Bryn Oh’s Hand in Sansar

Bryn Oh, Hand – Sansar

Three years ago, in December 2016, Bryn Oh unveiled Hand, a full-region installation offering visitors an immersive experience mixing art and storytelling with a touch of mystery and discovery. I visited that installation on the occasion of its opening – see Bryn’s Hand in Second Life – so I was delighted to learn via a Tweet from fellow traveller Wurfi that Bryn has opened Hand within Sansar.

The original Hand was an interactive experience, utilising many of Second Life’s capabilities, notably the use of a HUD as a guide tool and storytelling device. Sansar currently lacks any real ability to provide an HUD-like capability, but this doesn’t lessen the impact of Hand in Sansar. Instead of the HUD, this installation make use of dynamic objects within the installation to tell the story, notably in the form of the principal character in the story, Flit – or Flutter, as she is also known.

 

Bryn Oh, Hand – Sansar

 

I won’t dwell on the story in great depth, given I did so in my original piece on Hand, but I will repeat something I noted in that article:

This journey takes us through a strange, broken urban setting with decaying, collapsing buildings; a place where adults are almost (but not entirely) absent, apparently leaving their children to fend for themselves …  Walking through the streets and buildings I seemed to come across nods to dystopian sci-fi: a hint of Soyent Green here, a reference to rampant consumerism there. While Flit and the other children brought to mind shades of And The Children Shall Lead, minus the space alien angle.

Bryn Oh’s Hand in Second Life, December 2016

Bryn On, Hand – Sansar

What is particularly impressive with this build – which Bryn has specifically built around the use of VR headsets to gain a full sense of immersion that the original in Second Life perhaps couldn’t achieve – is the richness of colour, sound and sense of presence, the latter being fully appreciable even when visiting in Desktop mode as I did.

This edition of Hand, as Bryn notes in her blog, has been made possible through the support of the Ontario Arts Council, an organisation that has – to the benefit of us all – long supported Bryn’s work. In that post, Bryn also muses on art within virtual spaces, and how the capabilities of VR headsets coupled with creative environments like Sansar can help to bring a new artistic movement to the attention of a wider audience:

We had the Cubists, Impressionists, Surrealists, Modernists and I see our movement as the Immersivists. I have believed in this idea a long time but now with virtual reality headsets such as Vive or Oculus, the immersion is less fragile. You don’t look at a computer screen and beyond its borders see a bill that needs to be paid or your cell phone rings… instead you are in the world I have created and firmly there. Unlike painting where you stand from a distance and look at a static scene or cinema where you are told a story as a passive observer, virtual reality artwork can offer the ability to be an active participant in the art.

– Bryn Oh

Bryn Oh, Hand – Sansar

Hand is proof of this. Within it, we can not only follow Flutter’s story, but we can look elsewhere. Spaces that can only be hinted at in a painting or seen as a passing background in a film can be turned to and explored. Of course, this has always been the case with Second Life, but the personal immediacy of VR does take this personal involvement within a an installation like this adds a further layer to the narrative within it.

As captivating as the original – Desktop users note that some free-camming might be advised – Hand remains as an engrossing story in Sansar as it did in Second Life.

Bryn Oh, Hand – Sansar

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Sansar: of backpacks and vehicles

Playing with the Backpack in Sansar

On Tuesday, November 19th, the second Sansar R37 point release was made (oddly dated “November 11th” in the release notes), containing the first pass of a much-requested capability. Also on the same day, a short video was dropped on Twitter previewing the first cut towards providing another oft-requested feature at some point in the future.

R37 Release Update 2 – The Backpack

Critiques levelled at Sansar by users and creators is the lack of the ability for using items from their inventory in-world, or to have a means of conveniently carrying multiple items they can then call upon when needed without necessarily having them attached to their avatar all the time.

These requests have typically revolved around the idea of a “backpack” that can be used to store such items (perhaps even collected from within a world, during the course of a quest for example), and from which they can be drawn and used when needed.

