Linden Lab’s acquisition: sundry thoughts & speculation

via lawdonut.co.uk

It’s been a week since the news broken that Linden Lab is in the process of being acquired by new owners (see Linden Lab announces it is to be acquired, July 9th, 2020). Since then there has been a lot of comments and speculation ranging from the entirely positive to the inevitable “we’re doomed! / the sky is falling!”

Some have raised concerns that neither J. Randall Waterfield nor Brad Oberwager have experience with running games companies. However, having hands-on experience in running the type of company in which you’re investing isn’t actually a prerequisite for funding / representing / guiding it. Rather, what’s important is having the ability to understand the company, appreciate its value proposition and being able to contribute to its continued growth; and both Mr. Oberwager and Mr. Waterfield appear to have these abilities. In particular, J. Randall Waterfield, as CEO of the Waterfield Group, comes from an environment where long-term investment in companies to ensure their growth is very much the raison d’etre.

Waterfield buys and builds well-run American businesses.
We prefer basic businesses with a few years of proven, conservative growth. We avoid companies that are growing too fast. We believe slow and steady makes the race… We strive to be a good partner to existing management, are passive with regards to general managerial issues, and work hard to help our CEOs and their families’ realize their vision.
Waterfield’s investment timeframe is forever. We work to grow book value at a reasonable pace with no exit in mind.

– from the About / Investment Criteria page of Waterfield

Now, to be clear, it’s not the Waterfield Group that is investing in Linden Research, but rather a venture between Mr. Waterfield and Mr. Oberwager; but given Mr. Waterfield’s pedigree with long-term investment, is hard not to see him taking the same approach in his other ventures.

Nor should the fact that Mr. Oberwager has sold off three of the businesses he’s built be seen as a negative. Building a company from the ground up is a different matter to investing in an established, profitable entity, and selling the former in order to repeat the cycle isn’t automatically indicative of a intent to buy-in to an existing company simply to sell it on without a longer-term commitment.

Which is not to say a buy-out like this isn’t without risk; with the best will in the world on the part of incoming investors to a company, things don’t always go as planned or turn out as hoped – but planning for failure isn’t generally how investors set about acquiring profitable companies.

A further point to remember is that acquiring a company isn’t something that happens overnight; it can actually take multiple months or even years to progress from an initial decision to sell, through reaching an agreement in principle, to that final closure.

Due Diligence means investors are rarely unaware of the business they are about to invest in

One big part of this process is due diligence, a process designed to make potential investors precisely aware of what they are getting themselves into – things that might alter the deal, such as revealing unwanted risks or unwelcome financial exposure that they might wish to see properly mitigated prior to proceeding further. This means that incoming investors are rarely coming into a company flying blind or are suddenly going to find themselves facing an unwelcome wake-up call that might leave them re-evaluating their desire to retain the company.

On a more interesting – to me at least – level is that given the length of time an acquisition can take – even if measured over months, rather than years – is how closely the decision to sell Sansar might have been tied to the decision to offer Linden Research up for acquisition.

Simply put and despite the effort already put into Sansar, it still has a long way to go before it is likely to establish a sold income-generating business model, and therefore represents a significant revenue sink hole of unknown depth. As such, it would make sense for the Lab to divest itself of Sansar prior to putting itself up for acquisition; doing to removes the uncertainty around that platform whilst leaving the company with a demonstratively profitable product (Second Life) and a second that is just starting to show its potential (Tilia Inc.). Depending on the time frames of the two events, the sale of Sansar might even have been a pre-requisite put in place by the new investors to limit potential risk raised through the due diligence process.

Following the acquisition announcement, there were questions asked through the forums, etc., on why would a profitable company be put up for sale, and statements (such as can be seen in comments on this blog) that you “don’t sell a profitable company”.

