Patterns: Lab seeks interested parties (adiós, little dorito man!)

LL logoLinden Lab has announced it is discontinuing development of Patterns, its sandbox game for the PC and Mac. In a press release issued on Thursday October 9th, the Lab state:

Recently, Linden Lab announced that we are working on an ambitious project to create the next-generation virtual world, while we continue to improve Second Life and grow Blocksworld. As we focus on these priorities, we have ceased development for Patterns, and we will be no longer offering the game for sale.

We at Linden Lab are extremely grateful for the adventurous early players who explored the Patterns genesis release. Those who purchased the Patterns genesis release will still be able to play their copies of the game, but features relying on server connections, such as world-sharing, will not be functional.

Patterns had early promise, and while Linden Lab focuses our efforts on our other offerings, we are still evaluating the future of the Patterns technology. Interested parties are welcome to contact us with proposals.

Patterns: development discontinued
Patterns: development discontinued

Following the announcement, the Patterns website was taken down, and all links to it referred back to the Lab’s corporate website. However, the game itself remains accessible, as per the announcement, although the loss of server-side elements means that the Cosmos for world-sharing is no longer functional, limiting users to the worlds they created and save locally or to the default worlds supplied with the game. Also, as a result of the move, keys for the game will not longer be purchasable, although existing keys will remain redeemable for those who have them.

Patterns was another of the games which the Lab started developing (initially using a company called Free Range Software) under Rod Humble’s tenure. Despite never reaching a formal release status, the game had undergone continuous development right through until earlier this year (I covered a lot of the updates and additions to the game through this blog), with the last update introduing a new UI. It also established a quite loyal following of users both through Steam and, later Desura.

In tha last major update (May 2014) Patterns gained a revised UI
In its last major update (May 2014) Patterns gained a revised UI

As a game, Patterns was hard to judge; the sandbox capabilities were interesting, and these came to be a focus, with more and better tools being added, together with the likes of materials capabilities and so on. Over time, creatures were also introduced, and a multi-player capability was added which allowed up for four players to work together (or compete). However, outside of the sandbox element and creating new worlds, and the competitive “you build it up, I’ll knock it down” aspect, it was actually hard to see where Patterns would potentially gain a large enough following to make it viable.

The most interesting point of note with the announcement, however, is that the Lab appear to have taken on-board the Versu situation, and rather than simply closing the door, have indicated they’d be willing to hear from third parties who might be interested in taking Patterns on – albeit with the caveat that the company is still evaluating the technology used in Patterns at this time.

Regular readers here will recall that while the Lab initially closed the door on Versu and indicated that they weren’t interested in seeing its development move elsewhere, they did eventually reach an agreement with Emily Short, Richard Evans and Graham Nelsen which allowed them to take Versu forward under its own banner.

That further changes to the Lab’s product portfolio may be forthcoming was perhaps hinted at in the Designing Worlds interview. In discussing his thoughts on whether or not the Lab was what he was expecting, Ebbe Altberg commented (around the 3-4 minute mark), “some of the other products in Linden Lab’s portfolio were maybe a little bit surprising to me, but we’re getting that cleaned-up” [emphasis mine]. Hearing him use the present tense – given that Versu dio and Creatorverse went at the start of 2014 – seemed to suggest to me that one or more of the Lab’s other products might be under the microscope as far as continued support might be concerned.

Whether or not Free Range Software have retained any involvement in Patterns, and if so,  whether they (or indeed anyone else) would be willing to take it on, is unknown. For the moment, however, it would seem that the little Dorito Man is heading off into the sunset.

Will Dorito Man head into the sunset, or will he yet live on somewhere else?
Will Dorito Man head into the sunset, or will he yet live on somewhere else?

Designing Worlds: Ebbe Altberg video and transcript

On Monday October 6th, Designing Worlds, hosted by Saffia Widdershins and Elrik Merlin, broadcast a special celebratory edition, marking the show’s 250th edition, both as Designing Worlds and its earlier incarnation, Meta Makeover. To mark the event, the show featured a very special guest: Linden Lab’s CEO, Ebbe Altberg.