The R37 Release Update 2 offers the first pass at trying to address at least some of the functionality for such a “backpack”. However, rather than being an item worn directly by the avatar, the Backpack takes the form of a new UI element that is only active in worlds where its use has been allowed. With this initial release, the Backpack comes with 6 items:

  • 3 items that automatically attach to the avatar (right hand): two light wands and a light disc / frisbee
  • 3 dynamic objects that can be dropped in-world, picked up, pushed around, etc: a die, a beach ball, a balloon.

It is used by clicking on the UI button, then clicking on the the required item’s image. Those that can be worn are attached directly to the avatar; those that can be dropped in-world spawn directly in front of the avatar. All six items can be be thrown, pushed, dropped or picked up, and can also (with this release at least) be “shared” between avatars: if avatar A drops a ball in world, Avatar B can push it around or pick it up.

The Sansar Backpack UI element and the initial 6 default items within it

These objects are perhaps not intended to be useful (although the light wands and disc would likely find use when dancing), but appear to be geared more towards simple demonstrations of what the Backpack can initially do.

Further key points with the Backpack are:

  • With this initial release, the Backpack has been enabled throughout all public worlds in Sansar by default. World creators can opt to disable (or re-enable) it via Scene Settings → Backpack → Item Source setting.
  • There is currently no means to “return” an item to the Backpack – items can only be spawned / dropped in a world.
  • Concerns have been raised over the impact (visual / performance) in having Backpack items littering a scene. However, a time-out of approximately 4 minutes is enforced on items spawn (either in-world or held by an avatar) is enforced.
  • As per the week #46 Product Meeting, a future iteration on the Back will allow world creators to define a list of objects that can be spawned within their world(s).

Other Items in the Update

In addition to the Backpack, the R37 Update 2 introduces Valve Index Headset and Controller tracking (finger tracking is not yet supported). There has also been a minor tweak the to Nexus teleport portal seen in the Home Space, and a number of bug fixes – see the release notes for more.

Vehicles in Sansar

Another long-time request for Sansar has been the ability for avatars to correctly operate (“drive”, etc.) vehicles. Again, it is a capability that Linden Lab has indicated it is a capability they would like to introduce to Sansar at some point.

During the week #46 Sansar Product Meeting, it was indicated that the Sansar team were experimenting with the idea of “jointing” or “sticking” avatars to dynamic objects such as vehicles, and on November 19th, a video showing some of this experimentation was tweeted via the @SansarOfficial Twitter feed, and is reproduced below (note that this video is looped).

This doesn’t necessarily mean the drivable vehicles are about to become a “thing” with Sansar – the video seems to indicate the system is still very rough around the edges and in need of further refinement – but it does show that vehicles (at least land vehicles) could be something Sansar may be on the way to getting.

The R37 Update 2 point release and the video might go some small way to countering some of the perception that, as a result of the switch in focus to live events, LL are “pausing” Sansar development in other areas – although admittedly, it will only be through the course of further major releases to the platform that we’ll really have insight into how LL will continue to enhance the platform with significant capabilities and options beyond supporting “live” virtual events.

Sansar Product Meetings week #46: feedback session

The Nexus – changing coming

The following notes were taken from the Twitch stream recording of the November 14th (week #46) Sansar Product Meeting. This meeting provided the opportunity for general feedback following the recent R37 release.

Note: As always, the Q&A session included questions on very specific issues individual creators have encountered and which may not be common across Sansar, and for which a clear-cut answer could not be given at the meeting. Such questions do not form a part of this summary, and interested parties are referred to the Twitch video.

General Items of Discussion

Individual Volume Controls

A long standing request for Sansar has been to provide users with a means to adjust the volume at which they hear other individual users on voice. It’s a request that LL have said they will address at some point without giving a firm commitment as to when. Because of this, users have taken to carrying signs spelling out the request.

