Promoting Second Life: LL at MomoCon

Linden Lab’s booth at MomoCon 2019. Credit: Linden Lab

During a couple of his public chat sessions in 2018, Linden Lab CEO Ebbe Altberg indicated that as well as continuing with the work to enhance Second Life, introducing new technology and new capabilities, Linden Lab would also be looking at new ways that might help grow the Second Life user base, possibly through a number of different channels / approaches.

One of the more interesting of these approaches is taking place between May 23rd and 26th, 2019, as Second Life makes a début at MomoCon 2019 in Atlanta Georgia.

Defined as a “geek culture convention”, MomoCon is an annual event held in wither March or May of each year, which the official website describes as:

One of the fastest growing all ages conventions in the country. Fans of Japanese Anime, American Animation, Comics, Video Games, and Tabletop Games come together to celebrate their passion by costuming / cosplay, browsing the huge exhibitors hall, meeting celebrity voice talent, designers, and writers behind their favourite shows, games, and comics and much, much more over this 4 day event.

– Official MomoCon website

MomoCon has its roots deep within the anime community – it started life as a offshoot of Georgia Tech’s anime club, Anime O-Tekku, with the first convention, called Techwood Con, held in 2004. In 2005, it became MomoCon (“momo” being Japanese for “peaches” and Georgia being the Peach State), and the convention enjoyed rapid growth over the next few years as a free-to-attend event.

In 2012, MomoCon became a paid-to-attend event, and experienced massive growth: in 2018, for example, over 35,000 unique visitors attended the convention over its four days, with a programme encompassing anime and animation, games, comics, manga, contests, demonstrations, cosplay activities, photo shoots, screenings, concerts, robot wars, and more.

Visitors have been dropping into the booth since the conventions opened. images credit: Linden Lab

While such a venue for the presence of Second Life might initially seem a little unusual, the fact is that there is a rich and vibrant cosplay community in Second Life, some of which does encompass anime, which also has a large following among Second Life users. As such – and given the event is also about on-line activities – there is a potential for Linden Lab and Second Life to engage with people face-to-face and potentially bring new users into the fold. A further reason for appearing at MomoCon in particular is that Linden Lab have a physical presence in Atlanta, with their support centre being located there, thus making the logistics of an appearance at the convention somewhat easier.

Even so, the company’s presence at MomoCon does represent something of an experiment for Linden Lab, as their head of Second Life marketing, Brett Linden noted to me.

This is our first presence at MomoCon and it represents a new test for us to try in person outreach at themed consumer events where we feel there is potential to introduce Second Life to new audiences. As part of our presence, we are demoing Second Life to attendees with the goal of registering new users on site.

– Brett Linden, heads of Marketing for Second Life

How successful the booth might prove to be remains to be seen. Certainly, Sansar has spent a fair amount of time “on the road” over the last couple of ears, which if nothing else, can help raise brand awareness. As such, seeing Second Life out and about  – and possibly able to both garner users and / or change preconceptions is worth the time and effort. Depending on the Lab’s view of how things went, and their willingness to discuss them I hope to have a follow-up on this a little further down the road.

With thanks to Brett Linden for taking  time out for his vacation to discuss the Lab’s presence at MomoCon with me. 

November executive town hall: summary and audio

Xiola (l) with Oz, Patch and Grumpity Linden
On Thursday, November 15th, 2018 Linden Lab hosted a further Town Hall meeting at which questions were put to three of the Lab’s senior staff: Oz Linden, Grumpity Linden and Patch Linden.

Those wishing to ask questions were asked to submit them via a Town Hall meeting forum thread (now locked from having further questions added, but remains available for viewing). The following is a summary of the answers to questions asked during the Town Hall session, audio extracts and video time stamps provided as reference. The video is embedded at the end of the article.

Table of Contents

When reading this summary, please note:

  • It is not a full transcript; rather replies to questions have been bullet-pointed for ease of reading.
  • Responses to questions have been grouped by topic, and are not necessarily in the order discussed at the meeting.
  • Some questions were very generic in form and as a result lacked any structured answer (e.g. Q: will Linden Lab be improving Groups? A: what would you like to see improved?). I have not included such questions in this summary, but have focused on those questions that yielded replies that offer insight on Second Life and Linden Lab’s thinking about the platform.
  • Audio extracts are provided. These have been cleaned-up in places to remove repetition or pauses, etc.
  • Both topic and audio extracts may concatenate comments  / responses to topics asked at different points in the meeting.

