SL16B Meet April and Oz Linden: summary with audio and video

Courtesy of Linden Lab
On Tuesday, June 254th, 2019 at the SL16B celebrations, the second of five Meet the Lindens sessions was held in the SL16B Auditorium. It featured the Lab’s Senior Director, Second Life Engineering, Oz Linden and April Linden, Systems Engineering Manager, Operations.

The following is a summary of the session covering the core topics raised, with audio extracts where relevant.

Note that there are three videos of this event that I’m aware of:

Table of Contents

When reading this summary, please note:

  • It is not a full transcript:
    • Discussion points have been grouped by topic, and not necessarily in the order raised during the session.
    • I have focused on those topics liable to be of the most interest to readers / generated the most informative answers, so this is not a summary of all comments. etc.,
    • Topics are give as bullet-point highlights for ease of reference.
  • Audio extracts are provided.
    • These have been cleaned-up in places to remove repetition or pauses, etc.
    • Audio extracts may concatenate comments on specific subjects that may have been made at different points in the discussion, and so do not always match the chronology of the video.
  • Timestamps to the part 2 of the SL4Live – TV video are provided for those who would prefer to listen to  comments “in the raw”. This video is also embedded at the end of this article.

About April and Oz Linden

April Linden

April has some 20 years of experience in systems engineering, and is genuinely passionate about Second Life. She first became involved in the platform in 2006, and is still extremely active as a resident.

I actually own a couple of regions, and I’m in-world probably way more as a resident than I am as a Linden. At the end of the day, I leave the Lab, go home, have some dinner and then log-in as a different account and spend my time in Second Life.

– April Linden, Meet the Lindens, June 25th, 2019

In this, April is one of a large number  – in difference to the hoary old claim that “Lindens don’t understand SL” because they’ve “never been residents” or they’re “never in-world” – of Lab employees who have joined the company from the ranks of SL users (in fact if you look at the list of those Lindens who have attended Meet the Lindens over the years, the many are former residents who have not only joined the company, but have also risen to senior positions within LL.

Joining the company in 2013, April worked within the systems engineering team, and was promoted to her current position of Systems Engineering Manager, Operations, some 18 months ago. For her, the great attraction of the platform has been, and remains, the empowerment it gives people to express themselves positively.

I come from a background – well, I’ll just be frank, where LGBT issues were not to be discussed, and it was through Second Life that gave me the power and the anonymity and the courage, really, to learn more about myself. And Second Life gave me the power to make my life so much better … This platform is so important to me, I work here to keep it going; It gave me the courage to be more than I was, and I really appreciate Second Life for that. 

– April Linden, Meet the Lindens, June 25th, 2019

The bunny and the wizard who bring us Second Life: April Linden (Systems Engineering Manager, Operations) and Oz Linden (Senior Director, Second Life Engineering). Credit; Strawberry Linden

Oz Linden

Oz is the Technical Director for Second Life. He joined the company in 2010 specifically to take on the role of managing the open-source aspects of the Second Life viewer and managing the relationship with third-party viewers. In his previous role, he had been responsible for leading the company his was working for in taking their product from closed-source to open-source and then managing the technical side of the product as a open-source project for a number of years.

Over the first two years of his time at the Lab, he was primarily focused on the open-source viewer work and in refining the overall viewer maintenance process, before his role started expanding to encompass more and more of the engineering side of Second Life. When work on Sansar started in earnest, he pro-actively campaigned within the Lab for the role he has now, with responsibility for managing all of the engineering side of the Second Life platform.

He came to Linden Lab out of a desire to do something “fun” after working in the telecommunication arena, notably with voice over IP systems (VOIP), which he defines as being “really interesting technology with some really fascinating challenges”, but in terms of it being fun, it really didn’t do what I wanted it to do.” He had actually signed-up to Second Life around three years prior to joining Linden Lab, but wouldn’t classify himself as a resident at that time as he didn’t have a particularly good computer and so couldn’t really do that much – although interestingly, he did use his SL account for around half of his interviews with the Lab, all of which were conducted in-world.

He classifies the attraction to working with Second Life as perhaps falling into three core areas: through the open-source nature of the viewer, he is directly involved with how SL users are using the viewer and what they do with it – which can often times take the Lab entirely by surprise; through the fact that the Second Life offers the challenge of trying to implement new technologies alongside of (rather than simply replacing) older technologies; and working with the operations team and others to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to and rebuilding the railway in front of a moving train.

