The InVerse Orlando house in Second Life

The InVerse Orlando House – the (first?) arrival of 2022 at Isla Myvatn

So I ended up back at Novocaine Islay’s InVerse store recently, where I was supposed to be there helping her make decisions about a new house she’d been considering. But, unfortunately for you, whilst paging through one of the rezzers there, I came across a house design that piqued My curiosity. I say “unfortunately for you”, because after carrying out so checks and measuring, I realised it could be a good fit for the home island – and so here you are, wading through another house review 🙂 .

The house in question is the Orlando, modern style of house that has a certain look to it that whilst not “Scandinavian” per se, has a look that is well suited to somewhere like Second Norway. I’m not sure how long Novocaine has had it on the market, but it is currently only available via the InVerse in-world store. The living space is split over two full floors, each split into two rooms, with additional space provides by balconies and terraces, including a covered one to the side of the house that includes a swimming pool sheltered by the extended roof of the house.

The Inverse Orlando (furnished version) straight out of the rezzer

The overall footprint for the building is 26 metres wide by 22 deep, with added “tongue” to the front aspect forming a large step that brings the overall depth of the building out to almost 26 metres. Within this footprint, the interior living space is just under16.4 metres in width and some 18 metres in depth. The ground floor, served by a single front door, presents a lounge area running the full width of the front of the house and some 8.2 metres in depth, with the staircase to the upper floor to one side and large picture windows to both the front aspect and to the pool patio. Behind this sits a kitchen / dining area approximately 12 metres wide and 8 metres deep and with windows overlooking the pool to the side and to the rear aspect.

On the upper floor are two interconnected room, each approx. 8.2 metres square, and both individually served by a landing that runs to one side of them. One of these rooms has a balcony to the front aspect, and both have windows overlooking the covered pool, a large skylight in the roof over the pool allowing ambient light into both. The second room also has windows to the rear aspect, and the upper floor is completed by a side balcony also accessed from a door leading off of the front-to-back landing hallway. The entire default finish of the house is a mix of wooden framing, white brick and grey and white stucco, with a tiled and highly attractive waveform roof.

The default furnishings on the Orlando’s lounge. Note the baked light / shadows from the windows on the flooring

As with many of Novocaine’s houses, two versions are included in the exceptionally modest price of just L$349. One of these is the bare-bones house with controller, and the other comes will furnishings and additional décor. Which you option to use is a matter of choice; the furnishings supplied are acceptable enough for those looking for an out-of-the-box home, although the style is perhaps more towards low LI than the finer aesthetics of design (although this didn’t stop me from using some of the elements from the furnished version!).

The bare bones house tops-out at 83 LI (including lighting and house control system), with the furnishings increasing this by a further 77, in the process offering drapes for most of the windows, plants, a lounge suite of sofa and armchair, a galley kitchen with basic 4-place tabled and chairs, a large bath with bathroom vanity fittings, a double bed with side tables and lamps, a fireplace with scripted fire and various sideboards and with rugs, plants and picture throughout, a basic web TV, with the majority of the fittings complete with animations – including for the kitchen and even in one of the rugs!

I preferred to use mix of the supplied furniture and fittings – sideboard and fireplace in the lounge, for example – with my own furniture. Note also, the re-textured floors to avoid the baked sunlight / shadow effects

Something new to me with this design is the inclusion of an additional control element in the furnished version: a texture changer than allows the user to turn the shadows cast by the furnishings on the floors on and off. This is only practical if you don’t move the supplied furnishings around (or replace them), but it’s a novel idea. A pity it didn’t also extend to the baked sunlight / shadows on the floors as well.

What attracted me to the Orlando lay in the overall build quality, which – with the odd caveat here and there – is pretty darned good – and the fact that, like the Tarzana I picked up in October 2021 and reviewed here, it is ideal for modding and tweaking.  For example, for anyone who has a waterfront home and who may not want the included swimming pool, it and the patio area under the roof can be removed, and, with the addition of a new house base and additional support under the outer wall of the pool space, a small, covered dock can be made. I found it offers sufficient space for a pier and a boat up to the size of my Bandit 460AK cabin cruiser (reviewed here) – and I came close to actually using the house in this configuration on the waterfront of Isla Myvatn.

The floor-to-ceiling height of the Orlando, coupled with the structure’s width meant it almost perfectly fitted the space vacated by the Tarzana, and matched the elevated back garden

However, and (again) as I’ve covered in these pages, I’ve spent a far amount of time building a stepped Zen garden and elevated spots at one end of the home island, integrating them with the upper floor of whichever house I’m using, starting with Fallingwater and then continuing with the InVerse Tarzana house.

