoyed my visit and explorations, wandering along the paths and tracks, snapping as I went. The region is fairly quiet right now. While there were a fair few comings and goings in and out of the region, these appeared to be taking place up among the skyboxes and were none of my business and certainly didn’t interrupt my wanderings.

The Cyprian Garden
The Cyprian Garden

If you’re happy exploring adult environments and love natural spaces and gardens in SL, or a looking for a more refined venue for consensual adult activities, then you may well want to add The Cyprian Gardens to your list of places to visit.

Related Links

With belated thanks to Laurie Gothly.

Linden Lab launches SL Share and a look at the viewer

As spotted by Daniel Voyager earlier in the month, and reported here as a result, the Lab has now officially launched SLShare, which they describe as, “an easy way to share to Facebook while In-world.”

Now, before people start getting all worked-up about Facebook, being “outed” and generally getting knickers knotted, there are a couple of points which need to be understood:

  • SLShare is opt-in. If you don’t want to use it, you don’t have to, you can ignore it
  • SLShare will only work if you actually have a Facebook account – so LL aren’t doing any “sneaky back-door outing” or “forcing” anyone into Facebook.

The blog post announcing the feature reads in part:

SLShare is a new, 100% opt-in Viewer feature that will allow you to easily update your Facebook status, share photos, and check-in from Second Life locations to your Facebook wall.

Whether you’re at a great in-world event and want to let your Facebook friends know where to join you, want to show off a photo of your avatar modeling your latest Marketplace purchase, or just share a thought inspired by your in-world explorations, SLShare makes it easy to share pieces of your Second Life experiences with your Facebook network.

The blog post also notes that the feature “isn’t yet available for everyone”, however, the release candidate viewer with the SLShare capability – version 3.6.7.281331 – can be downloaded via the SL wiki.

If you do opt to manually download the RC viewer, note that it will, by default, overwrite your current release version of the SL viewer (if installed), so please see my notes on manually installing RC viewer versions if you wish to avoid this.

As noted in my original report, the Facebook capabilities are contained in a new floater, accessed via Me > Post to Facebook …, which in turn comprises four tabs.

The four tabs of the SLShare floater
The four tabs of the SLShare floater

The tabs are:

  • Status tab:  allows someone to post a text comment via their Facebook account
  • Photo tab: allows someone to upload a snapshot to their FB account. As with the current Profile Feed option in the snapshot floater, the resolution of the image can be selected at upload (minimum 800×600), and an optional SLurl / comment can be included with the image
  • Check-in tab: allows someone to share the SLurl for their current in-world location via Facebook, together with a short comment on the location and a map image if they wish
  • Account Tab: will allow those with a Facebook account to connect their SL account to it for the purposes of posting from SL to Facebook.

The last option will open a browser window allowing a user to log-in to their Facebook account and link their Second Life account to it for posting purposes (this must be done for any of the other tabs to actually communicate with a Facebook account). In addition, to make accessing the floater easier, the viewer introduces a dedicated Facebook toolbar button.

To help explain the new functionality, Torley has produced another of his TuTORials, and there is also a Knowledge Base page explaining the capability and its options.

Again, please remember that this is an opt-in capability, and no-one is being forced to use it. Whether SLShare will evolve to include other social media sharing, or whether additional capabilities for sharing with other social media platforms will be added to the viewer remains to be seen.

In the meantime, SLShare is available via a release candidate viewer, as noted above, and will be progressing as the de facto release viewer in due course.

Related Links

SL projects update week 39 (1): server and general items

Server Deployments – Week 39

As always, please refer to the week’s forum deployment thread for the latest news and updates.

Second Life Server (Main Channel) – Tuesday September 24th

The main channel updated to the server project that was on Magnum last week, comprising:

  • A fix for the llXorbase64 issue reported on in my week 35 (2) update  (BUG-3763)
  • A fix for an issue where an avatar sitting at high altitude may appear to be located at 0,0 on both the world map and mini map (BUG-3332)
  • A fix for “llReturnObjectsByID breaks on string uuids”
  • Fixes for a number of JSON function issues:
  • Nerfing of recursive rezzing. Again, this was outlined in my week 35 (1) report. Under the new code, the copy of the original object will inherit the temp-on-rez and parcel time of the originating object and so be returned at the same time
  • Users who are on a parcel’s “Allowed Access” list now correctly bypass other parcel restrictions (such as “Payment Info On File”) when entering the parcel
  • Crash mode fixes.

Second Life RC BlueSteel, RC Magnum, and RC LeTigre – Wednesday September 25th

All three RC channels should receive the same update package as deployed to the Main channel (see above for a summary of changes). Release notes: BlueSteel, LeTigre, Magnum.

Region Restart Issues

The last few weeks have apparently seen an increase in the number of reports being filed against regions restarting in an unhealthy state following a restart. Talking at the Simulator User Group on Tuesday September 24th, Whirly Fizzle related the problems thus:

After rolling restarts, many regions come back in an unhealthy state in that no mesh will rez on them, you appear offline to all your friends if you are on said region, your friends lists & groups lists don’t load, you cannot initiate IM sessions & you usually disconnect when attempting to TP out of those regions. (Caps fail I guess?). Restarting the region fixes it. As far as I know this used to happen rarely after rolls but now it appears pretty common.

