Engadget and VentureBeat visit Sansar

The new Sansar logo (courtesy of Linden Lab)
The new Sansar logo (courtesy of Linden Lab)

There have been a couple of articles on Sansar in December, each of which touch upon Second Life. While both retread ground already familiar to those of us who have been following Sansar’s development. However, hidden within them are some interesting little nuggets.

Appearing in the December 17th edition of VentureBeat, Dean Takahashi’s Linden Lab’s Sansar will take virtual worlds far beyond Second Life, caused umbrage with at least one pundit, leading as it did with the statement “Second Life is by far the most successful virtual world ever created”, resulting in some kind of kindergarten like comparison of “who has the most”.

Dean Takahashi, lead writer, GamesBeat
Dean Takahashi, lead writer for VentureBeat’s, GamesBeat

Yes, there are other virtual / game environments out their with a larger cache of active users; but then, do any of them present the kinds of opportunity  for revenue generation on a scale achieved by Second Life? Does it really matter which has the most of what?

No, not really. Of far more interest to me is what Takahashi has to say about Second Life – the fact that it is still going strong – and about Sansar.

Foremost in this – although easily unnoticed – is the reference the Sansar opening its gates to the public at large in “early” 2017.

Over the last few months the Lab has talked in terms of “Q1 2017” as the time frame for Sansar’s opening out. It’s a precise time frame, indicating a period between the start of January and the end of March. “Early 2017” is somewhat less precise, and while Takahashi may be using the phrase as a different means of stating “Q1 2017”, it’s hard not to wonder if perhaps his wording is indicative that the Lab is now looking a little beyond Q1 2017 for opening Sansar to the public.

If so, it wouldn’t be surprising. Slippages happen with big projects, and shouldn’t be unexpected or seen as sign that something is “wrong”; it’s simply the nature of the beast. And we have already seen it at least once with Sansar, when the opening of the Creator Preview slipped from the target of June 2016 to August 2016.

Elsewhere in his piece, Takahashi pulls out the WordPress analogy. This is something we’re all probably tired of hearing, given it’s been raised in just about every interview / report on Sansar during the course of 2016. However, that doesn’t make it any the less important, because it is one of the central reasons why Sansar could reach a much, much broader audience than Second Life has managed to achieve, and Takahashi observes:

Rather than one continuous world, Sansar is a set of virtual spaces that will be a lot more accessible than Second Life. You could, for instance, share the link to your virtual space on social media and invite people to visit it that way. With Second Life, you typically visit the site, download the client, create your avatar, and then join it.

Second Life users looking unfavourably on Sansar has made much of this lack of it being a “continuous world”. but while we, as Second Life users are undoubtedly conditioned by the presence of the map, the same isn’t automatically true for a broader audience of the kind Sansar is being aimed towards. They’re liable to be far more interested in finding and accessing the experiences they want to enjoy and then having the means to possibly jump to other points of interest, regardless of whether or not they are in any way “geographically defined” one to another – perhaps via teleporting, something Ebbe Altberg hinted might be the case when talking to Occipital’s Mark Piszczor back in June.

Nick Summers, associate editor, Engagdet UK
Nick Summers, associate editor, Engagdet UK

In writing Second Life’s creator is building a ‘WordPress for social VR’ for Endgadget on December 21st,  Nick Summers also examines how people will move between Sansar experiences, referencing the use of an “Atlas” search directory (something we’ve also previously seen demonstrated). This appears to be akin to the SL Destination Guide, presenting a means for Sansar users to hop between connected experiences much as we hop around Second Life.

A further point of interest between the two pieces – which cover a lot of common ground in terms of what the reports are shown within Sanasar – is the manner in which the one article raises a question and the other answers it.

Take object manipulation. Up until now, the vast majority of object manipulation in Sansar has been sown in the Edit Mode, although it has been indicated that some basic manipulation will be possible in the run-time environment (and we’ll certainly need to interact with objects in the run-time environment if we are to sit on them, drive them, fly them, etc). However, Takahashi refers to moving a palm tree around and bouncing rubber balls about. So is object manipulation not more accessible in the run-time space?