On measuring things like floor-to-ceiling space, and overall size, I realised that the Orlando would more-or-less slot right into the space that had been occupied by the Tarzana and aligned with the paths of the elevated garden. All I needed to do were a couple of minor adjustments to the lengths of walls in the garden and add an extension to the garden down one side of the house to replace the pool terrace I put together for the Tarzana. The design of the Orlando also meant it was easy to install an additional door at the back of the house to access the gardens. Such was the fit, the mods and adjustments (with some re-texturing) took less than an hour to complete – so, lucky me!

Another view of the rear of the Orlando, showing the mods I made to the top of the stairs, adding an additional door to access the back gardens

The re-texturing was largely due to me wishing to remove the baked sunlight and shadows from the floors to the front of the house, plus some roughness of some of the wall and ceiling textures. Doing so isn’t essential, it was just a personal choice and down to the niggles I have with things like “sunlight” being baked on surfaces. Use of specularity is also a  little odd in places – such as on the roof – but again, easily fixed by setting it to None on those faces that do look out-of-place.

However, given the price of the unit, dwelling on the negatives is a little churlish – we’re talking the price of a cup of coffee overall! – and the attractiveness of the design is hard to overstate. Those looking for a house that offers cosy living space with some flexibility and a pool with poses, the Orlando could be just the thing.

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February 2022 Web User Group summary: Marketplace

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, February 2nd, 2022.

These meetings are generally held on the first Wednesday of the month, with dates and venue details available via the SL public calendar. A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!). Again, the following is a summary of key topics / discussions, not a full transcript of everything mentioned.

January Work Summary

[Video: 2:00-6:15]

  • Destination Guide:
    • A face-lift for the look of the Destination Guide.
    • Back-end infrastructure work on the DG to make it “easier and more effective” for the Lab to maintain, and to lay the foundations to build now functionality going forward (e.g. improved support for TPVs); restructuring of widgets; improvements to place rankings.
    • These updates should be deployed during February.
  • Marketplace variants (e.g. different colour variants for an item in a single listing):
    • Infrastructure work is now in progress.
    • Work has also started on designs for how listings will work.
    • No date / time-frame for when this will be delivered – but possibly Q2 2022.
  • Part of January’s work has been focused on OS and code updates to keep everything up-to-date.

Search Improvements Project Update

  • The third-party team who will be supporting the work to overhaul Search is now on-board with the Lab.
  • This means the project to overhaul Search has now started, and is liable to run for the next 6 months or so.
  • As previously noted, the aim of the work is to make Search functionality / results more meaningful / relevant.

Marketplace Q&A

[Video: 7:27-20:49]

  • The idea for this is to have an Amazon-style Q&A section on Marketplace listings similar to that seen on Amazon, where questions on a product can be asked and answered either by the creator (or their store managers) or by those who have actually purchased the item.
  • Views against this included:
    • Some Content creators have external social media groups or in-world groups to address questions, etc., so a Q&A section just adds to these channels.
    • Some creators feel they are dealing with enough “spam” and “crap” (words used), and a Q&A section just adds to it.
    • Some creators use alt accounts for different brands they run, and don’t keep their alts active beyond creating listings, so they “are not going to see Q&As”.
  • A suggested alternative was to have amore of a “live chat” feature or a link to contact the creator so that people can talk directly to a creator / store manager.
    • This would appear to suffer many of the “cons” noted above: what about stores run by alts that are not logged-in? A “live chat” capability forms yet another channel of communication; it requires always being logged-in to the MP, etc.
    • It could also potentially be an abuse vector.
    • It misses the potential for a Q&A section to double as a form of FAQ – common questions asked are right their in front of customer’s eyes (if they choose to read them).
  • One creator at the meeting did point out it could be very helpful to newer users, in allowing them to ask questions without the need to try and find whatever alternative channel  – in-world group, Discord channel, etc. – that might be available for questions.
  • It was pointed out that the facility could be made optional: if a creator doesn’t want to have a Q&A section included in a listing (or even an entire store) they could opt to do so.
  • Given the number of unfavourable responses voiced at the meeting, the idea is being taken “back to the drawing board”.