Specifically because of this last point, I’ve included time links to the points in the official video (also embedded at the end of this article) for those who wish to listen to the questions, comments and replies as they were recorded.

Also note that not all of the questions raised in the forum could be addressed at the meeting, so some may be addressed from within the forum linked to above by Linden Lab in the coming days.

Introducing Oz, Grumpity and Patch

Oz Linden

Oz is the Technical Director for Second Life, having joined in 2010 with initial responsibility managing the viewer open-source project and rebuild what had become a fractious relationship with TPVs, with his role expanding over time to encompass more and more of the engineering side of Second Life.

As work on Sansar started to progress in earnest, he pro-actively campaigned within the Lab for the role of Technical Director of SL, building a team of people around him who specifically wanted to remain solely focused on Second Life and developing it. His team works closely with the product and operations team to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to as rebuilding the railway from a moving train.

Grumpity Linden

Grumpity is the Director of Product for Second Life. She originally came to Linden Lab while working for The Product Engine, a company providing end-to-end consulting and software development services, and which supports viewer development at the Lab. Grumpity was initially involved in the development and viewer 2 (as designed by 80/20 Studio).

She became a “full-time Linden” in 2014. Her current position involves coordinating the various teams involved in bringing features and updates to Second Life (e.g. Engineering and QA), liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc. This work can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Grumpity jokingly refers to herself, Patch and Oz as the troika, responsible for the development and direction of all aspects of Second Life.

Patch Linden

Patch is the Senior Director of Product Operations at Linden Lab. Originally a Second Life resident, he joined linden Lab in 2007, after being invited to apply to the company as a result of his work as a community leader and mentor from 2004 through until the invitation was extended.

His role is the only one of the three here that also encompasses Sansar, as he manages the respective support teams for both platforms. In this regard, he recently established a support centre in Atlanta, Georgia. For Second Life, his work also involves overseeing the content development teams, the Mainland Land Team, the Linden Department of Public Works – LDPW, aka The Moles, and managing the account support team.

The view from the stage as the audience arrives

Opening Comments: The Fifteen Reasons To Celebrate Blog Post

Elements Already Delivered

Grumpity Linden started with a review of what has been delivered:

  • Mainland costs: as has been stated at previous Town Hall and Meet the Linden events in 2018, Mainland tiers costs were revised in March 2018, together with a doubling of “free” tier size.
    • The Lab continues to be pleased with the response.
    • Mainland ownership is at levels not seen in some time.
    • Response continues to be positive.
  • Animesh: Animesh officially reached release status on November 14th, 2018.
  • Marketplace:
  • Games and Experiences (via Patch):
    • Tyrah and the Curse of the Magical Glytches has been enhanced.
    • A new version of Linden Realms has been deployed.
    • Further updates and ideas are in progress, notably for winter 2018 / 2019.

Video: 4:49-7:40

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Elements In Progress

  • Environmental Enhancement Project (EEP):
    • Progressing rapidly, almost on a daily basis.
    • Lab keen to bring EEP out as whole, rather than bit-by-bit.
  • Land Auctions:
    • The updated land auctions were launched in July 2018.
    • There have been issues, which the Lab has been working to address, but this is taking time to fix as the auction system does involve people’s L$.
    • Resident-to-resident auctions are still coming, but probably won’t be deployed until early 2019.
  • Themed Learning Islands:
    • The Lab deployed the first of the themed learning islands in August 2018, and this is an ongoing programme.
    • The results have been “interesting” and provided a lot of ideas on what to provide next.
    • Because the Lab wants to have “clean” results from the work, this is not something that can be openly discussed in-depth.  However, Lab remains committed to improving the on-boarding experience.
  • Bakes On Mesh (via Oz Linden):
    • The last infrastructure updates (Bake Service) have been deployed.
    • Updates to the viewer should be appearing soon.
    • Its anticipated there will be further simulator / server deploys as well as viewer updates.
    • Users are encouraged to test the viewer as it moves forward and to provide feedback (see the Alternate Viewers wiki page).
  • Performance Improvements:
    • There have been a number of projects to improve performance, and more are on the way.
    • The viewer’s texture cache is being overhauled and improved.
    • The rendering system is being improved.
    • Region crossings have been touched, and more work in this area may be forthcoming in the future.
    • Performance is something the Lab is always working on.