The following is a transcript of the interview, produced for those who would prefer to read what was said, either independently of, or alongside, the video recording, which is embedded below. As with all such transcripts in this blog, when reading, please note that while every effort has been made to encompass the core discussion, to assist in readability and maintain the flow of conversation, not all asides, jokes, interruptions, etc., have been included in the text presented here. If there are any sizeable gaps in comments from a speaker which resulted from asides, repetition, or where a speaker started to make a comment and then re-phrased what they were saying, etc, these are indicated by the use of “…”

The transcript picks-up at the 02:25 minute mark, after the initial opening comments.

Ebbe Altberg, appearing on the 250th edition of Design Worlds via his alter-ego, Ebbe Linden
Ebbe Altberg, appearing on the 250th edition of Design Worlds via his alter-ego, Ebbe Linden

0:02:25 – Ebbe Altberg (EA): Hi, thank you. Thank you for having me on this very special occasion of yours, and ours. 250, that amazing! It’s incredible, incredible; I’m very honoured to be here.

Saffia Widdershins (SW): Well, we’re very honoured to have you here … Now, you’ve been in the job for around nine months now.

EA: Yes, since February, I think. Yeah.

0:02:59 SW: Is it what you were expecting, or how has it proved different?

EA: It’s fairly close to what I expected, because I’ve had a long history of knowing Second life, even from the beginning. So Second Life, the product, was not a mystery to me. Obviously, as you dig in and look under the hood, you see some things that you wouldn’t have expected; and some of the other products in Linden Lab’s portfolio were maybe a little bit surprising to me, but we’re getting that cleaned-up. But with regards to Second Life, it is not too much of a mystery, as I’ve been following it so closely since way back in the beginning … So it felt very natural and quite easy for me to come on-board and figure out where to take things.

0:03:59 – Erik Merlin (EM): And keeping this next question as general as possible: is there anything that’s been a pleasant or unpleasant surprise?

EA: Not that many unpleasant surprises; well, it was a little unpleasant how far we had managed to disconnect ourselves from the community and our customers and residents. So that was a bit shocking to me, because I had missed that part of the history. I remember the beginning of the history, where there was a very close, collaborative relationship between the Lindens and the residents. so that was a bit shocking to me, that … some effort had to be put in to try to restore some of those relations and some of the processes that had introduced here that we had to reverse. You know, the fact that Lindens couldn’t be in-world [using their Linden account] and stuff like that. So that was a little strange to me and unfortunate.

Positives? There are many. There are so many talented people here, so that’s been a lot of fun to get to know people here. some people have been here for a very long time; some absolutely incredible people have been here for over ten years working for Linden, so just getting to recognise what incredible talent we have here has been a positive … it was a little bit low-energy when I first came here, which was a little bit unfortunate, but I think we’ve come quite a bit further, and so the energy today in the office and amongst people working here has gone up quite a bit, so I’m very pleased with that.

0:06:03 SW: That’s brilliant. Have there been any stand-out “wow!” moments when you’ve come in-world and seen something and gone “wow!”?

EA: The “wows” for me may be less visual – I think we could do better with that in the future – but just the communities, and the types of creations and how people collaborate to make these things happen. the variety of subject matter and the variety of things that Second Life helps people to accomplish, whether it is games or education or art – its just incredible, the variety. And also the interactions with people are wild moments, where I can just drop-in somewhere and just start chatting with people, and that’s always a lot of fun and creates “wow!” experiences for me.

So the fact that this is all user-generated, in some ways that just wows me every day. It’s incredible that we can enable all these things to happen. But I’m certainly hoping we can get to a point where it’s more of a visual “wow!” in the future.

0:07:32 SW: I’ve been at the Home and Garden Expo this week … and there’s certainly some things there that are stunning examples of what creators are working on at the moment.

EA: Yeah. It’s taking everybody a while. A lot of new technologies have been introduced, and we’re still trying to make adjustments and fixes and improvement s in some of those things. But as more and more creators figure-out how to take advantage of these things, whether it’s mesh or experience keys and all kinds of stuff that just creating a new wave of different types of content and experiences, it’s fun to watch happen. It’s a lot of fun to be able to enable and empower people that way.

0:08:33 SW: We wanted to talk a little bit about the new user experience.