Marketplace Sub-Brands

[Video: 21:03-40:52]

  • Rather than having to use alts to manage listings for their different brands, allowing creators on the Marketplace to have additional stores linked to a “primary” brand name, allowing them to manage all their brands from one account.
  • This would be a much larger project to implement, requiring some substantial infrastructure changes (e.g. the MP is built on the assumption there is one one store per MP account). As such, requests for such a capability have previously been turned down.
  • There was some confusion in the meeting as to what the difference would be between “store” and “sub-brand” and how they might be used.
  • There were also what amounted to two different use-cases:
    • Some would like the capability to run multiple individual stores from just the one account, rather than having to run different store through alt accounts (e.g. a store for their horse-related goods, a store for their motorcycle products, etc), with the option to link between stores if they wanted, and with ease-of-access to the stores from one Marketplace account dashboard.
    • Others expressed more of a “department store” style approach with a “flagship” brand, and then sub-brands for products below it (equating to the different departments in a store), allowing them to “break up” their existing store without the risk of losing existing reviews and feedback.
    • A further suggestion what to provide a means for creators to link their alt store accounts to a “main” account, if they so wish – although this does not solve for those wishing to split their existing stores..
  • Both of these approaches were seen as valid, but left the question on how best to approach them. As such, Reed Linden requested time to take the ideas back to the Lab for internal brainstorming + further discussions at future WUG meetings.

In Brief

  • [41:36-42:35] LL are targeting 2022 Q2 (April-June) for the deployment of Premium Plus. Content, cost, etc., will be announced at the time of launch.
  • [48:02-48:50] Despite fees on Event listings, there are still what amounts to adverts appearing within the events listing. Currently, Events are not subject to any work, and so this is still something to be dealt with. However, events are due to be overhauled “in the near future”.
  • It was re-iterated that LL have largely stopped supporting the SL wiki, other than core pages of information relating to things like LSL functions, policy, etc., and there are no plans to move it to HTTPS.

Infinite: celebrating Indigenous Australian art in Second Life

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

Indigenous Australian art takes many forms – rock painting, dot painting, rock engravings, bark painting, carvings, sculptures, and weaving and string art – and is the oldest unbroken tradition of art in the world.

It is rich in meaning and forms a central element of aboriginal life, the motifs, symbols and designs used revealing tribal relationships, social position, and more – all of which is noted by Sophie de Saint Phalle (Perpetua1010) in the introduction to Infinite, her latest exhibition which opened at the end of January 2022 in a new level of her gallery spaces, the Subcutan Art Gallery and Multimedia Centre.

Art is part of the main rituals in Aboriginal culture: it marks territories, records history, supports and transmits narratives about the Dreamtime. Similar to how Christians have their own story about the creation of the world, Aboriginal Dreamtime describes the creation of the world and each landscape.

– From the introduction of Infinite by Sophie de Saint Phalle

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

Laid out in a setting designed to evoke thoughts of the outback desert, with large rock-like blocks that appear to shimmer in the heat, Infinite presents a series of bass-relief paintings and watercolours by Sophie produced in the same manner and styles as those used by Australian aboriginals. However, these are no mere interpretations of indigenous art; rather, it is a genuine homage, as Sophie notes:

My art shown at this gallery was inspired by my stay in Australia where I lived with the Aborigines for several weeks.
From the Aborigines I learnt how to find and use the typical aboriginal paints. Mainly pigments derived from clay tinted with mineral oxides Very rare is the colour blue which you find in some of my paintings.
Some colours are mined from “ochre mines” and used for both painting and ceremonies. Inorganic pigments such as ochre or rock flour is sometimes collected only by certain men of a clan. Other colours are made from clay, wood ash, and animal blood. All colours are natural.

– Sophie de Saint Phalle

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

These are richly evocative pieces that speak to traditions, beliefs and a view of the world that is far, older than any European or other influences that have made their way to, and across, Australia.

They also stand as a mark of respect from Sophie to the peoples with whom she spent time and from whom she learned their techniques and approach to their painting as a expression of their history. For as she again herself notes: within aboriginal society, reputation is acquired through the gaining of knowledge and understanding and not by the accumulation of material possessions.

Thus the pieces in this exhibition speak to the knowledge and understanding Sophie has received from her mentors, and presents a reflection of the infinite depth of their beliefs and connection to Nature. They also offer a fascinating glimpse into a world the majority of us will never witness, much less encounter or understand, marking Infinite as much a journey as an exhibition.

Subcutan Art Gallery and Multimedia Centre: Sophie de Saint Phalle – Infinite

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A Buddha Garden in Second Life

Buddha Garden, February 2022 – click any image for full size

Update, December 29th, 2002: Buddha Garden has relocated – please read A Return to Buddha Garden in Second Life for more.