Volume control placards – somewhat mindful of early SL protests by users

So to start the meeting, the Sansar team indicated they are now working on such an individual avatar voice control slider, and sought feedback in terms of:

  • Where should the control appear? Should it be a slider in the avatar tag that’s displayed when mousing over / pointing to another user? Should it be a UI control embedded in a panel? If the latter, then where – the People panel or the avatar Profile panel, or both?, etc.
  • Once set, should it persist between sessions / worlds?

The general feedback would be to have the control as easily accessible as possible, and to not have it persist between sessions.

Pilot Programme: Event Hosting

With the focus for Sansar now on events, LL is looking to try to offer incentives for world creators to host events of their own. As a part of this, they are looking to run what they are calling a “modular” events programme, starting with an initial pilot that they hope to launch soon.

  • Details on this are sketchy, and appear to be more in a realm of discussions with individual world creators at present, rather than a more formal, open discussion.
  • Most of what LL appear to be looking for at the moment is feedback on what they can do to help world creators to host events, and what incentives creators would like to see on offer for doing so.
  • It is anticipated that “open recruitment” for the pilot programme will commence some time in the next month, with more details provided ahead of time.

Sansar Discord Contest Channel

There is a new Contests channel on the Sansar Discord server, and world creators are welcome to use that to announce any contests they are running.

Nexus Reversal?

Since the introduction of the Nexus and Codex, users have had to visit the Nexus and the the Prime Portal in order to visit worlds than have not previously visited. Linden Lab now appear to be preparing to revise this at some point and re-introduce Atlas-style accessibility to all public worlds.

When is a good question, but we are moving in the direction of – if you remember what the Atlas was  – more like that. Basically, everything that’s [publicly] available in Sansar will be immediately at your finger tips through what is now the Codex, rather than requiring you to go to the Prime Portal at the Nexus to find new stuff.

… Basically, anything that you can access through the Prime Portal now will just be natively available through your Codex in the very near future.

– Zaius Linden (video 41:50-42-50)

Spawning from Inventory In-world

Ability allow users to spawn items from their inventory directly into a world.

  • The first part of this will be the ability to spawn a series of toys that LL provide.
  • The follow-up will be for creators to define a list of objects that can be spawned within their world.
  • Both will include a scripted means for such objects to be removed from the world when no longer required.

R37 Point Release

There was a point release for R37 (“release update 1“) on Wednesday, November 13th. This included:

  • A new scripted ability that has been implemented in readiness for an upcoming feature. It allows (say) store creators to create a “dressing room door” portal that takes users directly to their Look Book where they can try purchased items (and use the Return to World button to go back to the store if they wish).
  • A “pre-release” for data persistence capabilities – utilises an HTTP API to allow key value persistence for things like checkpoints in quests, etc. Regarded as a “pre-release”, as currently no supporting documentation is available for it, and it is recognised this and some simple scripting support is required.
    • Those interested in learning more are invited to attend the Scripting Office Hours on Friday, November 22nd, when it is hoped more information will be available.