Well the fact is that profitable private companies are routinely sold for a variety of reasons, and none of them are “bad” or “negative”. For example, and leaving aside the point that the fact a company is profitable obviously makes it more attractive, a sale can be because the current owners wish to exit the company entirely to pursue other opportunities; or they may simply want reduce their overall holdings in the company as part of a general change in lifestyle, whilst leaving the company with the ability to continue operating successfully (and in the case of the latter, still have their experience / expertise available, should it be needed).

I’m not about to try to second guess what reasoning is at work in the case of Linden Research, but  I am curious as to the shape of the board once the acquisition has been finalised. Will it be just the two new investors (which seems likely), or will one or two of the remaining board remain?

Obviously, how things pan out will only become clear over time, but overall (and such is my nature as a “glass half full” person) I lean towards the feeling that the coming change for Linden Research will prove to be positive.

Bunkers are Us: contemplations on isolation in Second Life

Itakos Project: Kaiju Kohime Bunkers are Us

Now open on the Green Pavilion 1 platform at Akim Alonzo’s Itakos Gallery, is Bunkers are Us, by Kaiju Kohime. A 3D installation, it is a reflection on modern life, that in part draws on the SARS-CoV-2 pandemic, but casts its net much wider.

All of us need shelter. It can be a house, a tent, a church. But the past few decades we have increasingly isolated ourselves from others in ever more fortified houses with increasing security and locks. Because of the the increasing amount of threats that are bestowed upon us, like wars, climate change, exponential population growth and fast spreading diseases we have become less confident in our fellow human beings. We have retreated behind concrete masks, concrete skins, concrete bunkers.
Our last shelter is our skin. We hide inside our skin. But not only are we fortifying our houses, are we not becoming bunkers ourselves as well?

– Kaiju Kohime

Itakos Project: Kaiju Kohime Bunkers are Us

On the platform is a reflection of the above description: three large concrete homes with gun-like slits for windows, together with two smaller bunkers and a cathedral, its original form shown in rusting outline, the building itself having shrunk within the framework as physical representation of the idea of withdrawal away from the world.

The houses contain within them various elements: violins, concrete blocks that might be books, flowers, ladders that climb nowhere… They are perhaps the things we take with us into our solitude in lieu of genuine company, and perhaps – in the case of the ladders and the female form – reminders of the freedoms and companionships we lose in so shutting ourselves off from others.

Projected onto the walls of the building are the words of Proposition 1 from the Tractatus Logico-Philosophicus by Austrian-British logic philosopher Ludwig Josef Johann Wittgenstein (if you do not see the words of the proposition, make sure you enable your viewer’s Advanced Lighting Model (ALM) via Preferences → Graphics). The only one of his works to be published in his lifetime, TLP, as it is often called, was an attempt to identify the relationship between language and reality and to define the limits of science, and is regarded as one of the more significant philosophical works of the twentieth century.

Itakos Project: Kaiju Kohime Bunkers are Us

Within this installation, the use of Proposition 1 would appear to be a direct challenge to the manner in which we are all increasingly self-isolating, an attempt to remind us that back contracting inwards, we limit ourselves, that the world is all that is, is becoming ever more finite thanks to our willingness to withdraw and the facts that help us interpret, understand, and live within that world are similarly become more finite, thus limiting our world view even further.

It is symbolism like this, found throughout Bunkers Are Us, that makes this installation provocative, be it through consideration of how our slide towards isolationism – which started well before SARS-CoV-2 reared its head -, or our mistrust of those around us that causes us to convert our houses into castles and has reduced churches from places that welcomed everyone to closed fortresses where only the known few are welcome; or through the manner in which it brings us into contact with Wittgenstein; or simply through the wonder of the mobile sculptures within the smaller bunkers.

With further subtle commentary in the form of the two Animesh figures located at the teleport station (echoes of simplier times when the world was our home?), Bunkers are Us is an installation that pokes at the conscience and grey matter.

Itakos Project: Kaiju Kohime Bunkers are Us

SLurl Details

ATL is rated Moderate

The climbs and caves of Mount Campion in Second Life

Mount Campion, July 2020

Mount Campion is the highest point on the Mainland of Second Life. Sitting on a high ridge of hills running along the north side of Heterocera, it is home to the Mount Campion National Forest, a series of high granite steps that reach almost to the mountain’s green peak.

