Th obligatory Sansar promo image 🙂 (please can we have some new ones?) – Linden Lab
On Tuesday, August 18th, and running a couple of weeks behind schedule – such is the way with new projects – the Lab has officially announced they’ve invited a small number of content creators to try-out their Next Generation Platform for virtual experiences, currently code-named Project Sansar.
The announcement, which appears a press release on the Lab’s corporate pages, reads in part:
Slated for general availability in 2016, Project Sansar will democratize virtual reality as a creative medium. It will empower people to easily create, share, and monetize their own multi-user, interactive virtual experiences, without requiring engineering resources. The platform will enable professional-level quality and performance with exceptional visual fidelity, 3D audio, and physics simulation. Experiences created with Project Sansar will be optimized for VR headsets like the Oculus Rift, but also accessible via PCs and (at consumer launch) mobile devices. Users can explore and socialize within Project Sansar experiences through advanced expressive avatars, using text and voice chat.
Drawing on more than 12 years of unique experience running Second Life, the largest-ever user-created virtual world, Linden Lab will make it fun and easy for Project Sansar users to create social VR experiences, eliminating the complicated challenges that today limit the medium to professional developers with significant resources. Project Sansar will allow creators at all levels to focus on realizing their creative visions, without having to worry about issues such as hosting and distribution, multi-user access and communication systems, virtual currency and regulatory compliance, and other challenges associated with creating, sharing, and monetizing virtual experiences today.
As has been widely reported, the initial testing will be focused on Autodesk’s Maya® software for content creation and upload to Sansar, although the Lab have also announced that they intend the platform to operate with a wide range of content creation tools such as such as 3D Max, Sketchup, and Blender, with file format support for OBJ and FBX, and others.
Sansar alpha testing is focused exclusively on Maya – however, the Lab intend the platform to support a wide range of 3D content creation tools as work progresses
During the alpha, the invited creators will be encouraged to “use each other’s games and other invented environments, trade feedback, and tweak their own work.” They’ll also have to be patient, with Ebbe Altberg having previously warned they may face having content deleted, removed or otherwise altered as the Lab continued to adjust, change, tweak (and bash?) what is still a very new platform that has a good way to go before it reaches something ready to have a lot of people pile on to it and play with it.
That said, if all goes according to plan, the alpha will slowly be opened out over time to include more creators, the Lab’s own announce noting:
In the coming months, Linden Lab will welcome additional creators and content partners to Project Sansar as new features are added to the platform and testing expands.
The emphasis on “content partners” is mine, as I do wonder precisely what it means for the direction Sansar will be taking, particularly given the differentiation given the term from “creators”. More thoughts on that to come.
In the meantime, The Verge has been quick off the press in following-up on the Lab’s announcement, with a short piece entitled The VR successor to Second Life is inviting its first testers, which is in some ways an unfortunate title, as it does carry a certain implication that Second Life is perhaps no more. This view is perhaps further enhanced by the use of the past tense when referring to the platform, even though there is a nod to the fact that Sansar will run “alongside” SL.
For those wishing to catch-up on what I believe to be the core statements and information around Sansar, as gathered from cited sources, please refer to my July Sansar Summary.
Also, be sure to take a look at uploadVR’s very excellent conversation between Nick Ochoa and Ebbe Altberg on Sansar, which I reviewed at the start of August, and am embedding here again for reference.
There has been another recent spate of articles on Linden Lab, Project Sansar, Second Life and the potential for avatar-based virtual spaces with the upcoming advent of VR. Even Moviepilot, whom I took to task in 2014, has been busy looking at what’s going on, while Gamasutra rushed out what is essentially a nutshell version of Eric Johnson’s excellent Re/code article examining the question of the metaverse, which I looked at here.
However, the pick of the latest crop has to be Alice Truong’s article published in Quartz: Could the Oculus Rift help give Second Life a second life?While the title might sound Second-Life centric and suggestive of a piece looking at how it will faire under the Rift (“not very well”), it is anything but.
What is actually presented is a well-rounded piece on the future of avatar-based virtual spaces which uses Second Life as the measure of their mark and launchpad for their future. Within it, Second Life is examined from a number of angles and Sansar is explored, together with a nodding look towards High Fidelity.