Tucked into the north-west quadrant of a Full region using the private island LI bonus, lies Buddha Garden, a “paradise of pleasure” put together by Gian (GiaArt Clip) and Havih – and a place deserving of its description.

It sits as a quarter-region parcel very much of two parts. To the north and west sits a lowland area, separated from the rest of the land by two channels of water. It forms a broad, flat sandbar of a beach that offers the kind of activities and opportunities one might expect of a tropical beach resort: there’s a beach bar (serving as the parcel’s unenforced landing point), complete with a wooden path that winds its way to where a dance floor sits over the sand. Nearby a deck extends over the shallows, while boats are moored within wading distance of the golden sands. All of which is watched over by the patient form of Buddha sitting in meditation.

Buddha Garden, February 2022

On the landward side of the beach, the water channels join at the mouth of a river that runs westwards from where it starts as a series of waterfalls that step their way down from the eastern heights. This river is braced on either side by high rocky plateaux that extend outwards from these eastern and the southern highlands.

These plateaux, together with the grassy lowlands that sit below the southern curtain of cliffs, present a very different atmosphere to the sense of fun, music and dance found on the sandbar beach. Reached via a pair of bridges, these lands are more peaceful and introspective in nature and offer hints of ancient places of worship, and for spiritual activities.

Buddha Garden, February 2022

To the south, a further series of waterfalls drop down from the cliffs to reach pools below. Their passage down the rock is watched over by a series of carved seated figures of Buddha, where the pools at their feet are open to visitors. Steps lead up to both, and while one remains in its natural state (and includes a place to sit and meditate), the other has been built out into a place to bathe within the crystal waters falling from above which in turn provide shimmering curtains that front a couple of shallow cavern hideaways.

Between both pools, and tucked against the base of the cliffs sit both a little cuddle spot set beneath the blooms and boughs of a plum tree and – perhaps not so noticeable but worth discovering – a well-like teleport. The latter will carry those who find it up to a skybox gallery hosting Gian’s art, a mix of images and paintings from both the virtual and the physical worlds.

Buddha Garden, February 2022

Back on the ground, the tops of the tall plateaux can be reached by winding path and / or stairs, one path marked by a Torii gate, the other leading past more of the secrets within the region – the entrances to tunnels and caverns that run and sit below one plateau and reach back behind the waterfalls that feed the river. I’ll leave you to explore these and what lies within them, and instead turn my attention to the plateaux tops.

Follow the path upwards marked by the Torii gate, and it will lead you by twist and turn up to where a second gate stands in greeting and the gardens continue with blossoming trees, a place of levitating meditation. Beyond it, steps climb upward to a place of refreshment together a small pagoda sitting over a koi pond and further places of meditation and relaxation, all of which sit beneath the blanket of a tropical rain shower.

Buddha Garden, February 2022

To the west, beyond the waterfalls and their short river, the lower plateau sits as the home to a further retreat located on its grassy top. Complete with pools of calming water indoors and out, places to meditate or to sit and cuddle – and even a hot tub in which to relax, it makes for a peaceful retreat as it overlooks the beach.

Should the plateaux prove a little too giddy to climb, visitors can take the stepping stones that run up the middle of the river from the beach. They end in another round flagstone offering a levitating experience, whilst on the southern bank of the river a further sanctuary sits, with an outdoor tub and shower and refreshments waiting to be shared within.

Buddha Garden, February 2022

Finished with a rich ambient soundscape and with birds and wildlife also awaiting discovery (as well as cats and dogs!), Buddha Garden offers a lot to see and appreciate, complete with secrets and touches to keep a visit entertaining. My thanks to Shawn for the LM and pointer!

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2022 SUG meetings week #5: summary

Longing Melody, January 2022 – blog post

The following summary notes were taken from the Tuesday, February 1st, 2022 Simulator User Group (SUG) meeting. No video for this week, as Pantera was unable to attend.

Server Deployments – Restarts Only

All simhosts are being restarted on Tuesday, February 1st, 2022 (SLS Main channel) and Wednesday, and February 2nd, 2022 (SLS RC channels). No deployments will form a part of the re-starts.

There should hopefully be a new simulator version available for the RC deployments in week #6.

Available Official Viewers

This list reflects those official viewers currently available.