Video: 7:45-13:00

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Continue reading “November executive town hall: summary and audio”

November 15th Town Hall with Grumpity, Oz and Patch

Patch Linden, Grumpity Linden and Oz Linden

Linden Lab has announced the next in their series of Town Hall meetings, this one again featuring three of the decision-makers for Second Life’s ongoing development: Director of Product, Grumpity Linden, Technical Director Oz Linden, and Senior Director of Product Operations, Patch Linden.

Like the September 13th event, this will be a single session, the date and time being:

Thursday, November 15th 2018 from 10:00 SLT onwards.

The official blog post notes:

Collectively, these three have over 28 (!) years of experience working on Second Life and work closely with all the Second Life teams to continue to improve this platform that we’ve all come to love.

They are some of the biggest stakeholders in the direction of the product development roadmap each year, and know the product inside and out!

If you have a question that you would like to ask these Lindens, please take a moment to post it in the Community Forum thread “Town Hall Meeting with Grumpity, Oz, and Patch Linden – November 15” in advance of the Town Hall. Questions will be selected from all submissions made prior to November 9th, so be sure to get your question in before then.

The Town Hall meeting venue

For the benefit of those who may not be familiar with Patch, Oz and Grumpity, the following is a brief outline of their responsibilities which I hope may help when considering questions to submit for consideration at the meeting.

Oz Linden is the Technical Director for Second Life, having joined in 2010 with initial responsibility managing the viewer open-source project and rebuild what had become a fractious relationship with TPVs, with his role expanding over time to encompass more and more of the engineering side of Second Life.

As work on Sansar started to progress in earnest, he pro-actively campaigned within the Lab for the role of Technical Director of SL, building a team of people around him who specifically wanted to remain solely focused on Second Life and developing it. His team works closely with the product and operations team to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to as rebuilding the railway from a moving train.

Grumpity Linden is the Director of Product for Second Life. She originally came to Linden Lab while working for The Product Engine, a company providing end-to-end consulting and software development services, and which supports viewer development at the Lab. Grumipty was initially involved in the development and viewer 2 (as designed by 80/20 Studio).

She became a “full-time Linden” in 2014. Her current position involves coordinating the various teams involved in bringing features and updates to Second Life (e.g. Engineering and QA), liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc. This work can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Grumpity jokingly refers to herself, Patch and Oz as the “hydra” or troika, responsible for the development and direction of all aspects of Second Life.

Patch Linden is the Senior Director of Product Operations at Linden Lab. Originally a Second Life resident, he joined linden Lab in 2007, after being invited to apply to the company as a result of his work as a community leader and mentor from 2004 through until the invitation was extended.

His role is the only one of the three here that also encompasses Sansar, as he manages the respective support teams for both platforms. In this regard, he recently established a support centre in Atlanta, Georgia. For Second Life, his work also involves overseeing the content development teams, the Mainland Land Team, the Linden Department of Public Works – LDPW, aka The Moles, and managing the account support team.

September 2018 Town Hall with Ebbe Altberg: transcript with audio

Ebbe is still into his T-1000 look. But then, he does keep to his promises to “be back” (and take people’s questions and offer thoughts and insight into the Lab, SL and Sansar) 😉
On Thursday, September 13th, Linden Lab hosted a further Town Hall meeting at which questions were put to the Lab’s CEO, Ebbe Altberg.

Those wishing to ask questions were asked to submit them via the forum thread September 2018 – A Conversation with Linden Lab CEO Ebbe Altberg, a thread that is now locked from having further questions added, but remains available for viewing.

As many of the questions require a technical response, the decision was made to have the Lab’s subject matter experts address them directly through the forum thread itself after the Town Hall meeting, a process which may take several days to complete. So if you did ask a technical question that wasn’t raised at during the event, be sure to check the thread to see if an answer in provided there.

The following is a summary of the answers to questions asked during the Town Hall session, audio extracts and video time stamps provided as reference. The video is embedded at the end of the article.

Please note that this is not a full transcript of the event. Producing a word-for-word transcript takes a lot of time. Instead, I have attempted to bullet-point the replies offered, and have included an audio extract and a time line to the relevant point in the video.