Alice Truong: thought on virtual spaces and avatars in Quartz (image credit: Quartz.com)
As with most of the pieces which had appeared over the last month or so, little real news on Sansar (or SL’s development for that matter) is given out. This is hardly surprising, as the Lab does like to hold its cards close to its chest – the relative newness (and thus the difficulty in highlighting specific tablets-of-stone facts) of Sansar notwithstanding.
What makes this article a joy, is that it provides a solid framing for the subject of the Lab and virtual worlds, reaching back to 1999 and the original efforts with The Rig. This is nicely packaged and offers a solid foundation from which Ms. Truong expertly weave her piece. Some of the path she takes will be familiar, particularly where SL and Sansar is concerned. We get to hear about SL’s growth, revenue, the US $60 million collectively cashed-out of the platform by many of its users, etc.
We also get fair mention of the decline in the number of active users on the platform, but again, this is properly framed. At its peak, SL had around 1.1 million active users; eight-ish years later, that number stands at around 900,000. A decline, yes. but as Ebbe Altberg points out hardly any kind of “mass exodus”; and certainly nowhere near the dire haemorrhaging of users we tend to hear proclaimed to be happening every time the Lab makes what is perceived as an irksome decision.
For Sansar, similarly familiar ground is covered – the revenue model (and the comparison with SL’s model and its weakness), the promise of VR, the opportunity to grow a platform for “tens, if not hundreds” of millions of users, the aspect of much broader “discoverabiilty” / ease of access for Sansar in order to help generate more appeal, and so on.
Mention is made of the Lab planning to “commercially release” Sansar by the end of 2016. Given what has been said by the Lab to date concerning time frames for future work, and allowing for Ebbe’s comments of perhaps having something worthy of a “version 1.0” label by the close of 2016, I’m taking the comment to be more of a misunderstanding on Ms. Truong’s part than any revelation as to Sansar’s roadmap.
Hunter Walk (l), the Lab’s former “Director of Everything Non-Engineering” as well as a founder of the company, and now a VC in his own right, and Bernard Drax, aka Draxtor Despres (r) offer thoughts on Sansar
Another enjoyable element of this article is that Ms. Truong casts her net wide for input; thus she captures both Hunter Walk and Draxtor Despres. Their comments serve to both offer the means by which ideas can be further explored in the piece, and serve to offer a measure of counterpoint to the assumed mass appeal spaces like Sansar and High Fidelity will have.
Hunter Walk, for example, underlines the most critical problem in growing users Second Life has faced throughout its lifetime – that of accessibility and use. As he states, “ultimately, the work you had to put in was, for most people, more than the fun you got out.” Not only does this underline the essential truth about SL’s longest-running issue (it’s as true today for many as 2003/4), it lays the foundation for an exploration of some of Sansar’s fundamental differences to SL later in the article.
Hunter also passes comment on the idea of these spaces finding many millions of users, pointing out that “tens of millions” was always an unrealised dream at the Lab for Second Life; perhaps a cautionary warning about focusing on user numbers. He also seems to offer something of a warning on investment returns in such ventures as well, again referencing Second Life, although if intended as a warning, it is more relevant to High Fidelity (which has received around US $16.5 million in investment to date).
Draxtor similarly questions whether user numbers should necessarily be the focus / rationale for building these kind of virtual spaces. Like him, I’m far from convinced Sansar will have the kind of broad-ranging reach to draw in “hundreds of millions” (or, if I’m honest, even more than the low tens of millions). I’ve explained some of the reason why I think in my review of Eric Johnson’s piece linked to towards the top of this article, so I won’t repeat them here.
Could the promise of 2mixed reality” technologies which combine VR, AR and physical world activities yet serve to keep avatar-based virtual spaces a niche endeavour? (image: Magic Leap, via the New York Times)
If I’m honest, my only regret is that while Ms Truong’s tone is (rightly) sceptical in places, there is no outright challenge to the idea that people will embrace avatar-based interactions on a massive scale just because VR is on our doorstep.
Right now, there is a lot going on in the world of technology: VR, AR, the potential to fuse the two; faster communications capabilities, much better mobile connectivity, and so on. All of these could serve to dramatically marginalise any need to persistently engage in avatar-based interactions outside of very defined areas. As such, the inescapable whiff of “will we build it, they will use it” (to utterly mangle an already oft-misquoted line from a certain film) which seems to pervade the talk of high Fidelity and Sansar does perhaps deserve a degree of challenge.