Summers’ article suggests not, noting that manipulation in the run-time environment is still “limited”, and referencing the edit more more directly when discussing moving and placing things.  Both offer interesting tidbits which perhaps also help people who may not quite see the “point” or “audience” for Sansar.

Ebbe Altberg moving virtual furniture around in Sansar, demonstrating some of the platform's capabilities at the WSJ.D Live conference, October 24th-26th
So far, object manipulation in Sansar has only been shown in the platform’s edit mode, such as when being demonstrated at events like the WSJ.D Live conference, October 24th-26th. How much of this might be possible in the runtime environment? How will personal object manipulation be handled within spaces you don’t necessarily own, such as a role-play environment where you are a “player”?

Takahashi, for example, references Altberg’s comments that Sansar offers the kind of defined, manageable environment in which a school or architectural might comfortably develop (and have hosted) an immersive educational or design experience without the need to necessarily being in external design talent or partake of an entire MMO / virtual world experience.

Elsewhere, Summers shines a little bit more light on the potential for revenue generation through Sansar for both the Lab and content creators:

It’s unclear how much Sansar will cost for people who want to design their own VR world. Linden Lab envisions a low, monthly fee that will grant creators access to a virtual plot of land. They can build whatever they want on top, and then choose whether to charge an entry fee for visitors. Designers will, of course, also have the option to sell their individual items on the in-game marketplace. Sansar is therefore like a canvas. Linden Lab will provide some basic paintbrushes, but the hope is that artists will bring their own. They’ll pay the company to store and display their work — similar to an art gallery — and then earn some cash when someone requests a viewing or permission to rework it as part of something new.

Taken together, both of these articles complement one another nicely. Yes, they do re-tread familiar ground, but they also – possibly – give us a few new pointers and insights into Sansar which raise the interest level a notch or two.

Sansar at Web Summit 2016

The new Sansar logo (courtesy of Linden Lab)
Logo courtesy of Linden Lab

November 10th and 11th saw the 2016 Web Summit take place. An annual technology conference, 2016 marked the event’s first appearance at its new home in Lisbon, Portugal. However, as with the 2015, it included a look inside Linden Lab’s Sansar platform, this year presented by the Lab’s CEO Ebbe Altberg and Bjorn Laurin, VP of Product at the Lab.

The official Web Summit video of the demonstration has yet to appear (if indeed they filmed any of the sessions). However, courtesy of Loki Eliot, I was steered towards a video of the presentation taken by an attendee at the summit: Miguel Mimoso Correia, which I’ve taken the liberty of embedding below, as there are a number of points of interest.

The Sansar Atlas
The Sansar Atlas – a Kitely-like directory of accessible places

The first is seeing Sansar operating in a purely third-person, keyboard / mouse driven mode. While the platform is obviously primarily geared to VR HMDs and controllers, it’s nevertheless good to get a better look and feel for how it might also be used by people without such hardware. Of particular interest to me in this was the suggestion that users might have relatively free camera placement when moving their avatar around in a third-person view, rather then their camera being locked into a “default” view, as with Second Life.

In the “highlands” scene, for example, the camera is clearly set low down, affording a good view of the avatar and the hilly terrain around him as he walks through it. Meanwhile, in the Mars scene, the camera position is noticeably higher relative to the avatar, giving a broader view of the flatter landscape. The avatars also appear to respond more naturally as well – note how Bjorn’s avatar casually rests one foot on the dais in the 360-degree video sphere when he stops walking.

The “highlands” environment

While the demonstration is given in third-person view, insight is given into how movement is achieved when in a first-person VR headset view:

With VR, we found one thing that’s uncomfortable for some people is to just use a thumb stick, like on an Xbox controller or whatever, and just walk around …. because … you can start spinning the world around. And when your body’s not moving, but the world is moving, some people can get nausea or something like that. So … the way we prefer to move around in VR [in Sansar], is that we actually have with the controllers, a way to point to a spot in front of us with an arrow … and we just jump to that spot.

For those used to Second Life, there might be something of a “bleah” response to this description; but really, it’s not that much different to the convenience of SL’s double-click to teleport option.  However, that said, it would be nice to see if there’s also a Sansar equivalent to SL’s “single click to walk” – something which might be preferable to having other people seeing avatars hopping around, as suggested in Ebbe’s explanation. Elsewhere, we get to see a little of the dynamic capabilities in Sansar, which employ some of the platform’s physics.