Also note that:

Table of Contents

  • These notes don’t necessarily follow the chronological flow of the session, as I’ve attempted to group subjects by topic for more concise reference.
  • There is a degree of choppiness in Ebbe’s audio (present on the videos as well). This is down to Voice issues in SL. Because of this break-up, some of the audio clips are edited to remove elements where the break-up is particularly bad, but hopefully without losing the actual context of what was being said.
  • Video timestamps will open the official video in a separate browser tab at the start of the specified time period, allowing readers the choice of listening to the audio extract, or the video recording.
  • Due to the brevity of some answers, not all replies given below have an audio extract – but they all have links to the official video.

Opening Comments

  • Exciting year for Linden Lab – 15 years in the business, lot of investment in SL going on + growing the SL team. There’s a lot going on that has the Lab optimistic about the future, and looking forward to being on the journey for a long, long time to come.
  • In March LL announced a very aggressive roadmap, possibly more than could be achieved within 2018, but goals have been pursued and people hired to help meet them.
  • Perhaps most noticeable work has been the re-balancing the economy: reducing the price of land and finding other means by which the Lab can generate revenue that are fairer for everyone – users and the Lab.
    • This means some things get cheaper [e.g. land], and other may get more expensive [e.g. transaction fees] for people as things are adjusted.
    • Overall response has been positive – particularly the lower Mainland costs – increased “free” tier, which is still keeping the land team busy in handling purchase requests.
  • Roadmap also noted new games and experiences, and the next one is “not far away”.
  • Themed learning islands were mentioned, for more vertical acquisition of new users, and tests have been run.
  • Marketplace improvements are starting to come in, with more on the way, helped by a new hired in the commerce team.
  • New land auction process was deployed, but has had issues, so user-to-user Mainland land auctions still to come.
  • There have also been performance improvements.
  • Animesh is very close to release, and the Environment Enhancement Project (EEP) is close to public testing. Bakes on Mesh is following behind them.
  • More value for premium members is coming, but no announcements to make during the town hall.
  • Return of last names may not roll-out before the end of 2018; there’s still a lot of work to be done.
  • Grid-wide experience operation for users also may not be deployed before the end of 2018.
  • Work is continuing on Linden Home improvements, but not clear if this will be deployed all at once or in stages. The hope is to start releasing some of them before the end of 2018.
  • Moving SL to a cloud infrastructure will not be completed until “well into” 2019. Work is progressing on a server-by-service basis.
  • He is personally every excited with all that is happening, the SL team is dedicated to the work and is growing, and Lab is very pleased with the positive responses from users to the changes and improvements being made.

Video: 4:05-12:54

Audio:

 

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Ebbe and Xiola at the September 13th Town Hall.

Q&A Session

Land and Pricing

What was the rationale the up-front higher fees for grandfathered regions?

  • The 2016 buy-down offer was to encourage people who knew they were going to keep land for at least 6 months to obtain lower tier.
  • The structure meant that the up-front cost (US $600) could be recouped in 6 months, allowing the land holder to continue to enjoy a much reduced monthly tier.
  • The transfer fee of US $600 for grandfathered / bought-down regions (compared to the US $100 for “retail” prices regions) is intended to operate the same way: to encourage those who wish to obtain grandfathered land and will hold on to it for a period of 6 months or more to do so, and so continue to enjoy the lower monthly tier.
    • The US $100 transfer fee can still be applied to grandfathered regions, but they will revert to the full monthly tier rate, so the US $600 isn’t necessarily a barrier to selling the land.
  • Currently no plans to make further changes to tier rates – Lab still absorbing the data from the June private region pricing restructure.
  • However, there is still a commitment from the Lab to do more where land is concerned, once with economic situation resulting from the June 2018 change can be fully understood.
  • Personally has a belief that those who commit to holding land for a period of time should be able to benefit from doing so.
    • This may again involve a higher up-front cost that is recouped over a period of time.
    • Does mean that tier pricing differences (e.g. grandfathered to retail) could vary over time – just as the June reduction narrowed the gap between grandfathered and retail monthly tier.
  • But even with the June retail price reduction, those who used the buy-down offer are still enjoying a lower tier than those who buy at retail.

Video: 18:42-23:15

Audio:

 

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Will there be further land pricing reductions / increases in land capacity (prim allowance)?

  • Both are things the Lab wants to do.
  • Land price reductions depend on the Lab being able to generate revenue and remain healthy as a business via other means – increased transaction fees, increased check-out fees, increased and broader Premium subscription options, etc., all of which are constantly being looked at.
  • Increasing the land capacity is a matter of performance and hardware improvements. If these continue to be made, then further increases to land capacity might be possible.