EM: Ah yes, and talking to different people working with new users, both English and Japanese speakers, interestingly enough, both have talked about problems with the new mesh avatars … One of the first things that people enjoy when they first come to Second Life is [to] customise their appearance, but the mesh avatars don’t really allow this, or they don’t allow it easily. Is there something that can be done about that?

One of the things the Lab is trying to solve is the "dead face" - the fixed facial expression - on current mesh avatars, as demonstrated in the blank look his own avatar wears through the interview
One of the things the Lab is trying to solve is the “dead face” – the fixed facial expression – on current mesh avatars, coincidentally demonstrated in the video by Ebbe’s (non-mesh) avatar

EA: I don’t have a specific list of good things there; the team is working on making improvements to the avatars, from little things that we might see as bugs, and also trying to solve the “dead face” , get some eyes and mouths [to] start moving. But some of the clothing issues is probably also issues with the complexity of understanding what things can I shop for that are going to be compatible with what types of avatars and all that. Some of it is hard to tell with how much of it is complications with the transition… or the fact that you have two different ways of doing things happening simultaneously; we’re sort-of in this transitional period where you can obviously still go back to using any of the previous avatars, those are still all there. But we wanted to push ahead with what we figure is where the future is going to take us, and there’s probably some growing pains in doing that; but other time, this is where it is going to go.

So we just have to try to understand the bugs and the complexities and react to is as fast as we can. but I don’t, off the top of my head, have a list of known issues that we’re fixing with regards to the complexities around avatars, other than the stuff with getting the face to wake up. but I can look into that for a follow-up later on, but right now I don’t have anything right off the top of my head.

0:10:50 SW: As someone who directs dramas like The Blackened Mirror, we’ve long said that we would give anything for the ability to raise a single eyebrow …

EA: Yeah … ultimately over time, as [real world] cameras improve, if you’re willing to be in front of a camera, there are things you can obviously do to really transmit your real-world facial expressions onto your avatar, and we’re going to look at that further out. That’s not something we’re actively working on right now; but there’s certainly other companies, including HiFi that are looking at that, and we know companies that have already proprieted the technology behind it that we could license and do some of those things.

But there are very few of those types of camera around, so even if you would do that kind of functionality, very few people would be able to take advantage of it, so it’s a little bit early to jump on that. We need more 3D cameras in the world. Otherwise, there’s some other techniques – it wouldn’t necessarily be facial expression – but there’s a company working on technology to be able to have your mouth … make the right movements based on the audio. That’s an interesting technology, but they haven’t figured out how to make it real-time yet.

What they’ve found is that regardless of language, if you make a sound, your mouth makes a very specific movement and a very specific shape, and they’ve constructed all of the internals of the mouth and know exactly what your tongue and your cheek bones are doing in order to make that sound. Right now, not in real-time, but they’re working to get there. so then we could get the mouths to actually react to the sounds that you are making through the microphone.

So over time, more and more of this will come, but today it would be difficult to do something that would auto-magically make it work for everybody.

Continue reading “Designing Worlds: Ebbe Altberg video and transcript”

Lab updates corporate leadership page

LL logoI generally keep an eye on the Lab’s corporate website, but confess that things have been such that over the last month, other things have been keeping me occupied so I’ve been a little lax in my checks; however, the Lab have refreshed the Leadership section of the company’s About Page. I’m not sure precisely when this happened, but it appears to have been some time towards the end of August 2014, or early September.

The updated Leadership section of the page sees an expanded management team list complete with photos for all of those on it, rather than the mix of photos and the “creation” images previously found against individual bios.

New to the page (but not necessarily to the Lab) are photos and bios for Rob Anderberg, Senior Director of Development, Pam Beyazit, Senior Director of HR, Scott Reismanis, Director of Digital, and Peter Gray, Director, Global Communications.

LL’s management team: LL’s management team: Rob Anderberg, Pam Beyazit, Scott Reismanis (of Desura fame) and Peter Gray (tow row) join Ebbe Altberg, Kelly Conway, Don Laabs (Danger Linden), Landon McDowell (Landon Linden) and Jeff Petersen (Bagman Linden) (bottom row) on the Lab’s corporate website management page

They all join the familiar line-up of Ebbe Altberg, Kelly Conway, Don Laabs, Landon McDowell and Jeff Petersen.