Perhaps I should drop a line to Peter Gray suggesting an interview on those lines…
Th obligatory Sansar promo image 🙂 (please can we have some new ones?) – Linden Lab
Eric Johnson has a thought-provoking article over on re/code. In Welcome to the Metaverse, he ponders the lot of avatar-based virtual spaces, past and future, and how a number of companies – the Lab included – are betting that the “new era” of VR is going to be the means by which such spaces will become mainstream.
It’s an interesting piece, offering plenty of food for thought, starting with an opening statement by the Lab’s CEO, Ebbe Altberg, on defining human life:
What humans do is create spaces. Some spaces are mobile, like a bus. San Francisco is a space that was created by its users. Whether you go into a pub, a bar, a classroom, a bowling alley, an office, a library … We create spaces and we have people come together in those spaces, and then we communicate and socialize within those spaces.
This is actually the first thing about the article that leaves me with a familiar feeling of feeling at odds with the prevailing view of all things metaverse, albeit for a slightly different reason. With due respect to Mr. Altberg, people didn’t come together as a result of building spaces. They built spaces as a result of coming together. However, as an opening gambit for a study of this thing we call the “metaverse”, it’ll do as an opener.
Eric Johnson, Associate editor, Gaming at Re/code (via LinkedIn)
From here, Mr. Johnson give us the pocket introduction to “the metaverse” via the obligatory (and rightful) nod to Neal Stephenson while simultaneously dispensing quickly with a look at the “past promise” of virtual spaces that didn’t in the end measure-up to the expectations.
This leads the way to a clever little nod to the book which has become this decade’s “Snowcrash” – in the form of Ernest Cline’s Ready Player One (which is actually a very good read) – as a means to introduce the main three companies he sees as currently vying for space in “the metaverse” – the Lab, High Fidelity and AltspaceVR.
Chances are the Sansar and High Fidelity are already well-known to people reading these pages, which AltspaceVR may have passed some unnoticed. As the article points out, they’ve been developing avatar-based VR for the last couple of years, focusing on shared spaces (watching a film with a friend who is halfway across the world for example), and scheduled events, including gaming weekends, etc.
AltspaceVR also has some ideas for business applications with their environments, which they are planning to offer on a pay-to-use basis. And while their avatars main have been viewed with disdain by some, there are a couple of points to bear in mind where the company is concerned.
The first is that as a result of watching some of AltspaceVR’s virtual interactions, Mark Zuckerberg caught the social VR bug, and Facebook went after Oculus VR, with the subsequent $2 billion acquisition (which was actually quite a modest punt when compared to the $19 billion the company had earlier spent on a proven technology in WhatsApp).
The second is that the company, which has been around about as long at Philip Rosedale’s High Fidelity, has almost raised a comparable amount in funding – around $15.7 million to date (SEC filings indicate High Fidelity has raised around $16.5 million), and both are working at solving many of the same technical issues – head and motion tracking, eye tracking, etc.,
Beyond this, others interested in making a pitch into the metaverse space, as Mr. Johnson mentions are IMVU, which has around 15% of it’s 130+ staff now working on trying to integrate VR into its existing spaces (a-la the Lab’s early effects with SL and the Rift), and a small New York based start-up, focusing on VR social games with around $300,000 in seeding money. called Surreal, the 4-person company is billing itself as “the first fully immersive virtual world”, which is focused entirely on using VR HMDs (Oculus, Gear VR and Cardboard).
Johnson attempts to split his examination of the metaverse into two views: the short-term and the long-term. In doing so, he inevitably points to the elephant in the room: Facebook. In this, he quotes Palmer Luckey, who gives a fair warning as to whether or not “the metaverse” is around the corner, and which stands as a cautionary warning, in more ways than one:
I think at this point the term ‘metaverse’ is a bit undefined. For any one company to say, ‘We are building the metaverse’ is pretty hyperbolic. Building all the pieces is going to be hard, and the way you imagine things in sci-fi doesn’t always translate over to the way things will be in the real world.
Palmer Luckey: prescient words on “the metaverse”?
He has a very valid point; and with today’s rapidly evolving pace of technology, it’s one worth keeping in mind; the technical issues people see today as only being surmountable through the use of avatars may not actually be technical issues a few years hence.