Video: 23:28-24:54

Audio:

 

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Continue reading “September 2018 Town Hall with Ebbe Altberg: transcript with audio”

Second Life new user experience: themed Learning Islands

The Sci-Fi themed Learning Island

Over the past few months, several mentions on the idea of themed Learning Islands have cropped up in various public discussions featuring staff from Linden Lab – notably CEO Ebbe Altberg.

The idea is that rather than a user signing-up for Second Life via an advert and / or  landing page that delivers them to a “generic” learning island and then leaving them to discover things for themselves, incoming users will have a “path of interest” as it were, that leads them from an advert through the sign-up process and then delivers them in-world to a location in keeping with the theme of the ad that originally appealed to them.

– Ebbe Altberg discussing the themed Learning Islands idea in May 2018.

Broadly speaking, things run like this:

  • The Lab runs a web advertising campaign featuring a specific theme – such as “science fiction”.
  • Those clicking on an ad are taken to a Second Life landing page that matches the ad’s theme (example shown below).
  • A Play Now button allows people to sign-up to SL and which, when they log-in for the first time with the viewer, will deliver them to a Learning Island in keeping with the theme of the advert and landing page, where they can get started with using the viewer, etc.
  • As well as lessons / opportunities to learn, this themed Learning Island includes one (or more) portals which allow incoming users to reach the destinations appearing on the landing pages (and others like them).
Part of the Sci-Fi landing page, an example of the themed landing pages used in conjunction with the themed Learning Islands

The first of these campaigns / themed Learning Islands has been in testing for the last couple of months, and the next is about to be rotated into testing, as Brett Linden, head of Marketing for Second Life, informed me.

Linden Lab is still in the early weeks of testing the concept of Themed Learning Islands. The initiative began quietly a month or so ago with a Romance-themed island test that is not currently active. Next up is a Sci-Fi-themed learning island that we’ll begin testing very soon. We’re also looking at several other themes for future tests, [and] it is also possible that we’ll revise the Romance and Sci-Fi themes as we gather more data on them.

– Brett Linden, head of Second Life Marketing, Linden Lab,
discussing the new themed Learning Islands

The Romance Learning Island presents a wooded island with trails and climbs, with a central “quick learn” starting point covering the essentials of movement

Of course, putting an ad campaign backed by a sign-up process, etc., is only part of the story. There needs to be some means of assessing just how well (or otherwise) it is performing. Such assessment is very much core to all of the Lab’s user acquisition and retention efforts, with A/B testing being one of the primary methodologies they employ. This is the case  with these themed campaigns / islands as well, which will be tested from a number of perspectives.

Firstly, the themed campaigns and themed islands are operating alongside the Lab’s various other user acquisition campaigns and in-world learning islands. This allows the Lab to assess the overall effectiveness of each themed campaign compared to existing methods of acquisition / retention that take a more “non-themed” approach. Secondly, the themed Landing Islands within each campaign are being directly compared with their non-themed counterparts to assess their effectiveness in retaining a specific target audience, again as Brett informed me.

There is indeed an A/B test happening — where there are two equal themed landing pages with everything being identical in design/content — except for the Join URL. On the “A” version of the landing page, a click on Play Now will take you [via the sign-up process] to the non-themed learning island (currently used for most new users outside this test). The “B” version of this page contains the Join link that will direct [again via the sign-up process] the new user to the Themed Learning Island as their first login destination. In our paid ads that accompany this campaign, we’re distributing both the A and B versions of the landing page equally so that volume to each location will be equal.

– Brett Linden, head of Second Life Marketing, Linden Lab
on some of the Learning Island A/B testing

The Romance Learning Island presents core information on using the viewer to move, communicate and interact, and provides more general information on using Second Life

As a third level of testing, the Lab is using different approaches to the information provided within each type of Learning Island, again to assess what might be more or less effective in encouraging engagement and retention.

For example, the “Romance” themed Learning Island included what might be termed minimal user guidance beyond the basics of using the viewer to walk, jump, fly, communicate and interact. By contrast, the Sci-Fi island is far more hands-on with the user, with “main” and “advanced” tutorial areas, far more ways to impart information: info boards, local chat, links to external SL resources, etc.  In the future, other means of providing incoming users with information and to help them understand to basics of the viewer, etc., will be tested in specific theme types.