Gone from the management list is John Laurence, VP of Product, although his LinkedIn bio still records him as working at the Lab (and he was still listed as a member of the management team in August 2014). if he has in fact recently left the Lab, he succeeds Lee Senderov, formerly the Lab’s VP of Marketing, as the most recent departure from the Lab’s management team; Ms Sederov having moved on from the Lab around April 2014 to join Shopular as the Head of Marketing there.

The list of board members remains unchanged since Will Wright’s departure towards the start of 2014.

These updates both reflect changes to the Lab’s management structure and a gradual re-tuning of the corporate website itself, which also saw the removal of the Beta Sign-up option from the menu bar at the top of each page some time around the end of August, and which had previously seen the tag-line “Makers of Shared Creative Spaces” replaced by “Build Worlds With Us” some time in July or August 2014.

A final potential point of interest on the corporate site lies in the Careers Page, which has a list of ongoing career opportunities most likely linked to the Lab’s planned staff expansion to help in the development of their next generation platform. The point of interest is that two of the current positions  – for a Senor Software Engineer and a Senior Software Engineer, Avatar – are referred to as being located in Cambridge, Massachusetts, rather than at the Lab’s Boston office, as one might expect. Does this signify that some of the work on the new platform is being carried out somewhat separately from the Lab’s core activities on the East Coast? Time may tell.

“A ballet in a war zone, beautiful, terrifying, and glorious” – inside LL’s Ops team

secondlifeIn May of 2014, Landon Linden, aka Landon McDowell, the Lab’s VP of Operations and Platform Engineering, wrote a blog post on the reasons why a series of issues combined to make Second Life especially uncomfortable for many.

At the time, and as many bloggers and commentators – myself included – noted, the post came as a refreshing breath of fresh air after so long without meat-and-veg communications from the Lab in terms of what is going on with the platform and why things can go wrong.

Now Landon is back explaining how the Lab’s Ops team responds to issues within their services, the communications tools they use – and why the tools are so effective.

An Inside Look at How The Ops Team Collaborates is once again an interesting and informative piece, delving into not only the technical aspects of how the Lab respond to problems within their services, but which also encompasses the very human aspects of the dealing with issues – handling emotions when tensions are high, opening the window for those not directly involved in matter to keep an eye on what is happening so that they can also make better informed decisions on their own actions, and more.

Landon McDowell, the Lab's VP of Operations and Platform Engineering and his alter-ego, Landon Linden
Landon McDowell, the Lab’s VP of Operations and Platform Engineering and his alter-ego, Landon Linden

The core of the Lab’s approach to incident communications is the use of text chat (specifically IRC) rather than any reliance on crash team meetings, the telephone and so on. Those who deal with the Lab on a technical level won’t be surprised at the use of IRC – it is a fairly strong channel of communication for the Lab in a number of areas; but what makes this post particularly interesting is the manner in which the use of IRC is presented and used: as a central incident and problem management tool for active issues; as a means of ensuring people can quickly get up-to-speed with both what has happened in a situation, and what has been determined / done in trying to deal with it; as a means of providing post-mortem information;  and as a tool for helping train new hires.

These benefits start with what is seen as the sheer speed of communication chat allows, as Landon notes:

The speed of text communication is much faster. The average adult can read about twice as fast as they can listen. This effect is amplified with chat comms being multiplexed, meaning multiple speakers can talk intelligibly at the same time. With practice, a participant can even quickly understand multiple conversations interleaved in the same channel. The power of this cannot be overstated.

In a room or on a conference call, there can only be one speaker at a time. During an outage when tensions are high this kind of order can be difficult to maintain. People naturally want to blurt out what they are seeing. There are methods of dealing with this, such as leader-designating speakers or “conch shell” type protocols. In practice though, what often prevails is what one of my vendors calls the “Mountain View Protocol,” where the loudest speaker is the one who’s heard.

In text, responders are able to hop out of a conversation, focus on some investigation or action, hop back in, and quickly catch up due to the presence of scroll back. In verbal comms, responders check-out to do some work and lose track of the conversation resulting in a lot of repeating.