A further (brief) look at Sansar's editing environment

A further (brief) look at Sansar’s editing environment

The creative aspects of Sansar are only briefly looked at, and for those who have been following Sansar reports, offers nothing of significance. However, it is somewhat interesting to learn that the familiar Golden Gate bridge seen in Sansar is actually a TurboSquid model, underlining the ability for models to be purchased from other mediums and pulled into Sansar.

But for me, what is more interesting – if only because it offers room for speculation. Is the use of the term “Sansar Studios”, which appears as each scene is loading. Why not “Linden Lab (or even “Linden Research”)?

Is it simply indicating that the scenes are the result of collaborative work between the Lab and content creators / “content partners”, and simply a means to denote “pre-built” environments which will be available for people to explore when Sansar opens its doors to the public? Or might it be indicative of something else? Might the Lab be looking to sell its own scenes within the platform as a means of additional revenue generation? Or that “Sansar Studios” might be the marketing brand for the platform? Again, I’m not indicating a particular belief, I’m simply speculating as I write.

TSansar, October 2016; Linden Lab, on Flickr A further look at the fantasy “highlands” Sansar space, as revealed by Linden Lab in October 2016

I’m pretty happy with my lot in Second Life and  – at this point in time – have no desire to own a VR HMD (something which might change in the future, depending on how the market and technology develop). Ergo, an outright move to Sansar doesn’t interest me (not that Sansar is intended to be any kind of “replacement” for Second  Life – it isn’t. Hence why the Lab has said Second Life will continue well into the future).

However, I do continue to see the potential for something like Sansar, particularly in those markets where the emerging “low-cost” VR tools could have significant impact: design, engineering, architecture, simulation, education, training, healthcare. These are very much the markets the Lab is looking at for Sansar.

As such, even if the whole “social VR” thing falls flat on its face, I still hold the view that there are potential VR niches and audiences out there Sansar could occupy and be a success, just as Second Life has successfully occupied a niche and developed its own audience.

 

Inside Sansar with the Wall Street Journal

Ebbe Altberg moving virtual furniture around in Sansar, demonstrating some of the platform's capabilities at the WSJ.D Live conference, October 24th-26th
Ebbe Altberg moving virtual furniture around in Sansar, demonstrating some of the platform’s capabilities at the WSJ.D Live conference, October 24th-26th. Credit: Wall Street Journal

The Wall Street Journal WSJ.D Live conference has just wrapped up for 2016, having taken place in Laguna Beach, California.

Attending the event, Linden Lab CEO demonstrated using VR headset and controllers within a Sansar scene, showing how the controllers can be used to manipulate objects. The video is available of the WSJ YouTube channel, and I’ve embedded it at the end of this article. The Sansar scene itself is relatively simple, and the aim appears to be just to show how reasonably easy it is to move content around when defining a space, rather than any in-depth look at the fidelity of the platform’s graphics.

As we know, the actual editing environment in Sansar is quite separate from the run-time environment. While the latter doesn’t permit “in-world” building, it has been indicated that users will be able to move content around within in – thus allowing them to personalise spaces and arrange scenes; however, I have it on good authority (Ebbe himself), that the scene shown in the demo was using the edit mode.

The video includes brief shot of the in-world controller / menu, but motion is such that determining anything of import from it is difficult.

Angel investor Benjamin Rohé was at the presentation, and Tweeted a short video of Sansar avatars. As we know from Lab Chat sessions, these are liable to be going through further development as Sansar progresses, so it’s hard to judge how close these are to the looks those stepping through the doors when Sansar allows public admission from early 2017, but I’m guessing it’s not too face off base. What will be interesting is to see just how customisable they will become.

Sansar avatars at WSJ.D Live. Credit: Benjamin Rohé
Sansar avatars at WSJ.D Live.The red thing is a more other-worldly avatar form! Credit: Benjamin Rohé

Beyond the look, nothing really new is said about the platform – numbers of users engaged with it through the closed alpha and the Creator Preview have reached “few hundred”, and the public release is still looked at in terms of Q1 2017.

In addition,  presentation hosts Geoffrey Fowler and Joanna Stern Tweeted pictures of themselves as Sansar avatars.