Interestingly, Johnson places this in the “short-term” view – although both Oculus VR and Facebook have always talked in terms of “the metaverse” still being around a decade away. For the longer term, Johnson looks in particular at High Fidelity’s work and also the Second Life revenue generation success (and, despite the naysayers out there SL is a commercial success, both for the Lab and its users, the latter of whom benefited with collective revenues of $60 million from the platform in 2014), before taking another look at AltspaceVR.
There is a lot to be digested in the piece, and it makes for a good read. However, for me, Palmer Luckey’s warning that how things don’t always match the real world tends to stand out a lot when a lot of the approach being then with avatar-based virtual spaces tend to smack of the “if you build it, they will use it” approach.
I don’t doubt for a minute that spaces will have a lot of applications among various vertical markets. It is no coincidence that the likes of Philip Rosedale and Ebbe Altberg talk much of the same language concerning them: education, training, healthcare, business; there is potential for avatar-based VR spaces in all of them. But I’m still not convinced that longer-term, such spaces are going to claim a much large market among causal consumers than is currently the case, for a couple of reasons.
The first is that the vast majority of people really haven’t seen the need to “climb in” to an avatar for their social interactions – and getting a shiny new headset (which Johnson quotes some rather interesting demographics about) isn’t actually going to change that. The second is connected to the headsets themselves.
High Fidelity and Linden Lab see the education sector as a major focus for their efforts – and neither is wrong. But are avatar-based virtual spaces really going to go consumer mass market?
Simply put, it would seem likely that this brave new world of VR could end-up delivering so many fantastic experiences and opportunities to the casual user, that the majority still won’t see the need to invest time and effort in creating a virtual alter-ego of the kind we desire (and we, as SL / OpenSim users are a niche), because so much else is being delivered to them pre-packaged and ready-to-go. Thus, as Palmer Luckey indicates, the chances are “the metaverse” could well arrive in our lives in a manner very different to that being envisaged by High Fidelity and Linden Lab, thus leaving their approach still very much niche-oriented.
Not that there is anything wrong with that either. As both Rosedale and the Lab can demonstrate, it’s done them rather nicely over the years. And it is fair to say that “niche” this time around a liable to be somewhat larger, simply because of the vertical market opportunities they’re looking at.
Even so, and as mentioned, there is this optimistic we “build / they come” aspect to the whole idea of avatar-based vertical spaces that it would be nice to see an article probing the pros and cons a little more. Perhaps that might be something for a follow-up from Mr. Johnson? In the meantime, Welcome to the Metaverse is a thought-provoking read, and for reasons I’ve not even scratched at here (such as the question of on-line abuse), as such, it’s not one to miss.
On Friday, June 26th, Linden Lab CEO Ebbe Altberg faced questions from Saffia Widdershins, Jo Yardley and the audience in the last of the Meet the Lindens series sponsored by Prim Perfect.
I have a transcript of that discussion / Q&A, as recorded by Chakat Northspring, available in this blog. Since posting that blog post, the Lab have posted the official video footage from the session.
However, as the Lab notes in a blog post published on Tuesday, July 14th, there were a number of questions asked (many in chat from the audience) which didn’t get to be addressed. There are also doubtless many more questions people have about both Second Life and Project Sansar they hope might be answered.
To this end, as again as indicated by the Lab’s own blog post, a new forum discussion thread has been opened, and residents are invited to Ask the CEO questions about either platform which he, or designated staff members from the Lab, will endeavour to answer – starting with those that didn’t receive an answer during the show.
Ebbe and Saffia getting ready for the SL12B discussion on June 26th – now you can put further questions to him on Sl and Sansar via the forums
This isn’t the first time the Lab has taken such an approach; following the initial news about Sansar’s development being given by Ebbe back in June 2014, he spent a considerable amount of time within a forum thread attempting to answer questions from users (and at the time, unfortunately being faced with no small amount of trolling by some determined to try to derail the discussion).
So, if you need to refresh you mind on what was said during the SL12B interview, feel free to check-out the official video or cast your eyes through my transcript. Then, if you have questions for the Lab on either Sansar or SL (or both), why not head on over to the forum and write them up?