Q&A Session

  • Avatar texture LOD system: as well as being defined by a memory cap, the avatar texture LOD (level of detail) is also defined by distance from the camera. There has been a request to set this parameter higher or to allow the user some control over it, as currently, simply trying to get a full-body snapshot of an avatar can lead to a degree of LOD degradation.
  • Will the camera scripts be further enhanced be LL providing camera simple scripts? Not currently – however, contributed scripts on the subject are welcome via github.
  • Can there be an “upcoming events” information board in the Nexus? Yes – LL is working on refinements to the Nexus that include more portals (including to community built worlds), event boards, etc. No time frame on delivery was given, but the changes were described as making it more like a “Times Square” in terms of available information.
  • What is the strategy to get more than just LL staff and “Sansar regulars” attending events, and to bring new users into the platform?
    • “Long term” approach, with part of the focus on running events that keep the current users engaged in the platform and encourage other creators to run their own events, further adding to retention.
    • Partnerships are seen as both raising Sansar’s visibility among audiences and helping partners to raise their visibility with potentially new audiences.
      • An example of this is Monstercat being able to use Sansar to extend their reach into streaming content providers like Twitch.
    • Partnerships also raise product / platform awareness among the respective parties own audiences.
    • Events hep produce promotional material Linden Lab can use to both promote the platform to the media, etc., and use to encourage other potential corporate partners (and potential clients?) into trying the platform.
    • The longer term goal is to generate a lot more general interest among people involved in various forms of activity and entertainment that can be translated into Sansar events, and encourage them both to attend and to further explore Sansar (by participating in quests, attending community events, etc.), so that they might convert from visitors to engaged users.
  • Will it be possible to change the UI size for those on bigger / very high resolution monitors? This is a known issue the Lab intends to address – but no time frame on when.
  • Will there be a local clear cache option in the client? No on the immediate road map. Ideally, LL would like a system where the cache could be cleared without user intervention (e.g. when installing a client update) or to make the cache location selectable by the user (so they can place it on a much larger drive partition, for example).
  • Will it be possible to link and avatar to a keyframed or dynamic object? Something LL want to get to. Currently experimenting with “jointing” – “sticking” to arbitrary things together (e.g. and object linked to an avatar’s arm that allows the avatar to sit on a roller coaster). No time frame on if / when this might be surfaced as a feature / capability.
    • LL would also like to get to a point were animations in objects will drive the avatar (e.g. so when using a baseball bat, the bat will automatically drive the avatar’s swinging motion / body animation when using it to strike a ball).

Sansar R37 release overview

The Sansar Space Squad Shooting Gallery

On Thursday, November 7th, Linden Lab deployed the Sansar R37 release, entitled “The Party Won’t Stop Release”. This is a smaller release than the October R36, but includes a series of much-requested updates, including:

  • Improvements to events management.
  • Avatar system updates.
  • Scene creation improvements.

As always, full details of the update can be found in the official release notes. The following is just a summary.

Events Updates

Events are no longer linked to scenes, but to published worlds. When creating an event, a copy of the selected published world and which is visited by those attending the event. However, the original version of the world is added to addendees Codex, allowing them the re-visit the world after the event has concluded and the event version is no longer available, while traffic for the event is added to the original world’s traffic numbers.

In addition:

  • R37 adds a new event notification capability to the client. This sends notices to those who have expressed an interest in the event when access is possible to the event version of the world, and when the event starts.
  • Creators can now link to specific spawn point coordinates – see below for more.

Avatar Updates

R37 provides support for uploading custom avatars with premorphed skeletons. This allows creators to adjust the bones of the reference base skeleton to make taller or shorter avatars with different bone structures. For best results, the avatar should be in the A pose when modifying. Note that these updates do not include bone rotation or scaling.

The avatar Axis Aligned Bounding Box (AABB) limits have been adjusted:

  • Max AABB – 2.3m tall, .05m below the ground plane, 1.2m left and right, .4m front, 1.1m back
  • Min AABB – .9m tall, .25m left and right, .06m front to back

Avatar Editing Freecam

It is now possible to freecam within the Avatar Editor (Look Book). Pressing F4 or clicking the Camera button in the bottom left of the Avatar Editor screen. When active, zooming in/out and panning up / down is possible using the standard camera control keys.

The Avatar Editor camera button

Avatar texture LOD

R37 includes the first release of a new avatar texture LOD system which will adjust avatar visual quality based on certain parameters to maintain product performance.

This will load up to 100MB of texture data per avatar. Any texture data in excess of 100MB will be down-sampled until it falls to 100MB. This means that the visual quality of an avatar may be reduced on some occasions. The limit may be adjusted for large events, which may affect the visual quality of an avatar further.