Some people have reported increasing issues with regions immeidately following a rolling restart
Some people have reported increasing issues with regions returning in an unhealthy state immediately following a rolling restart

Both Simon and Andrew Linden leaned towards the problems being indicative of a caps fail issue, with Simon speculating, “I suspect the caps system is overloaded in a server restart … there may be too many regions coming up at once, doing all the housework to get into the grid, etc, and it falls apart.  That’s just a wild guess, however.” He also pointed to the problem possibly being connectivity-related.

As a result, Andrew has said he’ll look deeper into the problem and also check with LL’s Release team, who actually handle the rollouts to see if they have any insight into what may be happening, and if it is a broken caps issue. In the meantime, those experiencing issues of the kind indicated by Whirly should file a bug report, making sure they include the server names (e.g. simXXXX.agni.lindenlab.com available in Help > About Second Life) both before and after running a manual restart.

SL Viewer Updates

There has been no release candidate promotion to the de facto release viewer as yet in week 39. However, the remaining two release candidates updated recently as follows:

  • The Maintenance release RC (support for new particle capabilities; automatic avatar render limit and feedback system) updated on September 20th to version 3.6.7.281236, and then on September 24th to version 3.6.7.281385
  • The Snowstorm contributions RC (request teleport feature) updated on September 20th to version  3.6.7.281199.

Continue reading “SL projects update week 39 (1): server and general items”

The Verge: an astute look into Second Life

Hazardous
Hazardous

The Verge has an article out about Second Life. Second Life’s Strange Second Life may not sound the most promising of titles, and the opening paragraph may not make for the most inspiring of reading material:

Do you remember Second Life? Set up by developer Linden Lab in 2003, it was the faithful replication of our modern world where whoring, drinking, and fighting were acceptable. It was the place where big brands moved in as neighbours and hawked you their wares online. For many, it was the future — our lives were going to be lived online, as avatars represented us in nightclubs, bedrooms, and banks made of pixels and code.

However, never judge a book – or in this case, an article – by its title (or its opening paragraph!). What follows is actually an astute look at the platform, as seen through the eyes of a newcomer, Chris Stokel-Walker, a freelance writer in the UK, and through those of long-time resident Fee Berry, as well as a few others.

Rougham Town
Rougham Town

Fee, who lives in Middlesex, England, is actually none other than Caliandris Pendragon, also once known as Misty Mole. She’s  been involved in Second Life since 2004, having migrated from the worlds of games such as Riven and Myst. She’s been both a resident of SL and she’s been employed – until June of this year, at least – by Linden Lab. As such, she is eminently qualified to talk about SL from all sides.

The attraction which brought Fee to Second Life is more than likely the very same attraction which brought each of us here in the first place and caused us to “stick”, as Stokel-Walker relates:

“It’s like every toy you ever had, all rolled into one,” she tells me in awed tones, recalling the power of the game to keep her playing nearly a decade on. It’s also liberating, she explains, allowing her to forget about the kids, the responsibilities, and the extra few inches she’d rather not have. It lets her cut free.

Fee provides a very clear and concise view of Second Life, one we can all perhaps identify with: the wonders that it presents to us; the opportunities for discovering new friends, learning new things; the initial shaping of the world by Linden Lab – and the fact that, when all is said and done, it’s entirely possible that not everyone at the Lab really gets the in-world culture the company gave birth to simply by allowing Second Life to be so open-ended.

Musiclandia
Musiclandia

It is this examination of the cultural and historical aspects of Second Life, unburdened by bias, that helps to set this piece apart from the more usual offerings the media serve-up when talking about the platform. Not only do we get Fee’s perspective, we also get to hear from Hunter Walker. One of the original Lab employees working on Second Life from before the launch, but since departed, Hunter also provides insight into the early days, again as Stokel-Walker relates:

It was conceived as a space that gave you a set of choices that were missing from reality. “In your first life you don’t necessarily get to fly. Here you can fly. In your first life you can’t choose what you look like. Here you can choose what you look like — and it’s malleable.”

Nor does it end there. This is a piece which has not been written as a late-coming feature built from SL’s tenth anniversary infographic. Rather, it is a piece that has come about through experimentation and research, with Stokel-Walker spending time in-world, going through all the pangs, trials and tribulations of a newcomer to Second Life. He is clearly someone who is attracted to the platform without – at least initially understanding why. And this brings an added element to the article, because his story will be so familiar with many of us:

For the longest time I didn’t get it. I’d spent several weeks pottering about, teleporting from one place to another. I stood on a dock of a bay, overlooking an azure sea and hearing the whistle of the wind. I walked through a cold, gun-metal gray futuristic world full of walkways that reminded me of any number of first-person shooters. I’d chased a woman, inexplicably sprinting, arms flailing, through the palazzos of Milan, looking at the fashion boutiques. I’d visited London — in reality a tired collection of worn clichés, a cardboard cut-out of the Beatles crossing the street down from a roundabout with a red telephone box on one corner. It was kind of cool, but it was also corny.

Continue reading “The Verge: an astute look into Second Life”