As the name suggests, the rocky steps and plateaus are home to a rich forest of fir, cedar, maple, birch, beech and more, tall and short, all  casting their boughs over paths and trails that wind up and and down between their trunks and over the rocks, shaded from view above by the umbrellas of green held aloft by the trees.

Mount Campion, July 2020

Designed by Marz (Mar Scarmon), the forest is home to many secrets. Scattered through the woodlands, for example, are houses and cabins. Some stand at the side of the tracks that wind through the park, others within their own gardens, or with gardens close by; some appear as mountain cabins, others are more whimsical in form. All are picturesque when caught under the right light and from the right angle, and most sit at places where the paths through the forest may fork or reveal a new route through trees or between rocks or up to higher elevations or down to some below.

But the houses are not the park’s biggest attraction; that take the form of a series of tunnels and caverns that sit beneath the steps and plateaus of the park, awaiting discovery just behind the cliffs and rock faces.

Mount Campion, July 2020

There are many ways into – and out of – this network of tunnels and caverns. Some sit at the edge of the park’s paths or open unexpectedly onto them. Others lie at the end of trails that break away from the main paths that at first seem to just meander through the trees. Some even lie behind doors found at the bottom of gardens or within the cellars of houses.

It is only once you’re within the caves that you really appreciate how cleverly they have been put together. Using mesh kits and prims, Marz has built a convincing and consistent set of tunnels and caverns that rise and fall, divide and come together, run to dead ends or to walls that hide hidden turns and climbs up or down. Natural in form, many have the look of having been shaped by the passage water (and water can still be found in some). They are lit throughout by flickering torches, while sign posts – the same as those found along the trails outside – sometimes offer suggestions on directions to take whilst wandering through them.

Mount Campion, July 2020

Such is the design, just when you think you’ve seen all there is, something new pops-up, such as an unexpected opening that leads out to another part of the paths and tracks of the forest. Some of these can be surprising because they st close to another opening, but managed to pass notice whilst hopping in and out of that other tunnel. Others emerge from the network on a precipitous ledge that in turn reveals itself to be another path that clings to the vertical faces of the the mountain faces – paths that might otherwise be missed in a too-hurried walk around the park’s trails and paths.

And therein lies another part of the magic with this design: the paths wind and meander, rise and fall, drop through canyons, disappear into tunnels then reappear – but ultimately they all link together, offering multiple ways to explore the park and appreciate all of its many touches – the hidden paths, the statues, and so on, and also its features – gardens, houses, tunnels and caverns.  All of which makes for a rich and rewarding visit.

Mount Campion, July 2020

With thanks to Elora via Annie Brightstar

SLurl Details

2020 Simulator User Group week #29 summary

The Empire of Dreaming Books, May 2020 – blog post

The following notes were taken during the Simulator User Group meeting of Tuesday, July 14th, 2020.

Simulator Deployments

Please refer to the server deployment thread for news and updates:

  • On Tuesday, July 14th, the majority of the grid was updated with server release 544419, first deployed to the RC channels on Wednesday, July 8th. This should resolve issues with off-line inventory offers and group notice attachments, although a viewer-side update is also required, which is in the current Arrack RC viewer.
  • On Wednesday, July 15th, the RC channels should be updated with server maintenance update 544832, designed to resolve issues with some internal service updates, chat range improvements and capability improvements.

SL Viewer

There have been no official viewer updates to mark the start of the week, leaving the current pipelines as follows:

  • Current Release viewer version 6.4.3.543157, dated June 11, promoted June 23, formerly the CEF RC viewer – No Change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • Project viewers:
    • Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
    • Mesh uploader project viewer, version 6.4.4.543141, June 11.
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

Cloud Uplift

I don’t know if any of you have looked at AWS, but it’s a huge and complex system, so the learning curve on how to build servers, get them deployed, set up networks, security, etc etc etc is pretty tough … Not a surprise, just a lot of learning and work.