Ebbe and Saffia get ready for the discussion (Jo was off-line at this point)
On Friday, June 26th, Linden Lab CEO Ebbe Altberg faced questions from Saffia Widdershins, Jo Yardley and the audience in the last of the Meet the Lindens series sponsored by Prim Perfect.
The session lasted just over the hour, after initial teething problems in getting everything working, in which he addressed a wide range of question on both Second Life and Sansar, and offered-up some information of his own.
The following is a transcript of the event, based on a video by Chakat Northspring, which is embedded at the end of this article. My thanks, as always, to North. The official video will be available in due course via the Prim Perfect website.
Are there any things that have changed since you’ve been in charge that you are especially proud about?
[0:01:04] There’s a number of things. I think primarily it’s the relationship between the Lab and residents., I think is much better today. It was a little bit tense, I would say, the relationship, when I came on board; and it seems to be much more casual and fun and collaborative. And I think many of you have seen more of us than you had for a while previously.
I’m also proud of the quality of the product. The performance, we’ve made lots of strides, the quality; [group] chat had lots of issues. So we’ve made a lot of progress on just making it a more stable product, a better performing product.
And I’m also proud of the focus we have at the Lab. When I came aboard, there were quite a few projects sprinkled about, and today I feel we have what I call four very strong focus areas with really good drive across each of them. So it feels like a healthier environment, not just between us and residents, but also amongst us Lindens, and a better quality product, and a better focused organisation. So I’m pleased with the progress.
Can you tell us what those four areas of concentration are?
[0:02:56] Obviously, continued to improve Second Life is something that we do. And you guys often hear from Oz and Danger on our progress there. We have Blocksworld; a fairly small team working on this neat little app for a younger audience to be able to build virtual experiences on the iPad. We have obviously a very huge investment in Project Sansar, our next generation experience platform, and we’ve worked really hard for over a year now, and we’ll start to get some external customers on-board in just a month or so. Just a few, but it’s great progress.
And the forth one, I would say, is compliance; making sure we run a tight ship when it comes to the linden dollar and who can cash out, and just running a tight ship when it comes to compliance … whether that’s fraud controls, identity controls – a number of things we need to do to make sure we and banks are comfortable with the business that takes place in Second Life.
So those are the four areas of focus.
The last thing you said about cashing out. You’ve said before that you want to speed that up. [do you have] any idea when this is going to happen, or how is the progress to that?
[0:04:39] The progress is good. We’ve now managed to automate a lot of things so that we can see what percentage we would be willing to pay out rapidly in an automated fashion. We’re still tuning the rules as to who we would trust to pay out; to make sure that we’re 100% certain that people who would be paid out should be paid out. And we continue to increase that percentage by continuing to dial the rules and make tweaks,
When we get to a significant enough percentage, then we should be able to start automating the process as well. not just the data saying we could, but we actually will pay out. I don’t have a date for exactly when we can turn that on; but it’s our goal for the vast majority of people that we have a trusted relationship with, to be able to pay within 24 hours or something.
I mean, there’s obviously external processes a well, that we’re not 100% in control of; but on our end, when someone clicks the button that says, “I want to be paid out”, we hope to, within 24 hours, to be able to automatically say, “start the process”, and then like I say, there’s actually some external dependencies for how quickly that actually takes place.
I think it’s interesting that you’ve given on compliance an equal status with the other three projects.
[0:06:14] Well, I wouldn’t say they’re all equal; but it’s a focus area, and it’s very important for us to run a trusted, large-scale business, to make sure that fraud cannot take place. For the sake of us as a business, as well as for the sake of you not having bad things go on. So it is an important aspect.
Danger Linden was actually saying that it’s one of Linden Lab’s advantages coming into Sansar, because all the new virtual worlds that are planning to come on-line, and you’ve got to get this right, and you have a head start.
[0:06:59] Yeah, we are pretty much alone in having had a virtual currency with a floating exchange with cash-out and all these capabilities. There’s no-one else like it. so yes, we have a pretty significant leg-up compared to others if your intent is to have a virtual economy as we do. I mean, there are other business models that one could apply, but the way we are doing it, there’s no-one else really doing it as well as we do. And so that’s something we’ll certainly leverage; both operational experience and [the] technology, as we move forward with Sansar.