He also notes that not everyone is involved in a situation right from the start. Issues get escalated as they evolve, additional support may be called-in, or the net widened in the search for underlying causes, requiring additional teams to be involved, or the impact of an incident spreads. Chat and the idea of “reading scrollback” as the Lab calls it, allows people to come on-stream for a given situation and fully au fait with what has occurred and what is happening in a manner not always possible through voice communications and briefings, and without breaking the ongoing flow of communications and thinking on the issue.

The multiplexing capabilities of chat also mean that individuals can disengage from the main conversation, have private exchanges which, while pertinent to the issue, might otherwise derail the core conversation or even be silenced in something like a teleconference – and those engaged in such exchanges can still keep abreast of the central conversations.

For an environment like the Lab, where operations and personnel are distributed (data centres and offices located in different states / on different coasts, not everyone working from an office environment, etc.), chat has proven a powerful tool, although one that may take time getting to grips with, as Landon notes about his first exposure, saying:

I … just sat there staring at the screen wondering what the hell had just happened, wondering what the hell I had gotten myself into. I thought I was a seasoned pro, but I had never ever seen an incident response go that smoothly or quickly. Panic started to set in. I was out of my league.

However, the benefits in using it far outweigh any need for a degree of gear shifting required by ops staff in learning to use the approach. As Landon states in closing his comments, “when it works it is a wondrous thing to behold, a ballet in a war zone, beautiful, terrifying, and glorious.”

This is another great insight into what happens inside the Lab, and as such, the post makes very worthwhile reading, whether or not you have a background in Ops support.

Lab slips out a formal announcement of their next generation platform

LL logoWe’re all aware that the Lab is developing a “next generation” virtual worlds platform. It’s been the subject of much debate, speculation, supposition and more.

The confirmation that the Lab were working on a new platform came during a TPV Developer meeting on June 21st, when it was mentioned almost as an aside by the Lab’s CEO, Ebbe Altberg. In the period of the SL11B celebrations, mention of it also appeared in a number of on-line media publications.

However outside of these interviews and comments, there appeared to be no formal announcement about the new platform. Well, not until July 11th, anyway; that was when the Lab issued a press release about it.

Entitled straightforwardly enough, Linden Lab Is Developing The Next-Generation Virtual World, the release reads in part:

Linden Lab has confirmed that it is developing the next generation virtual world that will be in the spirit of Second Life, an open world where users have incredible power to create anything they can imagine and content creators are king. With 2015 targeted for a beta, the new virtual world will go far beyond what is possible with Second Life, and Linden Lab is actively hiring to help with this ambitious project.

“Second Life is the most successful user-created virtual world ever,” said Ebbe Altberg, Linden Lab CEO. “Eleven years after first opening, it continues to thrive with more than a petabyte of 3D content created by users, a strong economy of user-to-user transactions in which tens of millions of dollars are paid out to creators every year, and an active community that spans the globe. There is a massive opportunity ahead to carry on the spirit of Second Life while leveraging the significant technological advancements that have occurred since its creation, and no company is better positioned to create this than we are.”

It doesn’t provide any more in terms of specifics than perhaps most SL users tracking the subject are already aware. However, it does at least pull together several key statements concerning the new platform, made throughout the epic forum thread on the matter, into a single reference source:

Linden Lab’s priority in building the next-generation virtual world is to create an incredible experience and enable stunningly high-quality creativity that’s easily accessible across multiple platforms. In order to not constrain development toward those goals, complete backward compatibility with everything created over Second Life’s 11-year history has not been set as an absolute requirement from the outset. However, Linden Lab does plan to make certain essential elements transportable for existing Second Life users, including users’ Linden Dollar balances, identities, and social connections. It’s likely that more modern content from Second Life, such as meshes, will also be transferrable to the new platform, but the specific details of compatibility will be addressed as development progresses.

You can read the entire release, including comments on the future of Second Life, on the Lab’s official press page.

Education in SL: A Q&A session with Ebbe Altberg and Peter Gray

secondlifeOn Monday July 7th, Linden Lab CEO Ebbe Altberg and the Lab’s Director of Global Communications, Peter Gray, met with members of the education community to answer questions on the future of education in Second Life.

