LL’s next generation platform and the mainstream market

There can be a broad gulf between niche and mainstream. Bridging it isn't easy
There can be a broad gulf between niche and mainstream. Bridging it isn’t easy

One of the aims the Lab has in developing a new virtual world(s) platform is that they hope to lift it into mainstream adoption, with not hundreds of thousands, but potentially hundreds of millions of users.

It’s a lofty goal, to be sure; but the Lab isn’t alone in talking in these terms. Brendan Iribe over at Oculus recently talked in terms of a virtual world / MMO (he seemed to be using the terms interchangeably) with a billion users – although granted, he also couched this in terms of being a decade or more away.

But how realistic is it for a virtual world to achieve figures of hundreds (or even tens) of millions of users? The gap between niche and mainstream isn’t an easy one to bridge. It’s fair to say that the Lab hasn’t managed it so far, although they’ve certainly had both opportunities and attempts at broadening their mainstream appeal in the past – which is not to say they yet can’t.

Bridging the gap involves dealing with a number of key issues. Three of these might be said to be relevance, identity and ease-of-use.

Loki Eliot's Main Stage, SL11B Community Celebration
Loki Eliot’s >stage desgin at the SL11B Community Celebration

If people don’t see a virtual world as having relevance in their lives and the things they do, then it’s going to be hard to persuaded them as to why they should consider using it. In this, it doesn’t matter how snazzy it looks or how clever the technology behind it.

This need for some real value proposition is perhaps most clearly exemplified by Pamela in the 8th segment of The Drax Files Radio Hour. She dismisses any involvement in a virtual world because she sees no advantage in it compared to what she can already do in her day-to-day physical life. Her reaction may have caused some of the mirth seen at the SVVR Creating the Virtual Metaverse panel, but it is one that is unlikely to be in the minority. Laughing such opinions off doesn’t actually make them go away.

Pamela’s comments also touch on the issue of identity.

Handling issues of identity for groups of people with very different views on the subject may not be easy
Handling issues of identity for groups of people with very different views on the subject may not be easy

For those of us engaged in Second Life, the ability to define our identity howsoever we wish by virtue of the anonymity we enjoy, is intensely liberating. We can be who we want to be and what we want to be; it gives us the willingness to express ourselves more openly and creatively.

However, as Roland Legrand points out when discussing the Lab’s new platform, for many people out in the mainstream world / market the Lab would like to reach, it is downright creepy and off-putting. They are intensely uncomfortable around the notion that the people they may meet in a place like SL may not be entirely as they present themselves.

How this might be dealt with in a manner which gives them the level of comfort they need while still allowing others complete freedom of anonymity, isn’t a straightforward matter. On the one hand, it must allow people to define themselves howsoever they wish; but on the other, it requires that the platform provide some form of assurance that the person with whom you’re interacting really is who they say they are.

And so to ease-of-use.

The new platform needs to provide an intuitive UI which presents itself as easy-to use and offers the greatest flexibility of use, be it with a keyboard and mouse, or an Oculus Rift and STEM system. It also needs convenience of use as well, if it’s going to be made available through mobile devices.

Allied to this is the need to ensure that incoming users are presented with compelling experiences which encourage their use of the platform, and increase their desire to explore it further. This includes ensuring those who come to it with an idea of what they want to do and what they are seeking can find it and similar-minded users quickly, while those who arrive out of curiosity are entertained and /or engaged.

Taken together, these three elements provide a substantial challenge to anyone attempting to drive a virtual world product into the mainstream market. So far, no-one has successfully managed to tackle all three with a single virtual world product and bridged the gap into mainstream acceptance, including Linden Lab. As such, it’ll be interesting to see if the Lab do indeed rise to the challenge, or whether they opt to channel their efforts in other ways, such as towards deeper penetration of vertical markets by offering multiple “worlds” via a single platform. That, however, may be the subject for another blog post.

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SL project updates week 26/2: group chat

Server Deployments Week 26 – Recap

  • On Tuesday June 24th, the Main channel was updated with the inventory / AIS v3 project, previously deployed to BlueSteel, which requires the current release viewer. See the release notes for more
  • On Wednesday June 25th, the three RC channels were updated as follows:
  • BlueSteel and LeTigre received a new server maintenance project with the new LSL functions to view and modify materials (see my notes) – release notes
  • Magnum remains on the Experience Tools project, but should additionally receive the inventory / AISv3 update deployed to the Main channel – release notes

Group Chat

Simon Linden is again working on improving group chat, with further tests being carried out during the Server Beta meeting on Thursday June 26th. Currently, the emphasis is on further improving reliability when engaged in group chat and moving between regions (either via teleport or directly by crossing between regions). A couple of people reported their chat windows appeared to freeze a lot less when switching between group chat sessions or following a teleport. Whether this was actually the case or a placebo effect is unclear, as Simon indicated he couldn’t see why it might be any different at this point in proceedings.

