On Monday 17th December, Linden Lab announced the release of “Creatorverse Lite” on the iOS platform.
The new product is available for through the App Store for the iPad, iPod Touch and the iPhone. The press release announcing the release states:
This free version of Linden Lab’s shared creativity app allows users to explore and play with the entire Creatorverse galaxy – every creation made and shared by users of the full Creatorverse app on any platform. To remix others’ creations or create and share their own, users will continue to need the full, paid version of Creatorverse.
Creatorverse – now available in a free “Lite” for the iPhone and iPod Touch
The press release doesn’t make mention of the “Lite” version being available for the Android / Kindle platforms, but it would seem likely that whither the iOS version goes, the Android / Kindle offerings will follow. We’ll doubtless find out in the new year.
In the meantime, the full version for both the Android and Kindle platforms has been updated to version 1.1.1 as of the 15th December, placing it once again on a par with the iOS version, with object shadows, etc.
What is to be made of this move? Clever marketing ploy to encourage more take-up of the application, or indicative that while early interest was strong, things may have waned somewhat in terms of interest / purchases? Figures for sales / downloads aren’t available on either the Apple App Store or Amazon, so the take-up on those platforms is hard to judge. Google Play does provide a graphical indication of downloads; while this is very generic, it does show that after an initial strong interest in the product, installs do appear to have plummeted. However, this may be indicative of nothing more than the fact the application is somewhat less popular on Android devices, the majority of which tend to be mobile phones with small screens rather than tablet-sized devices, and Creatorverse is not so ideally suited to these (although the flip side to that, of course, is the same can be said of the IPhone and iPod Touch).
On the 27th November, and again with little fanfare, Linden Lab launched a version of Creatorverse for the iPhone and iPod Touch.
The app is offered through the Apple App Store, with the same version (1.1.1+) running on all three devices.
This rounds-out availability of Creatorverse on iOS mobile / portable devices, and means that with the recent introduction of Creatorverse on Android, together with a version for the Kindle Fire and Kindle Fire HD, the app is now available across the majority of mobile / portable devices with the exception of those running Windows – although versions for both the PC and the Mac were hinted at in an article by Giant Bomb back in October. Whether these are in fact in the works, remains to be seen, but if they are still to come, it’s possible a version for Windows-powered mobile devices may be in the offing.
Creatorverse – now available for the iPhone and iPod Touch
Reception Still Positive
Overall, Creatorverse is receiving a positive reaction both from reviewers and users. On November 23rd, Creatorverse topped-out a list of the 20 Most Popular (New) Android Apps for the week. The iOS version failed to make the Guardian’s list of November 29th, but that could be because the launch was so very low-key (and only two days before), couple with the fact that the iPad version has now been available for around a month.
I’m still fiddling with my copy of Creatorverse on my Galaxy S2 – at times “struggling” might be a better term. I like the application, but find the direct port of the UI to the much smaller screen still to be problematic (and I’ve not used it enough to actually memorise which buttons do what, which obviously doesn’t help). Obviously, there’s little LL can do about this – they are as constrained in revising the UI as much as I am in using it simply because the screen is so small. It is oddly addictive, in an entirely different way to Patterns (which I’ve almost ceased fiddling with of late, simply because I am mucking around with Creatorverse as and when I can), and I can well understand why running the application on a tablet and sharing the process of creation with a companion (adult or child) can be so appealing.
Update, February 19th, 2014: Creatorvers and dio were discontinued by Linden Lab on February 19th, 2014. Links to their websites, etc., have therefore been removed from this article.
Details of a kind are starting to slip out about LL’s new product stream. We’re now already very familiar with Patterns and Creatorverse, the latter of which reached the Android platform at the start of the week, coming to it via the Kindle range of tablets.
Creatorverse: iPad, Kindle and Android so far
An article in Techcrunch provides some more insight into the remaining two products of which we’re already aware, Dio and Versu.
The article starts off with a positive comment on Second Life itself:
Linden Lab, the company that created Second Life and grew that online community into one of the most colorful, varied online social networks in the world, is doing some very different things for the first time in many, many years.
Admittedly, this quickly slides into the murkier waters regarding declining user numbers, observing rather interestingly that “passive viewing becoming the dominant interaction method”, before bringing up that beloved subject of many a journo reporting on SL, that of its “sordid past”.
I’m not entirely sure what is meant by “passive viewing”, but I suspect that relates to many of the more populous venues in SL being clubs (of every sort) whereby avatars are dancing but most of the conversation is going on in IM, giving the illusion that everyone is sitting in silence watching avatars gyrate twist and turn individually or in groups, or twirl gracefully around the dance floor like pairs of professional ballroom dancers. While the image is true, I’m not entirely sure how representative of SL it is as a whole.
But I digress.