Scene Editing Improvements

Custom Spawn Points

It is now possible to add spawn points as a component on objects in a scene. This means that specific spawn points within scene other than the primary spawn point can be assigned (so, for example, if a portal is set within a scene to transport avatars to another scene, and can return to that portal rather than the main spawn point in a world when “returning”).

Defined spawn points can also be specified in the URL for a world using the #, allowing users to be directed to a specific spawn point within a world from a web page. For example: atlas.sansar.com/experiences/[creatorname]/[experience]#spawnpointname. See Object Editing for more.

Camera Object Component

The camera can also be added as a component on objects, which can be activated and controlled by scripts. They can be positioned and oriented like any other object in the scene, and can be copied as a reference and pasted on a camera script parameter.

Other Scene Editing Updates

  • New Grid section under Scene Settings that allows you to enable Snap to Grid on/off and set the snapping distance coordinates. This works with move, rotate, and planar tools.
  • Texture memory counter added to the Object stats Tool.
  • The colour picker panel can now be moved around the editor to any desired location on the screen.
  • Desktop aim improvements: a new “aim at cursor” property (optional) for the Grab Point component. When set, the avatar will hold the object so that it points towards the direction or object the mouse cursor is hovering over. In mouse-look mode, it will point towards wherever the reticle is pointed at.

In-Client Store Updates

The in-client store has been updated to include:

  • New filters to allow avatar clothing and accessories to filtered by male, female or all genders and / or by Marvelous Designer, Rigged or Static (Accessories).
The in-client store now includes new filters for avatar clothing and accessories (e.g. filter clothing by gender – shown)
  • Clickable item tags, allowing you to look at a filtered list based on that tag.
  • Creator names are now clickable and will take you to the creator’s store.
In-client updates: clicking a creator’s name will display their store (1); the copy URL button (2) allows you to copy the URL for a specific item and share in it chat in the client (as a clickable link) use in a web page, etc.
  • New copy URL button on the item details page to enables you to share direct URLs to specific store items.
    • This option is not available in the client for items that are hidden. Creators who are interested in grabbing a hidden item’s link may do so on web from the manage listings page.
    • Pasting item links in nearby or direct chat will open the item in the store.
  • Resale information and price are now exposed in the item details page.
  • Hyperlinks within store listing description will resolve into clickable links. [IN CLIENT ONLY].
    • Valid experience links can be visited to and from within the description itself.
    • Product listing links will open within client itself.
    • External links will open in browser.

Other updates

  • R37 includes an extensive list of script system updates, including the camera and spawn point updates noted above. Please refer to the release notes for details.
  • With R37, it is now possible to abandon quests you are no longer interested in.
    • Open the Quest panel.
    • Click on the quest you wish to abandon.
    • Click the Abandon Quest button on the Quest Info tab of the panel.

Sansar update: of lay-offs and moves

Sansar load screen

Alongside of the announced shift in emphasis with Sansar, there have been rumours of multiple lay-offs among the Sansar team. Ryan Schultz has led with the story, stating 30 have gone, although the rumour mill has been bouncing between 20 and 30.

Exactly how many have departed is difficult to judge, simply because LL does not comment on departures or cuts, but there are some limited ways in which we can stick a finger in the air and test things. My own knowledge of the Sansar team is limited to around 16 names, but it would appear from my rudimentary yardstick, that four of those names are no longer at the Lab.

My yardstick for this measurement is simple, but has been known to be effective in the past. All Lab staff have a Linden account in Second Life. With most of the Sansar team, that account name tends to marry up with their Sansar name (e.g. Ebbe Linden marries up to Ebbe in Sansar; Boho Linden marries up with Boho in Sansar, etc.). So by checking to see which accounts are inactive, it is possible to hazard a guess that the individual is no longer at Linden Lab.