– Simon Linden, SUG Meeting, July 14th

Two publicly-accessible regions  – Morris and Ahern – on Aditi (the beta grid) are now running in the cloud. Aside from outbound HTTP messaging and e-mail, they should function with no discernible difference to regions within the Lab’s co-lo facility.

Ahern and Morris on Aditi (the beta grid) are now operating from the cloud

Commenting on the HTTP messaging / e-mail situation, Oz Linden stated:

There are abuse constraints in AWS that we need to make sure we don’t violate. Both outbound HTTP and Email are ways that scripts could cause problems. We have a way to regulate HTTP out that we’re pretty sure of, and which you should be able to test fairly soon on main grid simulators. llEmail may get some new constraints and/or more severe throttles … still studying that one. When we have some updates on that, we’ll post in the LSL forum.

– Oz Linden, SUG Meeting, July 14th

It is believed that the current HTTP / e-mail out issues should not affect HTTP / e-mail between regions. The issue also shouldn’t affect llTargetedEmail, since the caller cannot specify an arbitrary email address.

Virtual Cities and an Awakening in Second Life

Third Eye Gallery: Michel Bechir

The Third Eye, curated by Jaz (Jessamine2108), is a new open-air gallery space that opened on July 11th, 2020. Located on a sky platform, the gallery is described as “a place that is designed to showcase art, particles, inspire stories, and offer a quiet place to relax and rejuvenate. It is the culmination of my many dreams – to create a place that nurtures and helps the growth of all types of creative endeavours – be it words, pictures, or particles.”

For the opening exhibition, the gallery features a selection of art by Jaz, entitled Awakening, coupled with Virtual Cities, a selection of pieces by Michel Bechir.

It is only right that I open the gallery with Michiel as the guest artist, as he was the one who introduced me to SL photography.

– Jaz (Jessamine2108)

Third Eye Gallery: Michel Bechir

For Virtual Cities, Michel presents some 18 pieces focused on urban living within Second Life. It’s a rich mix of images spread across Michel’s time as a Second Life photographer, starting in 2009 and extending to the present day. Within them, he captures the many different ways in which cities and living spaces can be represented in-world, from shining cities with gleaming skyscrapers to cities in decay, from Mediterranean waterfronts to the cramped confines of the favela, and from cobble streets to paved sidewalks.

Not only are the pieces here attractive for their breadth of representation of urban spaces, they also hold the eye because of the richness of style and finish they each have.

Third Eye Gallery: Jaz (Jessamine2108)

Sitting across the landing point from Virtual Cities, Jaz offers 21 pieces that see states are something of a departure for her.

The series “Awakening” is about my changing perception of SL – to the possibilities that it offers and to be able to see beyond the surface. I am stepping out of my comfort zone to communicate using the creations of designers rather than use landscapes and avatars. I would like to thank the mesh creators Harry Cover and Karthikeyan Engineer with their quirky and cool creations that helped me grow as an artist.

– Jaz (Jessamine2108)

This is an intriguing and engaging collection of images, rich with colour, each one perfectly framed to draw the eye into it. There are four pieces within this collection that might be called “traditional” landscapes – or at least focus on subjects Jaz has more familiarly covered. However, this doesn’t put them at odds with the rest of the pieces on display, rather it grounds them as a further expression of her art and growth.

Third Eye Gallery: Jaz (Jessamine2108)

SLurl Details

Coming to Second Life: Gen Con “the best four days in gaming”

The VRazeTheBar Gen Con Experience pre-event Welcome Centre

Gen Con is the largest tabletop-game convention in North America, by both attendance and number of events. Covering everything from traditional pen-and-paper games to computer games by way of role-playing games, miniature war games, strategy games, board and card games, live-action role-play and more.

Founded in 1968 as the “Lake Geneva Wargames Convention”, since 2003 Gen Con has taken place annually in Indianapolis, Indiana, where in 2019 it attracted almost 70,000 attendees.  However, as with a lot of physical world events, Gen Con in 2020 has been hit by the SARS-CoV-2 pandemic; but rather than being abandoned, the event is switching to offering itself on-line through a number of services and platforms – and as a part of this, solution provider VRazeTheBar is creating a special venue in Second Life.