The meeting was organised by Lori Bell of the The San José State University School of Library and Information Science, moderated by Aldo Stern and recorded by Marie Vans.

The video is embedded below, and the transcript is time stamped against it for reference. When reading / listening, please remember:

  • This is not a word-for-word transcript of the entire meeting. While all quotes given are as they are spoken in the recording and the audio files, to assist in readability and maintain the flow of conversation, not all asides, jokes, interruptions, etc., have been included in the text presented here
  • If there are any sizeable gaps in comments from a speaker which resulted from asides, repetition, or where a speaker started to make a comment and then re-phrased what they were saying, etc, these are indicated by the use of “…”
  • The transcript picks-up with the first question asked.

0:04:42 Aldo Stern (AS): Will the educational discount be stable over time, so that education organisations can take [it] into account for their budget cycles? So I think that reflects right off of the top one of the things that people will have a concern about.

0:05:00 Ebbe Altberg (EA). Yes. Well, it’s very unfortunate that back in the day … that the discount was taken away. I thought it was very fortunate that it was re-instituted before I showed-up here, and I can tell you we have absolutely no intent whatsoever to make the pricing worse for you guys. none whatsoever.

And over time, as some of you have heard about, we’re starting work on a next generation platform, I think that ultimately an extremely large and vibrant and successful virtual world, prices have to come down all the time.

Today, we’re constrained by a number of factors: technology, business models, what have you, and user experience, that sort-of limits the size of the market for a product like this. for example, if we were to cut prices in half, we would have to get at least twice the number of users – or more, actually – to end up with the same revenue. Right now, I’m not convinced we have a product that could attract two extra users at half the price.

But I’d be happy to lower prices to get more users and make it up in volume, once we know we have a product that can achieve that. I think it’ll be an interesting conversation at that time, especially with the educational sector. would an even lower price … let’s say we take the current discount that you have, which I think is about a hundred and fifty bucks for a region; if we cut that in half again and say it’s seventy-five bucks, would we have twice as many of you buying simulators? If that’s the case, then it might be worthwhile for us to do; but if it only increases by 5% the number, then it’s just hurting us and our ability to invest in the future.

But I feel very confident in stating that we’re not going to mess with the current pricing you have in a negative way for you.

0:07:55 AS: I think that’s very encouraging to us, and I wanted to ask if anybody had any further comment before the next question?

0:08:08 Comment: Well, it is encouraging to hear that; but I think there are a number of related issues that make the current platform problematical for educators, and a number of questions we’ve identified I think will get at that, if you want to move down the list.

Ebbe Linden (Ebbe altberg) and Pete Linden (Peter Gray) at the meeting with representatives from the education community
Ebbe Linden (Ebbe Altberg) and Pete Linden (Peter Gray) at the meeting with representatives from the education and non-profits community

0:08:26 Comment: I did want to say something about the pricing real quick. If you did lower the price for educators you might not see the number of buyers go up right away, because I’m not sure if you understand how the education funding cycle works, and probably everyone in the room here can explain that much better than I can. But that is the issue: getting into the funding cycle ahead of time to make sure that you have funds available for your projects. So if you implemented that today, cutting it in half again, you have to give the education community time to get that in their budget and make that happen.

0:09:27 EA: Absolutely, and there’s way to solve that. I could say, it’s a hundred and fifty bucks now and it’s 75 bucks starting next quarter, so you can put it in your plans. how much advanced notice do you need to be able to get it into your budget cycle?

0:09:48: About a year.

0:09:49 EA: My lord! (Chuckles).

0:09:53: And that’s why, when the funding was cut, it was so devastating, when the discount was cut, because no-one had enough notice to get their funding back up to what they needed, and so it was very frustrating for a lot of educational folks.

0:10:14 EA: I understand. I can’t even begin to understanding the reasoning behind why that whole thing happened. I’m just very glad it was reversed before I came here, otherwise I would have done that myself. So you can at least be confident that we’re not going to make that mistake again.

Continue reading “Education in SL: A Q&A session with Ebbe Altberg and Peter Gray”