Joanna Stern and Geoffrey Fowler (seen in the inset image) and as they appear as Sansar avatars. Credits: Geoffrey R. Fowler / WSJ Live
Joanna Stern and Geoffrey Fowler (seen in the inset image) and as they appear as Sansar avatars. Credits: Geoffrey R. Fowler / WSJ Live

The video leaves a lot of unanswered questions – how are tasks like walking and running handled, for example, when using Sansar via HMD? Will it be point-and-hop, which others will see and a fluid walking motion (remember that they’ll be seeing your avatar, whereas you won’t)? Will those entering Sansar without VR headsets, etc., be able to see their own avatar in third-person as we’re accustomed to doing in Second life (and which is actually part of the attraction of spaces like SL)? And more besides. So judging the platform on the strength of clips like this might not be entirely fair.

But it does add to the list of questions for the nest set of lab Chats!

Updated to reflect the fact the demonstration shows Sansar in Edit mode, with thanks to Ebbe Altberg for the clarification, and to add the avatar image of Joanna Stern and Geoffrey Fowler. 

Philosophical frenemies: Altberg and Rosedale

High Fidelity - a composite promotional shot. Credit: High Fidelity (via Wired)
High Fidelity – part of a composite promotional shot. Credit: High Fidelity (via Wired)

Yesterday, a Tweet from Jo Yardley pointed me to an interesting article in Wired by Rowland Manthorpe, entitled Second Life was just the beginning. Philip Rosedale is back and he’s delving into VR. It’s a lengthy, fascinating piece, arising out of a week Manthorpe spent with High Fidelity, while also taking time to poke his head around the door of Linden Lab, offering considerable food for thought – and it kept me cogitating things for a day, on-and-off.

There’s some nice little tidbits of information on both platforms scattered through the piece. For those that have tended to dismiss High Fidelity as a place of “cartoony” avatars, the images provided with the article demonstrate that High Fidelity are walking along the edge of the Uncanny valley; compare the Rosedale-like figure seen the a High Fidelity promo shot within it with a photo of the man himself (below). There’s also further indication that in terms of broader creativity and virtual space, High Fidelity is “closer” to the Second Life model of a virtual world than Sansar will be.

On the Lab’s side of things, we also get confirmation that multiple instances of the same space in Sansar will not be in any way connected (“One school group visiting the Egyptian tomb won’t bump into another – they will be in separate, identical spaces.”). There’s also a hint that Linden Lab may still be looking at Sansar as a “white label” environment.

High Fidelity can still be critiqued by some in SL for it's "cartony" avatar. The reality is however, that for those who wish, avtars in High Fidelity can be extremely life-like, as this picture of what Philip Rosedale might look like in High Fidelity (r) shows when compared to an actual photograph of him. Credits: High Fidelity / Jason Madara
High Fidelity can still be critiqued by some in SL for its “cartoony” avatar. The reality is however, that for those who wish, avatars in High Fidelity can be extremely life-like, as this picture of what Philip Rosedale might look like in High Fidelity (r) shows when compared to an actual photograph of him. Credits: High Fidelity / Jason Madara

But what really makes the piece interesting is the philosophical differences apparent in developing these platforms; each is very much rooted in the nature of the man at the helm of each company.

Rosedale is a dreamer – and that’s not a negative statement. He’s been driven by “dreams” and “visions” throughout most of his post Real Networks career. He also leans heavily into the collaborative, open borders model of development. Both have influenced the working spaces he builds around him. Reading Manthorpe’s piece, the High Fidelity office appears to be run along a similar laissez-faire approach as marked the early years at Linden Lab:  people dabble in what interests them, focused on the technology; there’s a belief that if the company cannot solve a problem (such as practical in-world building using hand controllers), someone “out there” will, and all will be well.

By contrast, Altberg is more consumer / direction oriented with Sansar. Initial market sectors have been identified, work has been broken down into phases. A structured development curve has been set; as we’ve seen from Lab Chat and other sessions, there’s a reasonably clear understanding of what should be tackled first, and what can be pushed further down the development path. The platform itself is closed, controlled, managed.