Courtesy of Gen Con OnLine

VRazeTheBar is an organisation dedicated to providing virtual experiences to complement both physical world events and other on-line activities, including conferences, seminars, conventions and trade shows. They have partnered with Gen Con to provide a multi-region environment within Second Life that will offer those wishing to capture the atmosphere of the convention the opportunity to do so virtually, through VRazeTheBar Virtual Gen Con Experience.

Taking place alongside the rest of Gen Con Online over the four days of Thursday, July 30th through Sunday August 2nd, VRazeTheBar Virtual Gen Con Experience features four regions in Second Life that will host a full schedule of activities for gamers and attendees, which might be summarised as:

  • Tabletop Role Playing sessions run by experienced in-world game masters.
  • Panel and group discussions – such as the Game Designers Fireside Chat, featuring game designers and experts in the field.
  • In-world game creation sessions and tournaments.
  • Open gaming sessions that you and your friends can explore and discover new experiences.
  • Social events and activities – such as the Virtual Dragon Riding Rave, featuring a live mix DJ playing fantasy and sci-fi based electronic dance music.
  • A chance to meet the creators and designers of the virtual world.
The VRazeTheBar Gen Con Experience pre-event Welcome Centre

To help make full use of the available space, the event’s regions have been collectively divided into themed areas defined by altitude:

  • Ground level (Sierra level): presentation area and historical.
  • 500m (Lima level): modern / present day – down-town Indianapolis.
  • 1000m (Echo level): apocalyptic.
  • 1500m (Golf level): game play environments.
We’re building this over four private regions; [it’s] fairly small scale … But it allows us to do things well in terms of performance and offering an awesome social experience, which are important to us. So is the idea of recreating, as closely as possible, the actual venues that gamers feel comfortable as familiar hang-outs and social spaces when spending time in-world.

– Ron Clifton (RCArchitect in-world), VRazeTheBar’s Technology Lead

Each level will have specific features and attractions. For example, the ground level will include the main landing point and Welcome Centre. As the first location those attending the event will encounter, this serves a number of purposes:

Courtesy of VRazeTheBar
  • It provides general information on the event itself, such as the schedule of activities.
  • For those who are not familiar with Second Life, it provides basic tutorial on using the viewer to move, communicate, and sit (and which is supported by additional introductory info on the VRazeTheBar website), together with general information on SL.
  • For those unfamiliar with table-top gaming in Second Life, it provides simple introductory games visitors can play to understand the essentials – such as using a game HUD.

Above this, on the Lima level is a photo-realistic reproduction of down-town Indianapolis that features the venues that host Gen Con in the physical world, intended to give gamers familiar with those venues a sense of recognition and comfort in where they are in-world.

Attendance at the event is largely free (although there is a nominal US $2.00 fee for some special events, mandated as a part of Gen Con Online’s registration requirements) – however, attendees must all register via the Gen Con website.

We’re really excited to have this opportunity with Gen Con. It’s very much a proof of concept to show what we can do in Second Life to recreate some of the Gen Con social experience.

– Alesia Clardy (AleisaPM in-world), VRRazeTheBar’s Creative Director

I’ll be covering more on the event over the course of the next couple of weeks in the run-up to doors opening, including some sneak peeks at the various event levels and what they’ll be offering.

In the meantime, Second Life users interested in finding out more about VRazeTheBar Virtual Gen Con Experience can do so by dropping into the pre-event Welcome Centre currently open on the Mainland. This will remain available to visitors through until the event kicks-off on July 30th, and as well as providing the introductory information outlined above, this version of the Welcome Centre also provides details on how to register for the event and offers links to join the in-world group where updates and information can also be obtained.

My thanks to Ron and Alesia at VRazeTheBar for their time in the preparation of this article.

Links and SLurl