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On Working at the Lab

[Video: 5:06-21:40]

  • Induction at the Lab is referred to as “drinking from the fire hose”, in that all new starters have an enormous amount to learn (although those who come from the ranks of residents may have it a little easier due to their familiarity with the platform as users).
    • Part of this used to include a series of Jira-based tasks new starters would be given, which they then had to come in-world and do.
  • Most employees at the Lab refer to it as a “fun” place to work  – and most are there a long time.
  • One of the appeals of working with Second Life is that it is a constant surprise: users make use of the platform and its capabilities in so many (often unique / unintended) ways, that seeing  / hearing about how the platform is used is something of a daily voyage of discovery.
  • Most rewarding aspects of the work:
    • Hearing about the positive impact Second Life can have on people’s physical lives.
    • Being able to run the platform and help / be with users.
  • Most challenging:
    • Oz: trying to introduce new features while maintaining backward compatibility, be it the way a function used to work, how it’s anticipated SL should work, how SL looks, or making it harder for people on older systems to use SL, and how user content works within SL.
    • April: trying to keep all of the SL services (not just the simulators, they are just a part of the story) running without interruption, be it from issues developing internally, or for outside influences such as DDoS attacks.
      • This complexity is increased at SL has continued to grow technically over 16+ years, so systems and subsystems can all behave differently to one another, which means root causes of issues can often be found in unlikely places.
      • Given SL is intended to run 24/7, it is not as if those working in the Ops team today can take a system down, figure out how it works and put it back together – they often have to do that as a part of trying to fix an issue.
      • Much of the work April’s team carries out is invisible to users: they are often in and fixing issues before the problems rise to the point of impacting users.
      • As a resident, April believes it’s important for users to understand what has happened when things go sideways, hence her honest (and appreciated) post-mortem blog posts on outages.

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SL16B Meet Patch Linden – a summary with audio and video

Courtesy of Linden Lab
On Monday, June 24th, 2019 at the SL16B celebrations, the first of five Meet the Lindens sessions was held at the SL16B Auditorium. It featured the Lab’s senior Director of Product Operations, Patch Linden.

The following is a summary of the session covering the core topics raised, with  audio extracts where relevant.

Note that there are three videos of this event that I’m aware of:

Table of Contents

When reading this summary, please note:

  • It is not a full transcript:
    • Discussion points have been grouped by topic, and not necessarily in the order raised during the session.
    • I have focused on those topics liable to be of the most interest to readers / generated the most informative answers, so this is not a summary of all comments. etc., but of those up to the 51:00 minute mark, after which the session includes more general feedback / comments from the audience. Please refer to the videos for these.
    • Topics are give as bullet-point highlights for ease of reference.
  • Audio extracts are provided.
    • These have been cleaned-up in places to remove repetition or pauses, etc.
    • Audio extracts may concatenate comments on specific subjects that may have been made at different points in the discussion, and so do not always match the chronology of the video.
    • There are some unavoidable instance of audio break-up (notably from Patch’s microphone).
  • Timestamps to the SL4Live – TV video are provided for those who would prefer to listen to Patch’s comments “in the raw”. This video is also embedded at the end of this article.
  • Note that the session was interrupted a couple of times by an 18-carat blockhead deciding to shout abuse over the voice channel, and this is reflected in the videos, although I have intentionally not include audio from my own recording where this noise occurs.

About Patch

Patch started as a Second Life resident, first joining the platform in 2004, and has been a male fashion designer, mentor, and community lead. His efforts with the latter brought him to the attention of the Lab, and in 2007 it was suggested he consider applying to work for the company.

Patch Linden. Credit: Linden Lab

Initially working as a support agent, he spent a brief period as a support liaison before moving to the Concierge team, eventually becoming that team’s manager. He later moved to the role of Operations Support Manager for a year prior to pivoting away from support entirely and joining the Product group, the team responsible for defining the features, etc., found within Second Life.

Here he developed the Land Operations team, which includes the Linden Department of Public Works (LDPW), which is really his most visible role, from a user perspective, in Second Life, as he tends to be very hands-on with the LPDW projects.

As the Senior Director of Product Operations, his role encompasses the LPDW and all of the Lab’s user support organisation – a total of five teams – and also the Sansar support team, which is managed on a daily basis by one of his line managers, Patch having little day-to-day involvement in that side of things.

As a part of his role in managing / overseeing the support teams, in 2018 Patch established a support centre in Atlanta, Georgia, and  is currently overseeing an expansion to this centre, which is doubling in size in terms of staff and also about to move to a larger office space as result.

There are a lot of aspects of SL he particularly enjoys, notably the social aspects, interacting with the residents. He’s also attracted to the power SL gives to people across the globe to connect to one another, support one another in multiple ways, to form friendships and relationships, provide broader social interactions (e.g. links to physical world event such as Pride Month), etc.

He regards his biggest challenge as seeing and feeling the pain people so often feel when they feel threatened by the deployment of a new aspect / feature / capability of Second Life. However, he also sees taking the upset and the often negative reactions to such things as learning experience to help inform future projects and work to try to ease the sense of pain / upset as they are announced / deployed.

We like to have ears all over the place. We pay attention to the forums, we pay attention to groups in-world. There’s all sorts of places that we tend to be, and that, I think, gives us a lot of insight. We can’t catch everything, though, so sometimes somebody will come to me and say, ‘Hey! did you know such-and-such a thing was going on?’ And I’m like, ‘No, I had no idea. Tell me about it.’

So as much as I like to say we can try to be everywhere and listen to everything at the same time, there’s a whole lot more of you [residents] out there than there is us, so I try to give everyone as much attention and time as I can to make sure that you know that we hear you.

– Patch Linden on trying to capture user feedback, thought, concerns, etc.
[Video 14:45-15:34]

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Who or What are the “Moles”?