  • Release viewer: version version 6.5.2.567427 – Mac Voice hotfix viewer, January 13 – no change.
  • Release channel cohorts:
    • Maintenance RC viewer, version 6.5.3.567451, issued on January 20th, combining the Jenever and Koaliang Maintenance viewers.
    • The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
  • Project viewers:
    • Performance Improvements project viewer version 6.6.0.567604, dated January 24.
    • Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

In Brief

  • The core of the meeting was a user-to-user discussion about BUG-231634 “[Feature Request] llGetObjectDetails() constant OBJECT_BODY_SHAPE_HOVER_HEIGHT”, and the exact requirements for calculating and avatar’s position (notably relative to a sit object), where the issues lay, and what needs to be done. However, given the Lab’s response to the feature request, it appears unlikely this will be a focus of work near-term.
  • Leviathan Linden is compiling a list of feature requests that he will likely be tackling as he eases back into working on Second Life. As s first part of this work, he has been looking at requests related to llGetPrimitiveParams(), noting:
I’ve already overhauled the logic to allow me to call the fundamental logic in llGetPrimitiveParams() via llGetObjectDetails() but will have to translate the parameter values. I’m at the point where I’m wondering which should be supported and which should not.

This sparked a discussion on the parameter should be supported, with suggestions including: PRIM_SIZE, PRIM_TEXT, PRIM_BOUNDING_BOX, etc., leaving Leviathan noting:

Well, my inclination would be to expose a few safe parameters to llGetObjectDetails() and add more later after more discussion/feedback.

So expect this to be a discussion for future SUG meetings.

Lab Gab with Brad Oberwager & Philip Rosedale: a summary with video + audio

via Linden Lab

On Monday, January 31st, Linden Lab streamed a pre-recorded session of Lab Gab featuring the company’s Executive Chairman Brad Oberwager (Oberwolf Linden) and the Lab’s co-founder, Philip Rosedale, who recently re-joined Linden Lab in the capacity of a strategic advisor, having left in 2010 to work on a number of projects – most notably co-founding High Fidelity Incorporated in 2013.

The session was built around more than 300 questions submitted by users in the wake of the announcement that High Fidelity had invested in Linden Lab in terms of money, patents and personnel.

The following is a summary of the session, the full video of which is embedded at the end.

  • For ease of reference, I have broken this summary into heading based on the topics discussed through the session, and timestamps to the relevant start point in the video are provided for each.
  • Throughout the summary comments made by / questions directed towards Brad Oberwager are preceded by [BO] and those relating to or made by Philip Rosedale are preceded by [PR].
  • Note that audio extracts, where provided, have (as usual) been subject to some editing to remove pauses, repetition and the occasional aside that fall outside of the topic being discussed. This has been done with the aim of making it easier to follow the comments being made, and without changing the context or meaning of any of the statements made.

On the Investment by High Fidelity

[Video: 1:54-4:49 – PR]

  • After leaving Linden Lab in 2010, went on to establish Coffee And Power (2010-2012), prior to co-founding High Fidelity, a company initially focused on building a VR headset-centric virtual world.
  • In 2019, the company concluded the current generation(s) of VR headsets would not be commercially successful enough to sustain a virtual world environment. So the company pivoted away from this in 2019 – see: High Fidelity changes direction: the reality of VR worlds today (& tomorrow?), High Fidelity changes direction (2) and High Fidelity changes direction (3): layoffs & shuttering apps and access), eventually opting to focus of 3D spatial audio.
  • The Spatial audio side of the business – which already has the software licensed to a number of customers – will continue, However, the company retained a core set of skills based around building VW technologies, and with Brad Oberwager coming into Linden Research in a very hands-on capacity, he and Philip reached agreement that there is a synergy between the VW expertise at Hi-Fi and the work LL is doing with SL.
  • His personal view is the Second Life is the place to explore where virtual reality might go next, as it remains the cutting edge example of what a virtual is, and what might be achieved within one.

On What the Investment Means for Second Life / LL and for High Fidelity

[Video: 4:54-9:37]

  • [BO]
    • Looks at the relationship in three ways: personal, business and “meta”.
    • Personal: he and Philip have been friends for a long time. They share lot of personal time (e.g. travelling to and from Burning Man together, sharing walks and the occasional beer, etc.), and he has a lot of respect for Philip as well as liking him, and he is also a person he would like to emulate. Sees being able to connect with Philip within a business environment as “very gratifying”.
    • Business: running a platform like Second Life as a “great responsibility”, and fully acknowledges the platform is nothing without the users. So sees having someone with Philip’s vision to offer tactical and strategic input from outside of the company very beneficial.
    • “Meta”: believes that any / all consideration of “the metaverse” or of “metaverses” requires a moral compass. If it is left purely up to big corporations that generate their revenue through surveillance / behavioural monitoring (to deliver ads, content, etc.), could be “very dangerous”. In questioning of this approach and its associated technologies, he feels Philip has demonstrated he is that moral compass at this point in time, and is someone who continues to focus on serving and supporting users.
  • [PR]
    • In terms of Hi-Fi, the company retains a core team working on the spatial audio product, which is being licensed and will continue to be developed and licensed.
    • He will continue to run Hi Fi.