Other Items

Magnum llAttachToAvatarTemp Bug

An odd bug has been discovered on Magnum, which may be related to the Experience Tools code. It is defined in BUG-6438, “Objects attached via llAttachToAvatarTemp to object owner detach when script is removed from prim inventory”.

Essentially, using a script in an object which uses llAttachToAvatarTemp to attach an item to attach itself to the creator of the object, and which uses llRemoveInventory(llGetScriptName()) to remove the script from the object, results in the object itself detaching and being deleted. If the object is used by someone other than its creator, it will attach and the script will be correctly removed without detaching the object as well. It’s not clear if this happens with objects with multiple scripts in them or not, as it has only been tested against objects with the temp attach script in them.

Investigations are continuing into a fix, but in the meantime, it is believed that the Magnum code won’t be moving to the Main channel in week 27.

 ALM and Viewer Log Spamming

There is a viewer rendering issue, which can make itself particularly known when using the LSL functions for materials, where the face of an object will not be rendered, and the viewer will receive a lot of log spam (see BUG-6187). While things got sidetracked so he couldn’t expand on things, Maestro Linden did indicated at the Server Beta meeting that the issue is continuing to be looked at.

687 days on

CuriosityMonday June 23rd was notable in two worlds as a special occasion.

For the virtual world of Second Life, it marked the 11th anniversary of opening the doors to the public. On Mars, it marked the completion of Curiosity’s first Martian year on the planet (687 days).

To mark the event, NASA released a “selfie” of the rover as it sat next to a rock called “Windjana”, which was the site of the rover’s third drilling / sample gathering operation, in the region dubbed “The Kimberley”.

The images used in the picture were captured using the Mars Hand Lens Imager (MAHLI), located on the turret mounted on the rover’s robot arm, were captured on 613th Martian day, or Sol, of Curiosity’s work on Mars (April 27th, 2014, PDT) and Sol 627 (May 12th, 2014, PDT). Combined, they show the rover in a parked configuration together with the sample gathering hole cut into “Windjana”, the drilling operation having taken place on Sol 621 (Monday May 5th, 2014, PDT).

Curiosity's selfie: all of the rover except the robot arm is visible in this composite image made up of shots taken before and after the "Windjana" sample drilling - the hole from which is visible, lower left
Curiosity’s selfie: all of the rover except the robot arm is visible in this composite image made up of shots taken before and after the “Windjana” sample drilling – the hole from which is visible, lower left

Since that time, the rover has resumed the drive down towards “Murray Buttes”, the point where it is hoped Curiosity will be able to bypass a line of sand dunes and make its way onto the lower slopes of “Mount Sharp”, more properly called Aeolis Mons, the large mound occupying the central area of Gale Crater and the missions’ primary target for investigation.

Curiosity is now over half-way to “Murray Buttes”, with no further major waypoints to be examined on the route. however, due to the wear-and-tear on the rover’s wheels while traversing a part of “The Kimberley” and “Cooperstown” before it, the route southwards has been revised somewhat to offer smoother driving terrain for the rover.

The added wear-and-tear of the wheel first became something of a concern in February of this year, and later prompted a revision to in the planned route to reach the desired waypoint at “The Kimberley” and also in the rover driving team perfecting new techniques for driving the rover – such as by taking it backwards over some terrain.

The (Martian) year to date: from Bradbury Landing in august 2012, through “Glenelg” and “Yellowknife Bay” and onwards to “The Kimberley”, Curiosity’s travels in Gale Crater and, in white, the planned route to “Murray Buttes”.

Following its departure from “The Kimberley” on Sol 630 (May 15th, 2014, PDT), the rover drove almost continuously for a month, covering a further 1.2 kilometres 0.75 miles), and is still continuing onwards.

Although Curiosity’s route will carry it past the majority of the sand dunes between it and “Mount Sharp”, it will have to traverse an area of sand in order to reach its major target. To help with this, the rover’s Earthbound “stunt double”, dubbed the Scarecrow, was taken out to the Dumont Dunes in California’s Mojave Desert, near Death Valley, where it was put through a series of test drives over real and artificially constructed sand dunes and various terrains. This allowed engineers to examine the rover’s behaviour over softer terrain types, enabling them to better understand how the rover might react when encountering similar surfaces on Mars.