[Video: 9:02-10:09]

As surprising as it may seem, lot of SL users are not aware of what or who the Moles are.

  • They are generally SL residents who have developing skills in building (originally with prims, now with mesh), texturing and scripting.
  • They work on a freelance basis for the Lab under the title Linden Department of Public Works (LPDW), aka “The Moles”.
  • Moles support the Lab in a number of ways:
    • They build things like the Premium gifts.
    • They develop and maintain Mainland infrastructure (roads, railway lines, seaways, Linden-developed buildings, etc), working with the Mainland Land Team.
    • They help build out large-scale projects for the Lab such as Nautilus, Bay City, the Horizons residential regions and Bellisseria.
    • They lay out infrastructure and facilities for a wide range of events in SL, including those at SL16B, the Lab-run shopping events, the town hall meeting spaces, etc.
    • They construct and maintain the physical aspects of the various Lab-provided games (e.g. Horizons, Paleoquest, Linden Realms.

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SLB Organisation

[Video: 15:36-17:10]

SLB used to be driven by the Lab, but more recently (SL9B through SL14B in particular) have been community-driven, with the Lab staying in the background. LPDW was more involved in SL15B, and SL16B sees the Lab back driving things.

  • See this as a means to leverage engagement with users.
  • Recognises and appreciates the work done by residents in organising the SLB festivities over the last few years.
  • Are again trying to learn from the lesson of those events.
  • Believes the LL teams involved have had a lot of fun bringing the regions together and working with residents (e.g. exhibitors and performers).
  • Has received positive feedback from people whilst in the SLB regions.
  • Again, lessons are being learnt and will be folded back into future large scale events organised and managed by the Lab.
SL16B: the Tapestry of Time

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Linden Homes

[Video 18:15-29:13]

Note the order of these discussion points is not representative of the MTL session with Patch. The subject covered have been re-ordered compared to the video to hopefully provide a more structured presentation of the information given during the session.

New Traditional houses being added to the Bellisseria region of New Hamsterdam. These an other houses within the more recent developments on Bellisseria will be subject to a new rolling release process

Release Cadence: Houseboats and Traditional Houses

  • Linden Homes Have been and continue to be extremely popular.
  • Starting on Monday, June 24th, the release process for the available themes of houses will be changing:
    • It is planned to release one region of homes every Monday, Wednesday and Friday.
    • This schedule may slip a little as a result of things like holidays, any QA issues that might crop up, etc., but the Lab aim to try to maintain the cadence.
    • This is why the current development of homes on Bellisseria has been “in the open” and observable by residents.
    • [Note that obtaining the homes will still be the same process – via the Linden Homes registration page.]
    • See Special: Patch Linden on the new Linden Homes release process for more.
  • Developing regions like this offers some transparency to the process and helps demonstrate that regions in Bellisseria are not (as has been claimed in various places) “cookie cutter” region layouts that are simply replicated across the continent. They are all individually laid out to offer variety in road layout, parks, public spaces, land elevation, coastline, etc.

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Camper and Trailers Theme

  • SL16B offers a preview of the next major theme – Campers [Caravans] and Trailers.
    • Four styles of these new types of home were initially previewed at SL16B prior to Meet the Lindens with Patch.
    • In all there are eight styles (4 camper and 4 trailer styles), and the remaining styles were revealed at the SL16B Spellbound preview area during Patch’s MTL session.
    • The units are designed to fit both 512 sq m and 1024 sq m parcels, and will initially be issued on 512 sq m lots.
    • When ready, these types of home will be initially released as a large deployment to Bellisseria, including new landscaping that encompasses a very large communal social space.
    • After the initial deployment (date still TBA), these homes will roll into the new release cadence described above.
    • See A Look at the Camper and Trailer Homes with Patch Linden as well.
One of the additional styles of the upcoming trailer theme of Linden Homes, as unveiled at SL16B

The Campers and Trailers are going to come in a large release initially. We kind-of feel like rolling out that entire area, because it is a bit of a scenery change, a theme change and stuff like that. Thematically it doesn’t quite line up [with the current home types and styles], but it is designed to all blend together so you’ll transition from one area of the continent to another.

But as we go through that process, you’ll see a who bunch of regions get spun up, for those of you who keep an eye on these things … You’ll probably see the building versions of those regions come soon, and we’ll start building those out and then at some point we’ll have a really large release for those as well; and then those will enter that same process of this more frequent release cadence.

– Patch Linden, SL16B, Monday, June 24th, 2019

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Bellisseria Fairgrounds

  • A large communal events space located on its own island regions.
  • Connected to Bellisseria via airstrip, landing pad, moorings and ferryboat.
  • Intended to provide a space to a range of community fairs and events (it is not intended to be an amusement park – think of it as Bellisseria’s version of the Bay City Fairgrounds).
  • It will be available for bookings for events – details are still TBA, but will likely involve a special group and sign-up process.
  • Inaugural events already planned for July 4th and July 6th organised by the Bellisseria community itself.

Currently occupying the centre of the new Bellisseria Fairgrounds island is a huge “Torley-fied” statue of Magellan Linden, the colours (and the flag he holds) presented in support of Pride Month

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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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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”