Sansar Screen Shot, Linden Lab, August 2016, on Flickr Sansar (TM) Screen Shot, Linden Lab, October 2016, on Flickr

In adopting these approaches, and given their somewhat complicated business relationship (Rosedale still have “sizeable” financial holding in Linden Lab; linden Lab was one of the small investors in High Fidelity’s $2.4 million round of seed funding), Rosedale and Altberg describe their relationship as “frenemies”. They are both working towards similar goals, and dealing with the same consumer-facing technology, and are equally sniffy of the other’s product. Rosedale sees Sansar is being potentially too closed, too pigeon-holed in terms of how it will be perceived by consumers; Altberg sees High Fidelity as being to focused on the technology, and perhaps demanding more effort than most on-line consumers in the Facebook pre-packaged content age might be willing to invest.

When looked at from outside, the Rosedale / High Fidelity approach is perhaps more in keeping with the state of VR once all the hyperbole surrounding it is brushed aside:  VR may well be part of our future, but no-one can honestly say at this point just how big a part of our future it will be. The Altberg / Linden Lab approach is rooted business pragmatism: identify your markets and seek to deliver to those markets; build your product to reflect the market as it grows.

Neither approach is necessarily “right” or “wrong”, and there is certainly no reason why both cannot attract their own market share. But I have to admit I find myself leaning more in Altberg’s direction.

This is admittedly partly because a lot of Rosedale’s broader comments about High Fidelity, the Internet, etc., come across as re-treads of things said ten years ago about Second Life and a transformative future never realised. But it’s more particularly because  – as noted above – no-one really knows how pervasive VR will be on a broad level. Other technologies such as augmented reality (AR) and mixed reality (MR) currently lie within the shadow cast by the hyperbole surrounding VR, but have the potential for far greater impact in how we conduct our lives and business. So identifying a market share and aiming for it seems to be the more solid approach insofar as establishing a user base and revenue flow might be concerned*.

Time will obviously tell on this; but one fact is clear: however you regard the philosophies held by Rosedale and Altberg, Manthorpe’s article is a must read. A considered, well presented, in-depth piece, it is sits as a catalyst for considerable thought and potential discussion.

*Edited 25 October 2015, to include this sentence, which was accidentally removed from the initial publication of this piece.

Sansar: what’s in a name?

The new Sansar logo (courtesy of Linden Lab)
The new Sansar logo (courtesy of Linden Lab)

In the first half of 2015, speculation circulated that the name of the Lab’s new virtual experiences platform might be “Sansar” or “Project Sansar”, after two trademark registrations were spotted. When asked, the Lab would only comment than “Project Sansar” was a temporary name, and that a number of options were being considered (and there was at least one other trademark filing at the same time which seemed to support this statement).

However, on August 31st, in a press release marking the distribution of the first invitations for people to join the platform’s Creator Preview, Linden Lab indirectly confirmed the official name of their new virtual experiences / social VR platform is indeed Sansar.

As the news of the name circulated, there were various group chat comments questioning the meaning and relevance of the name. While there is no reason for any product’s name to have a definitive meaning, in this instance, there do seem to be likely connotations.

Sansar Screen Shot, Linden Lab, August 2016, on Flickr Sansar (TM) Screen Shot, Linden Lab, August 2016, on Flickr

Back when the Lab was poking at possible names for Second Life, one option they considered was “Sansara” (later used as the name of the first mainland continent). This was said to be a variation on the Sanskrit word Samsāra, meaning “wandering” or “world”, associated with cyclic, circuitous change.

The interesting point here is that the Maxgyan dictionary  / lexicon offers sansar (also sansaar in Jainism) as an alternative for Samsāra, and defines its potential meanings as “earth”, “world” or “universe” (with “cosmos” cited as a possible alternative to the latter), depending on the context.

Given that  Sansar is intended to host many different virtual spaces, “universe” might be taken as a good “fit” when looking for a meaning in the platform’s name. Similarly, the idea of cyclical, circuitous change appears to be reflected in the platform’s logo, with its three segments suggestive of movement (/change).