In this respect, my findings tend to concur that of the three very specific names that have been mentioned in reference to the Sansar lay-offs do indeed appear to have departed Linden Lab. However, it also appears (up to the time of writing, at least) that a third high-profile name – that of the Lab’s Chief Product Officer, Landon MacDowell – still appears to be with the Lab, as his SL account is still active.

Granted, this is not a genuinely scientific means of making a judgement. However, it amounts to 1/4 of the names I know in the Sansar team, and if I recall correctly (I confess that in digging back through my notes, I’ve been unable to pin down the specific quote) during a meeting in either Sansar or Second Life, Ebbe Altberg indicated the Sansar team is around the 100+ mark. So, my finger-in-the-air figure would tend to concur with the idea of 20 to 30 people being laid off / transitioned.

In this latter regard, I took time to try to dig around a little further and concluded that it seems likely that at least two of the Sansar team who originally moved to that project from Second Life may have transitioned back to working on SL (in addition to Harley Linden also transitioning from Sansar to SL).

Precisely what this means for Sansar development in the future remains to be seen. I’ve already commented on the move to focus efforts on trying to make Sansar a venue for “live” virtual events (see Sansar changes emphasis: of live events and audience, and it’s something I intend to circle back to in the near future as it seems some of that piece may have been misinterpreted. For now, all I will say in regards to the lay-offs, is that whenever and wherever they happen, no matter how big or how small, they are never pleasant – least of all for those being laid off. So I genuinely hope any who have been let go by the Lab are successful in finding new positions sooner rather than later.

Sansar changes emphasis: of live events and audience

Linden Lab is shifting its development emphasis towards hosting more “live” virtual events to help build an audience

On Friday, November 1st, the Sansar Team held their weekly Product Meeting, which provided to be an event of two parts: an overview of the next Sansar release, which I’ve covered in my usual Sansar Product Meeting summary format, and confirmation that Sansar’s development is undergoing a change in emphasis in a drive to try to establish a much broader audience.

In short, and as noted by Sansar’s Community Manager, Galileo, and the Lab’s Vice President of Business Development and Marketing, Sheri Bryant (aka CowboyNinja in Sansar), who now takes up the role of Sansar’s General Manager¹, the Lab plans to focus a lot more on building-out Sansar’s ability to run “live” events within virtual spaces.

The decision has in part been sparked by the rise in popularity of “live” virtual events in a number of platforms (most notably the Fortnite / Marshmello event and the 11 million attendees it garnered) and the more modest – but significant – successes Sansar has had in hosting electronic dance music (EDM) events through partnerships with Monstercat and Spinnin’ Records.

It’s a decision that was actually presaged in October, when IQ ran an article in which Lab CEO Ebbe Altberg and Sheri Bryant were interviewed about the Lab’s intentions with “live” events in Sansar. As such, I wasn’t actually overly surprised to hear about the shift in emphasis, although others may have missed that piece. Certainly, the announcement has received a negative reaction from some, and has been – wrongly, I would suggest – characterised as akin to High Fidelity’s abrupt change of direction that occurred earlier this year – see: High Fidelity changes direction: the reality of VR worlds today (& tomorrow?) and High Fidelity changes direction (2).

I say “wrongly”, because while this is a change in emphasis, it is not in any way a shuttering / move any from anything within Sansar in the way High Fidelity’s change of direction was. As was noted in the meeting:

  • The intention is to make Sansar the “best possible” destination for virtual events, with an emphasis on both “larger” marquee-style events involving commercial partners and other brands / organisations and on the more creator-driven events we see in Sansar today.
    • Hence why the next release of Sansar – R37, due to be deployed in week #45 (commencing Monday, November 4th, 2019) will incorporate changes to the events system creators have been specifically requesting – including linking events directly to the world used to host them and allowing that originating world to gain the traffic figures of people attending the event version.
  • It will see Linden Lab endeavour to “integrate” user-developed events with major marquee events, so that audiences attending the latter will be made more aware of the former, and encouraged to explore more of Sansar beyond the current event they are attending.
    • So the hope is that if done correctly, provisioning bigger and more frequent “live” events, the Lab can not only achieve spikes in Sansar’s user base, but actually start to convert some of those visiting audiences into engaged users.
    • In this respect, work will be carried out to further improve the overall new user experience to make it more “unforgettable”, and to expand Sansar’s socialisation and communication capabilities to help encourage greater user/user interactions.
  • It also does not mean that other improvements for the platform are in any way being closed or abandoned – although it does mean that some are being re-prioritised and are seeing their possible deployment time-frames pushed back.

This latter point is likely why there has been some negativity around the announcement: for much of 2019 the emphasis has been on developing Sansar’s gaming  / questing capabilities, and these have reached a point where they are being actively and imaginatively being leveraged. Given that push to develop them and get creators excited by them, to apparently make a sudden track switch is bound to leave some feeling a little, “wait – what?”

Similarly, there has been a push to give the Sansar avatar a complete overhaul, with more being promised – particularly full body deformation and custom skin textures. It had been suggested these might appear before the end of 2019 – but they are now timetabled for delivery “in 2020”. So this again is likely to be grating on people. But that said, it is true that, insofar as encouraging people into Sansar to attend events, Avatar 2.0 doesn’t appear to have been any kind of barrier – and it might be argued that it is more important for Sansar to gain a broader and deeper user base than it is to keep iterating on new features and capabilities within the avatar system – particularly if there are relatively few people around to use it.

Even with the emphasis on “live” events in Sansar, the lab intends to keep working on the overall new user experience, including use of things like the Nexus (above) and the Codex

Obviously, there are risks involved in shifting the emphasis towards “live” virtual events as a means to generate an audience from which retained users might be gained. On the one hand, there is that aforementioned Marshmello / Fortnite event and its almost 11 million virtual attendees. However, it’s equally important to remember that Fortnite already had an estimated user base of some 200 million world-wide to draw on to attend that event – they weren’t using it to try to generate new users for the platform.

In this, Sansar has a long way to go to establish itself – and there is absolutely no guarantee that however things are developed or engineered, people attracted to the platform to attend an event by their favourite EDM DJ or comedian or talk show host or whoever aren’t really going to be interested in doing anything else other than attending an event. But again, to flip this over, it is certainly true that certain types of event that could allow audiences to have very unique experiences whilst attending such events. This is something Ebbe Altberg notes in reference to EDM events when talking to IQ:

It’s easier to hook up EDM artists to the system because DJs basically have an electronic output. So they stand there in their VR gear and we give them all kinds of in-game tools – fireballs, lasers, the ability to change the gravity so everyone can jump really high…

There’s also the fact that virtual shows and events do greatly increase the potential audience reach for artists and performers – and present the potential for physical world merchandising (assuming LL put such a capability in place – and they’d perhaps be stupid not to), something I touched on in Sansar: music entertainment with some sundry thoughts. This is something that performers and brands might well find appealing.

So to me, the shift in emphasis perhaps isn’t as upsetting as it appears to have been to others – but then, I’m simply not as invested in Sansar as some, which also should be taken into account. Certainly, and as I’ve previously argued, I don’t think a push to establish a presence in the “virtual events market” given the capabilities Sansar does have is not a bad thing. And, as I’ve noted in Sansar: music entertainment with some sundry thoughts, even if it doesn’t massively drive up the platform’s concurrency on its own, it could nevertheless contribute to doing so; what’s more, it could open the platform up to broader “repeat” audiences from a range of potential sectors and so help the Lab generate revenue from those sectors through a variety of means.

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  1. It is not clear right now, but Sheri may have shifted to focusing solely on Sansar, as Hari Raghavan, formerly the Lab’s Senior Manager, Marketing Communications, was introduced at the meeting as the “new Director of Marketing”.