On the Role of Strategic Advisor

[Video: 9:39-11:17 – PR]

  • As an advisory role, is not responsible for day-to-day decision making with the Lab.
  • Meets with the various teams at Linden Lab as and when they specifically would like his input / ideas / perspective.
  • Very much appreciates being seen as a moral compass.
  • Also hopes that his experience as an engineer and product strategist can be put to practical use.
  • Personally enjoys becoming a voice at the table again in an environment where responsibility for the platform’s growth is shared between the company and the users.

On Their Friendship and Mutual Approach to SL / LL

[Video: 11:31-17:50]

  • [BO] Initially met around twelve years ago through mutual friends when taking a boat trip around San Francisco Bay. At the time Brad was trying to close his first major business deal and “acting like a goofball” and being “obnoxious” when he noticed Philip was watching him. Once on the trip, they started talking, which lead to dinner (with at least Philip’s wife – whom Brad has previously referred to as his “closest friend” – joining them).
  • [PR] notes that Brad had always shown an interest in Second Life, and when he happened to mention the Lab was looking to put itself up for sale, Brad was immediately interested in the opportunity presented.
  • [BO] On the subject of buying Linden Lab:
    • Understood that SL as a virtual world has different needs to those of LL as a company, so felt there was a real danger that had LL been purchased by an entity that didn’t understand the difference between the needs of the platform and the needs of a company, SL could have ended up being squeezed for revenue.
    • Took a much different view in acquiring the company, with a willingness to invest in a commitment to make the platform “better” – although he admits he is not that sure what “better” actually means.
    • As such, he acknowledges that running Linden Lab requires a “looseness” of approach and outlook that others might have missed.
  • [PR] Felt he left Linden Lab in 2010 without knowing whether or not he’d built a successful culture at the company whilst its CEO. However, believes that it has become apparent that it does take a special kind of company to steward Second Life. The fact that the culture within the company remains very similar to when he was CEO has both made him confident that the right choices were made and made returning to the company and the platform “easy”.

PR – On Returning to LL and His View on SL in 2022

[Video: 18:15-20:20 PR]

  • Felt the decision to invest in LL and make a return to SL was absolutely the right thing to do, and the decision was easy to make.
  • Believes Second Life is both “incredibly similar” to how it was when he left it, even though it obviously changed in terms of users and content, etc.
  • Has loved reacquainting himself with events and activities in-world, and once again participating in the “standing wave” the platform represents.

On Facebook and its Pivot to “Meta” and the “Metaverse”

[Video: 20:29-26:51]

  • [PR]
    • If he could provide advice to Facebook, it would be “don’t do it”.
    • Particularly believes that the temptation for companies such as Facebook to enter the metaverse environment and attempt to parlay their surveillance / behavioural business model (utilising data gathered on users for the purposes of generating revenue through targeted ads and content) would be extremely harmful.
    • In contrast, Second Life has clearly demonstrated a fully scalable business model that operates purely on a fees-driven model, one that generates more revenue dollars per user per year than You Tube through its model, and probably than Facebook.
    • As such, believes the approach taken by LL / SL is much less prone to the risk of abuse and is safer than those espoused by the likes of Facebook and Google.

  • [BO]
    • Would add that as well as generating more money per user, Linden Lab also spends more per user.
    • Believes this is critical because a platform like You Tube is scale based: it relies on building a larger and larger audience, which in turn drives the surveillance / behavioural business model (more users means more adverts can be served and more revenue generated from advertisers, etc.).
    • The Second Life model, however is not just about user acquisition but is more equivalent to the physical world consumer model of supply and demand (or perhaps more properly for SL – demand and supply). So, the more closely links LL’s ability to generate revenue to its ability to offer capabilities and services to users, the more attractive it is for users to spend money on the platform.
    • As such, the decisions made by the likes of Facebook with regards to its platform will be very different to those made by the Lab for Second Life and its users.

Continue reading “Lab Gab with Brad Oberwager & Philip Rosedale: a summary with video + audio”