In the article, Rod Humble confirms the upcoming order of the remaining two initial product releases from the Lab, with Dio coming up next, followed by Versu.
“The next project is a web experience called Dio that’s really hard to explain, which I like. It’s sort of like Second Life without the graphics, or Facebook but trying to be more of a creative space,” Humble is quoted as saying in the Techcrunch article. He goes on, “So it’s a web experience and you create your space, but within the spaces, everyone has their own avatar and avatars carry inventory. The way you navigate from space to space is via doors, and you can make things like a MUSH [multi-user shared hack] or hobby space very easily.”
Dio: “webspace with avatars” (image from an early version of the Dio website, and not necessarily representative of how the finished product will appear)
As Daniel Voyager reports, Creatorverse today makes its debut on Android, and is available via Google Play at a (UK) cost of £3.14 (US: $4.99, approx), and requires Android 2.3.3+. There is yet more to come, with Creatorverse due to debut on the iPhone shortly, and possibly go elsewhere as well.
Creatorverse on my Galaxy S2
Given I have a Samsung Galaxy S2 and time on my hands today, I opted to download Creatorverse and have an initial look. Doubtless there are some out there who would like the short form of my thoughts on the app, so here they are:
Creatorverse is baffling, frustrating, teeth-grinding, innovative, engrossing, and potentially highly addictive.
To be fair, the first three of these issues are as much down to trying to use Creatorverse on the S2’s relative small screen as much as anything else. Simply put, the UI is so small, it’s hard to see the various button icons easily. Well, at least for me; I freely admit, I’m getting older and my eyes aren’t what they used to be (and as I write that, Spike Milligan’s immortal addition to the comment echoes through my head: “they used to be my ears!”). Even so, and despite the relative intuitiveness of the drag-and-drop shape creation options, it is as well that Linden Lab have produced a range of tutorial videos to help people get more to grips with Creatorverse; in today’s “satisfaction in 5 minutes or forget it” society, there is a risk that some might otherwise chuck Creatorverse over their shoulders all to easily. This is a Settings option (device MENU button > Settings) for “Restart Tutorials”, but I’ve yet to find out what this actually does…
Which would actually be a shame – because, as with the latter part of my summary above, Creatorverse is engrossing – and potentially addictive. The basic screen display is easy enough to grasp, comprising a white grid workspace area when shapes can be dragged and dropped, and can be drawn freehand. Anchor points are present in both objects and lines, which can be use to drag / stretch corners, sections of a line or shape, and so on.
The Creatorverse basic workspace
The workspace is also somewhat context-sensitive. Add an object to it, for example, and additional buttons will appear to the left of the screen, such as the PLAY button, which allows you to switch to another screen, wherein anything you’ve created, together with any forces applied to it, will play and allow you to interact with it. Touch an object in the workspace, and a further series of buttons appear along the bottom of the screen, allowing you to do various things with objects your created.
Here’s where the first grumble arises: the buttons all use icons, some of which aren’t terribly clear, such as a sphere with a line either above or below it. Tapping a button does bring up a prompt as to what the button will do, but I’d tend to suggest the prompts themselves aren’t overly intuitive. Or maybe that is just me; I was certainly struggling to make sense between what I was seeing on the screen and what the prompts were attempting to explain….
Say whut? On-screen prompts aren’t always clear to the uninitiated
Kill Screen carries an interesting article on Second Life and Linden Lab’s direction under the leadership of Rod Humble. Provocatively entitled, Can Rod Humble resurrect Second Life? the piece examines Humble’s role as LL’s CEO and in particular his strategy in driving the company towards diversification.
A relaxed Humble with a memory of the past…
The latter has tended to divide people engaged in or observing SL, with some seeing it as a sign that LL have somehow “given up” on Second Life or are using it simply as a financial lever with which to churn out new products, and others taking a more moderate view of things. I’ve argued myself on a couple of occasions that diversification could actually be both beneficial towards SL in the longer term, and really doesn’t measure up in any way to LL having “given up” on SL. However, Humble’s view adds an interesting dimension to the discussion, as it is clear his thoughts possibly reach far beyond matters of “direct” user retention. The article notes in particular that:
One initial challenge, however, is its own core product. Building an object in Second Life isn’t easy. There are tutorials and message boards, but for someone who wants to pop in and simply make something quickly, Second Life is intimidating. In fact, that was part of the barrier to the community’s growth. Despite all its fanfare and media coverage, actually getting started was a hindrance to casual users. “Second Life is a highly complex 3D space. It’s a high learning curve,” Humble notes. “A steep climb but rewarding and deep.”
As we’re aware, bridging that gap is hard. There have been numerous attempts to help new users across it, from in-depth solutions such as the old Orientation, Discovery and Help Islands, through to the infamous “first hour” experience of Mark Kingdon’s day (which grew to encompass the “first five hours” when it wasn’t working out as planned) to the highly minimalistic (and questionable) Destination Islands seen more recently. Efforts have also included privately run welcome areas through to experimental orientation areas to something of a return to the more traditional approach.