Thus it is possible for the Lab to investigate what works and what doesn’t in terms of information presented to an incoming user: is it too little or too much? Where might the balance between the two lie? Does a relaxed approach that lets the user learn on their own as the explore work, or is something more “formal” in layout better? Is it better to employ one approach to passing on information, or multiple means – text, boards, videos, web links?

The Sci-Fi themed Island provides a much broader learning experience, covering many more aspects of viewer use, with subject matter split between “Main” and “Advanced” tutorial areas

When not being tested, some of the themed Learning Islands may be opened to broader access from within Second Life. However, during testing, the islands are not publicly offered up for general access. The reasons for this are fairly clear if you stop to think about them, and Patch Linden summed them up succinctly.

We actually want to discourage public access to the islands while in testing so that our statistics, measuring and data-gathering don’t get influenced by having the islands inundated with established users coming into them and possibly preventing new users from naturally proceeding through the anticipated test flow. That way, we can gather as accurate information as possible on what’s happening in terms of acquisition and retention against everything else. 

Patch Linden, Senior Director of Product Operations, on why information
on the themed islands isn’t being generally announced

Also, once initial core testing with a specific themed island has finished, the Lab plan to add it to the broader Learning Island rotation. This allows a further level of comparison: does a themed Learning Island perform better with retention of users delivered to it outside of any related advertising campaign than is the case with non-themed islands, or does it not perform as well? Is there a difference? And so on.

Elements common to the “non-themed” learning islands can also be found in some of the themed islands, such as this guide to the SL viewer’s default toolbar buttons, again allowing for wider testing of approaches

One thing that struck me in talking to Keira, Brett and Patch about this programme is just what is going into user acquisition and attempts to improve user retention, when it is perhaps a little to easy to assume the Lab is just “tinkering without understanding”. Considerable thought is being put into trying to increase new user engagement and retention, and it does involve a lot of number crunching, analysis, and trying to build on what is shown to work, as well as trying entirely new approaches.

Overall, this themed approach to advertising / new user experience comes across as a good idea to try. Whether it actually works or not, and how well it works and with which themes, will only become clear over time; I do admit to being a little edgy around the Sci-Fi Island, which is very different in looks to the “hard sci-fi” images presented in the landing page – leading me to wonder if the contrast might have an impact on the new users who come through it.

But, concerns like that aside, it’s clear from talking to Brett, Keira and Patch that the Lab is pouring a lot of effort into this approach, as well as looking at other avenues of user acquisition and retention. Certainly, as this particular programme evolves I hope to be able to return to it in the future and offer updates and perhaps insights. In the meantime, I’d like to extend my thanks to Keira Linden, Patch Linden and Brett Linden for extending their time and input to this article.

SL15B: Meet the Lindens summaries with video + audio

Promotional poster for Meet the Lindens at SL15B. Credit: Linden Lab
Meet the Lindens is now a regular part of the Second Life anniversary landscape. Over the course of the week of celebrations, it gives Second Life users the chance to find out more about the people working at Linden Lab, find out about projects and plans, and the work being carried out on Second Life and Sansar, ask questions about matters of interest / concern to them.

For Meet the Lindens 2018, Saffia Widdershins sat down with six members of the Second Life team, and also with Linden Lab CEO, Ebbe Altberg.

The six SL team members attending the sessions were:

  • Xiola Linden (Community team)
  • Brett Linden (Marketing)
  • Keira Linden (Land team) and Patch Linden (Snr Director of Product Operations)
  • Grumpity Linden (Director of Product for Second Life) and Oz Linden (Technical Director for Second Life).

Each of the sessions was recorded by SL4Live and made available through YouTube as a part of the SL15B sessions.

For those who prefer to read about what was said, I have produced this set of summary articles of the different sessions.

Please note that these are not intended as full transcripts; some topics came up more than once through the week, so I have tried to focus on subjects that were answered in the greatest detail within each session.

Audio extracts are included with each summary. These have been edited to remove pauses, repetitions, etc., with care taken to maintain the overall context of comments and answers.

The full video for each session is also embedded with each summary for completeness, and timestamps are included for each of the topics in a summary, and will open the relevant video in a separate browser tab, at the point at which the topic is discussed.

Table of Contents

Please use the links in the contents list to the right to jump to the topic summary that interests you, or to a specific topic within a summary.