| On Wednesday, November 13th, Linden Lab quietly made the SL Mobile App available to all users.
The release was somewhat low-key to help minimise the impact of users piling on to the Google and Apple stores and becoming frustrated if they found themselves unable to access the app and download it due to the volume of demand. |
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As a part of the opening of availability of the App, Linden Lab hosted a mini round-table via Zoom at which SL Mobile was discussed, and a little look behind the curtain for the App and its history was given. The following is a summary of some of what was stated / revealed.

On Developing the App and Initially Limiting Access
There were many ways SL Mobile could have been developed; in 2019, for example, it was indicated that LL was working on an iOS client focused on communications (see: Second Life: LL confirm iOS client in the making). However, this work was suspended at some point, most likely so a better solution could be sought.
As was noted in the Zoom discussion, there were multiple paths to take, and how best to present the a Mobile app to an audience of Second Life users. One question in particular that had to be addressed was how to present the app to users; its development involved many challenge such that simply opening it up to all users from the first instance was not considered as really feasible, because the feedback could be overwhelming. The release needed to be limited in some way whilst still allowing for the necessary feedback.
So what is the best way to limit it? It is to limit it to people who have really committed financially, as well as in various other ways [to Second Life], and subscribers were they way that we could do this. It’s not like we really wanted to paywall it forever; we just wanted to open it up to smaller audiences, get feedback, get a lot of iteration, and that’s what we’ve been getting from the community, and it’s been fantastic.
Senior Vice President of Product and Engineering, Grumpity Linden
Features and Intent
In terms of which features the Lab decided to focus on in particular for Mobile, the approach taken was to think in terms of “user journeys”: identifying a specific activity users enjoy doing in Second Life – such as socialising, be it at a club or similar venue, or getting out and about with others – and what are the key capabilities involved in that experience: moving, teleporting, communicate, see what’s going on, hear what’s going on (music), look-up profiles, etc. Then building-out those capabilities iteratively, before moving to another journey – such as enhancing avatar customisation options, and start an iterative process that could result in a more rounded means to management inventory on Mobile.
This next journey – subject to official confirmation – might be enhancing avatar customisation through the App. Again, this will not mean a complete set of customisation and inventory management tools being made available at once, but will again be an iterative process, with options and capabilities added over time to improve the experience.
However, it is important to remember that the aim with Mobile is to augment people’s Second Life, offering an adjunct to the viewer. It is not intended to emulate / reproduce all of the functionality available within the desktop viewer.
The idea is not to create a simpler experience, say akin to Fortnite, on Mobile, where one can “play” Second Life and have the whole experience on the Mobile App. We don’t actually know, and are inclined to disbelieve, that would ever be possible. What we’re trying to do instead right now somewhat better by using Mobile; maybe it’s getting messages; maybe it’s finding new places … maybe it’s doing something you like to do every day, but do it in Mobile because you’re on a bus or something; but we’re not trying to design the Mobile client to replace Second Life on the desktop.
– Philip Rosedale, Linden Lab CTO

Audience
Broadly speaking, SL Mobile has been developed with two primary audience in mind:
- Existing users – as a means for them to enhance their SL experience by continuing engage with the platform and their friends during those times of the say when it might not be practical to utilise the desktop viewer in order to do so.
- “Lapsed” users who have left SL, many of whom have responded to the Lab reaching out to them by saying Second Life doesn’t address their preference for using mobile to access the things they want to do, rather than being reliant on a desktop environment.
One thing the Mobile app is not intended for – at least for the foreseeable future – is the on-boarding of users entirely new to SL; the learning curves involved in becoming comfortable with SL and engaging with it are seen as being too complex / steep at this point in time. Which is not so say the Lab will not be seeking to resume marketing SL to potential new users; far from it, as Brad Oberwager, the Lab’s co-owner and Executive Chairman, noted:
What we are going to do is to start driving people to the desktop and see what happens. That is in play, and that’s good for everybody here. The more people we can all bring in, the better Second Life will be for everybody.
Reception
One of the downsides to the iterative approach taken thus far with SL Mobile has been that it has received extremely poor feedback on both Google Play and the Apple Store. Much of this appears to revolve around perceived incompleteness, possibly as a result of users jumping in and expecting a fully-rounded product and becoming frustrated when they discover functionality is missing.
In this respect, it is again important to remember that SL Mobile is still very much in a beta stage of development, and the iterative process will continue; as such people do need to offer some patience in terms of “missing” features, etc. While the negative feedback has been a source of frustration and disappointment for the Lab, measures are being considered to correct it- be it by resetting the app on the Apple Store and by continuing to offer a better and better product. At the same time, as Lead Developer Adam Frisby noted, the number of poor reviews is hardly insurmountable in the scheme of things .
Trying SL Mobile
As noted, SL Mobile is now available to everyone on both the Apple Store and Google Play, and the links for more information are below. If you are keen to try out out, again, please remember, this is not a final release – as noted above, SL Mobile is still in beta, so please keep this in mind when reviewing the app. That said, if you do encounter issues or bugs, do please file a report with the Lab .
Related Links
- Second Life Mobile website
- Second Life Mobile Beta FAQ (Linden Lab)
- Second Life Mobile on Google Play
- Second Life Mobile on Apple Store
- Second Life Feedback Portal – Mobile Beta (for reporting bugs / issues)
personally being an SL user since it’s vanilla prim days back in the 2000’s I expressed & understood other people’s frustrations in the reviews on google play & App Store on apple. I feel the lab rushed a bit too much in regards to releasing it to the public when it’s not even finished yet you see the same problem with game developers putting out their games as early access & running into all sorts of problems.
Most people don’t want that kind of responsibility & anxiety/stress that comes of testing something out & leaving feedback anymore they’d much prefer to be given a finished product that they don’t need to worry about & just report the odd bug here and there.
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