Sansar Screen Shot, Linden Lab, August 2016, on Flickr Sansar (TM) Screen Shot, Linden Lab, August 2016, on Flickr

Of course, other meanings of “sansar” could be offered (such as an”icy Iranian wind”, for example), but it seems reasonable to look no further than those derived from Hinduism / Jainism. There is a certain “fit”, as noted above, and the Lab has turned to Hindu nomenclature before. As most of us are aware, the Lab’s two publicly accessible SL grids are named for Rigvedic deities – Agni, god of fire, and Aditi, the mother of gods.

But even accepting this as a possible derivation for the platform’s name, it might be argued that the Lab should have gone for something more “obvious”. Well, possibly. But then again, it is fair to say that at this point in time, those being drawn to Sansar are doing so by way of the Lab or through media reports on it, and so already have some idea of what it is about. This will also likely be true when Sansar opens it doors to the public (although by that time, the website will hopefully be a lot more dynamic and informative as well). Thus, having a name which “reflects” the platform’s intent perhaps isn’t so major a consideration.

For my part, if the platform’s name is intended to have a meaning, I admit to being drawn to it being “universe”. As noted above, it, fits the idea of an environment hosting many, many virtual spaces of many different sizes, some of which exist independently of the rest, others of which are “stitched together” to form – dare I say – “constellations” of linked spaces. Of course, being a “space fan”, I could also be a tad biased 🙂 .

Lab confirms Sansar’s title and issues first Creator Preview invites

Sansar Screen Shot, Linden Lab, August 2016, on Flickr Sansar (TM) Screen Shot, Linden Lab, August 2016, on Flickr

On Wednesday, August 31st, Linden Lab issued a press release indicating they have issued the first of the invitations to successful applicants to join the Sansar Creator Preview programme. This has been picked-up by various media and blogs – but what I’ve found particularly interesting (and others seem to have missed) is that the press release confirms the new platform is to simply be called “Sansar”.

Until now, Linden Lab has referred to their new platform as “Project Sansar” (see their press releases from April 2016 and August 2015 as examples). However, in the press release, the Lab refer to it as “Sansar“, suggesting this may now be the platform’s official name, thus:

Linden Lab® today announced that the first invitations to the Sansar™ Creator Preview are being sent this week. Select applicants will be invited to create their own social VR experiences with the new platform, slated for public release in early 2017.

As further indicators that Sansar is now the official title, the press release included a new logo, and the URL for the Sansar website has been updated to “www.sansar.com”.

The new Sansar logo (courtesy of Linden Lab)
The new Sansar logo (courtesy of Linden Lab)

When I contacted Peter Gray, the Lab’s Director of Global Communications to ask if the terminology was deliberate and a reflection of the platform’s official title, he replied with two words:

Good eye 😉

So I’m taking that as a “yes” 🙂 .

The new name shouldn’t really be a surprise – after a year or so of referring to it as “project Sansar”, to the media and the VR public, changing the platform’s name to “Sansar” is a lot easier and less confusing than trying to effectively rebrand the platform, even if it hasn’t yet been formally launched.

Sansar Screen Shot, Linden Lab, August 2016, on Flickr Sansar (TM)  Screen Shot, Linden Lab, August 2016, on Flickr

In terms of the Creator Preview applications Bjorn Laurin (Bjorn Linden), the company’s Vice President of Product, indicates in the press release that over 6,500 people / groups / organisations applied to join the Creator Preview – which remains open to applications. How many of these are content creators / designers based in Second Life is unknown, nor is the number of people admitted in this first round.

avatars
A closer look at the Sansar Avatars (courtesy of Linden Lab)

Those initially invited into Sansar are people whose skills and projects are the best fit for Sansar’s capabilities as they stand at the moment, and who can best provide feedback on the platform and its capabilities which will help the Lab with its development. As Sansar evolves and the capabilities are extended, the Lab plan to broad the scope of those being invited into the preview programme.

To go alongside the press release, the lab have also opened a Flickr account for Sansar, which, at  the time of writing, was populated with four new images – presumably more will be added as Sansar’s content grows, with the Flickr group presumably being a reference point for media outlets requesting images from the platform.

One of these new images features  Sansar avatars, and has been reproduced and enlarged on the right – again, remember that avatar work in Sansar is still in the preliminary stages, and so images like this should be taken as indicative of the “final” Sansar avatar look. Nevertheless as a yardstick, they offer us something a feel for the new platform.

I’ll have more on Sansar in future articles.