Part of the problem here is that everyone tends to have an opinion on how it should be done. Many focus on the technical aspects, some on the social aspects, and well may have common foundations, then often build out in various different directions. This makes drawing a consensus as to what works actually quite difficult – as the Lab has learned.
However, in launching the new apps – particularly Creatorverse and Patterns – Humble sees things differently; that by breaking down the creative process into easily understandable concepts and ideas that allow the user to develop a more intuitive understanding of the creative process – and perhaps then move on to more involved creative environments. As the Kill Screen article also comments:
The Linden apps strategy hopes to bridge the gap between the tactile joys of painting and the more guided pleasures of digital makers. More importantly, Humble’s ultimate goal is digital literacy. As he struggled as an amateur, he found that his appreciation of the masters was heightened. The jazzy rhythms of Kandinsky took on new life as he was able to speak the painter’s language. Humble hopes that games like Creatorverse will foster a greater appreciation of the creative process behind designing digital goods. “The hope is that the more people make things, the more they have a richer language to express criticism.”
Rod Humble: Creatorverse and Patterns – opening doors to greater user creativity
Whether this will lead people from the likes of Creatorverse to Second Life is questionable; but where Patterns is concerned, there is something of a path where this may happen; both it and Second Life are somewhat grounded in similar concepts, something a number of commentators – myself included – have noted. Obviously for it to be effective, there needs to be some pointing of the finger towards the doorway from either Patterns to Second Life, which is currently far from being evidenced; but then Patterns is also a long way from prime-time as well.
Perhaps more telling from an SL standpoint is a direct quote from Humble:
“I like rebelling against the tyranny of structured forms,” Humble says. Sims creator Will Wright’s approach to “software as toys” was an inspiration to Humble while the latter was at EA. The constraints that game designers typically place on their players are anathema to the more open-ended creative process that Humble sees as the future of play. “Instead of being told you need to do these tasks to proceed to the next air lock of fun, why not open those doors and give you the ability to fly around?”
This not only encapsulates the broader aims of the likes of Creatorverse and Patterns in reaching new audiences and (maybe) enticing them towards Second Life, it more particularly seems to point to why Linden Lab has, on the one hand, been pushing out new tools and capabilities on their users while on the other, seeming to step back from “direct” involvement within SL. That is, the company is simply trying to present users new and old with as wide a palette of tools and capabilities as possible (mesh, pathfinding, the still-to-be-completed advanced creation tools, the upcoming materials processing capabilities, etc.) they can use create and explore the 3D spaces offered by SL without feeling constrained by the constant presence of the company looking over their shoulder.
The Garden – a subtle use of Teleport Agent, an element of the advanced creation capabilities in SL, which is used ion the puzzle HUD
Doubtless there will be disagreements with this view and with Humble’s comments in general; however they do make interesting reading. For me, and despite all the problems which are looming on the horizon where SL is concerned, I can’t help but come away from it with a feeling that (again) neither Humble nor LL have given up on their core platform.
With thanks to Daniel Voyager for the Twitter pointer.
Update February 19th, 2014: As linden Lab have discontinued Creatorverse, links to the application have been removed from this post.
On Wednesday the 14th November, Linden Lab slipped out the news that Creatorverse, their 2D creation / sharing application recently released for the Apple iPad is now available for the Amazon Kindle Fire and Kindle Fire HD.
The apparently low-key announcement was made via a press release, which appears on the Company’s website, and which reads:
Creatorverse is a two-dimensional shared creative space, a digital canvas on which you can build unique creations, set them in motion, and share them with the world to enjoy and remix. You become an inventor as you draw, stretch, shape, and color your creations, and then add joints, forces, motors, teleporters, and inputs that change how your inventions come to life on the screen. You can save your inventions locally or share them to the cloud for other users to enjoy and remix into their own unique creations.
“It’s been gratifying to see the positive response to Creatorverse since we first launched it, like Kotaku calling it one of the coolest things you can do with an iPad,” said Rod Humble, CEO of Linden Lab. “Already, iPad users have made and shared some incredible and fun things with Creatorverse, from games to interactive art, and we’re excited to now bring the app to the Kindle Fire and Kindle Fire HD. Very soon, we’ll also be releasing Creatorverse for the iPhone and Android so that even more people can enjoy this shared creative space.”
Creatorverse for Kindle Fire and Kindle Fire HD is available now for $4.99 on Amazon at http://www.amazon.com/Linden-Lab-Creatorverse/dp/B00A439RGG/ref=sr_1_1?ie=UTF8&qid=1352913683&sr=8-1&keywords=creatorverse