Continue reading “687 days on”

RFL silent art auction, The Arts Castle

The
The Team Relay Wizards for SpUnKy RFL of Sl Silent Art Auction

Underway now through until June 28th at The Arts Castle, Cor unum, is an RFL silent art auction organised by Team Relay Wizards for SpUnKy.

On offer are over two dozen works of art from SL artists including Bryn Oh, Feathers Boa, Littleone Aries, Kake Broek, Graye Ashbourne and more.

The artwork is set-out alongside a spiral ramp leading up from the arrival point to a platform floating over the castle and which contains a number of sculpture pieces also in the auction. To bid on any item, touch the RFL display panel alongside it, and say your bid on channel /67.

By Dr. Fran Babcock
Bike by Kake Broek

SL project updates week 26/1: server, viewer, Content Creation UG

Server Deployments Week 26

Main (SLS) Channel

On Tuesday June 24th, the Main channel was updated with the inventory / AIS v3 project, previously deployed to BlueSteel, which requires the current release viewer. See the release notes for more.

Release Candidate Channels

On Wednesday June 25th, the three RC channels should be updated as follows:

  • BlueSteel and LeTigre should receive a new server maintenance project with the new LSL functions to view and modify materials (see my notes) – release notes
  • Magnum remains on the Experience Tools project, but should additionally receive the inventory / AISv3 update deployed to the Main channel – release notes

SL Viewer Updates

The release viewer updated on Monday June 23rd to version 3.7.10.291134 (formerly the SL Share 2 RC – ability to upload Tweets and snapshots to Twitter and / or snapshots to Flickr).

The Group Ban project viewer updated to version 3.7.11.291394 on Tuesday June 24th.

Other SL viewers remain as per my Current Viewer Releases page.

Content Creation User Group

The regular Monday Content Creation User Group meetings came to an end on Monday June 23rd. Also at the meeting, as he has been for the past few weeks, doubtless getting up-to-speed with things as a part of his new role in heading-up the SL development team, Oz Linden indicated content creation issues could in future be raised at either the Simulator User Group meeting (which generally has a strong cross-over of attendees with the Content Creation UG meeting) or the Open Development meeting.

Commenting on the change to the meeting, Nyx said:

I’m moving on to other projects and haven’t been able to keep up with the details of content creation tasks as well as I used to be able to … I’ll still be inworld from time to time, and will be helping Oz whenever any avatar issues come up or with any other pieces where I can assist of course.

Whether this can be taken to mean Nyx is moving on to the new platform project is open to speculation. However, that the Content Creation meeting has now ended as an entity in its own right should not be seen as any indication that the Lab is starting to raise the drawbridge. Meetings over the pass few months have, for the most part, had a low attendance (with occasional sharp rises), and opportunities remain to discuss issues in other venues.

Experience Tools

Thanks to my getting a bullet point in the wrong place in my overview of Experience Tools, the article gave the impression that whitelisting experiences on mainland would only be possible with grid-wide experiences. This has been corrected. Experiences can be run at the parcel level on the mainland.

 

Ebbe: hiring 40-50 new staff, new platform to launch in 2016

Linden Lab: hiring 40-50 new staff for their new VW platform (via FogBay.com)

In keeping with comments various made during the TPV Developer meeting where the latest news on the new platform effectively broke, the article confirms that it will debut in  beta form in 2015, and will potentially launch at some point in 2016.

Other reasons given in the article for the move include an observation that, like its active user base, Second life’s technology has plateaued. additionally, the piece further quotes Ebbe Altberg, “With technology, market interest, hardware and software available, now is the time to give it another big shot. We have the experience to do it more than anyone else.”

Baldwin indicates that the new platform will, “offer more robust tools for creators. Games, designs, goods, all the things that make the current incarnation of Second Life the go-to place for current users will be part of the new world.”

Nor is the “current incarnation of Second Life” left out in the cold. The article provides a brief overview of SL, albeit one slanted towards the commerce aspects of the platform and makes mention of the fact that SL has been continuously upgraded over the years. It also, unsurprisingly, refers to the Oculus Rift headset integration. Allowing for the fact he was using the SD-1 headset, which Oculus users have reported as given rise to feelings of motion sickness, Baldwin’s response to the work – which the Lab has stated still has a way to go in terms of development and refinement – is interesting / encouraging, “beyond the rising tide of uncertainty in my stomach, Second Life finally clicked for me. Years ago I logged on, flew around, got bored, and logged off. The headgear made the entire experience immersive and actually interesting.”

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