Second Life still gets some negative feedback in the media, although it seems like it’s become a lot less recently … but which kind of negative feedback do you pick-up [on], both in the media and form people in second Life themselves, that annoys you the most.
[0:08:15] Well, it’s not that much that annoys me … I’ve only had the opportunity to hear negativity for about a year … but I hear very little of it. whomever I talk to, it’s mostly … surprise that it’s still around, or more neutral. It’s very rarely that I’ll run into people that start off with the negative. So that’s a very small percentage of the population. Usually the negative people tend to be quite loud, but it’s not something I stress about.
I guess my biggest annoyance is people intolerance for various types of content. and when you look at the content in the real world, and people’s tolerance for that content in the real world. Then suddenly, when it’s in a virtual space, then it’s, “Oh my God!” Then there’s like a different level of acceptance for all kinds of content for some reason.
And that annoys me. So whatever the subject matter is, I can always draw a parallel to how it’s always “so much worse”, or it has just as much interesting stuff going on in the real world as in Second Life, whether it’s art, whether it’s sex, whether it’s whatever it is, all of this stuff is all around us in the real world, so why would it not be completely reasonable and acceptable to also have it in a virtual world. That’s maybe the most annoying part; when people don’t get that.
I know that your family have come into Second Life as well, and you actually have a family home here in Second Life and have actually had that for some time before you became CEO. So presumably, they get Second Life as well. But when you talk to friends … when they’re new to it, how do you explain what your job is?
[0:10:31] Well, it sort-of depends a little bit on the context of whom I’m trying to explaining it to; and it also really depends on their experience with various things. Bit generic when I explain that we’re trying to create a three-dimensional canvas that users can chose how to fill it, and how to populate it with what type of experiences, and that we want to create as much freedom as possible to allow people to create as much stuff as they can imagine.
So, kind-of suggesting that in something like Second Life, you can be whatever you want and do whatever you want and create whatever you want, as long as it’s legal and as long as it’s somewhat appropriate for the rest of us.
But then you can go into the incredible breadth of things that are really already working so well in Second Life; whether it’s education, health, art, role-playing. There’s almost as much variety of hobbies and interests and creations and experiences in something like Second Life like people can enjoy in their real lives.
So yeah, sometimes it’s tricky because it’s so broad. It’s so many different things to so many different people. So usually in a conversation, you usually have to figure-out what is of interest to the other person and figure-out how to relate to them with subject matter that they can get into or understand. And that’s part of the challenge of trying to explain something that’s so broad, because it’s obviously easier to explain a product that is narrow in its application or focus. So it’s usually a bit of dialogue that usually makes it easier than just a simple statement; it’s hard to think of a simply statement that sort-of captures it all for everybody.
Have you had a chance to Look around SL12B yet?
[0:12:50] I was around, I think it was two days ago. I was probably in there about half an hour or so; so I didn’t get too deep into too many things. but I really enjoyed some techno music over in the corner somewhere for a while. saw some fascinating art and creations, all kinds of interesting music, but not really enough time to have a chance to see all of it.
Many Lab staffers have been exploring SL12B and enjoying themselves
Danger Linden (centre left) and Troy Linden (centre right) discuss Second Life and Project Sansar with Draxtor Despres and Saffia Widdershins at SL12B
Linden Lab’s next generation virtual worlds platform, code-named Project Sansar made the news in Second Life and in the media on Thursday, June 25th.
In the media, Bernadette Tansley, writing in Xconomy covers how Second Life Creator Linden Lab Prepares To Test Parallel VR Universe, delving into the forthcoming closed alpha testing for the new platform, which we know to be code-named Sansar.
In terms of Sansar news, the article specifies:
It can already run at 75 frames per second
The Lab plans to accelerate the platform to 90 frames per second to sync with specifications expected for the Oculus Rift and other headsets
The initial closed alpha, involving a limited number of creators experienced in the use of Maya, will commence in July 2015
If all goes according to plan, the programme will gradually be expanded to a more public beta testing phase around the first half of 2016
A “version 1.0” of the platform might be ready by the end of 2016.
Outside of LL and Sansar, the article is interesting in that it suggests Cloud Party, which was acquired by Yahoo in 2014, is still in the running to develop a virtual world that can be operated with the upcoming new range of VR headsets, etc., alongside the Lab, Philip Rosedale’s High Fidelity and new start-up AltspaceVR.
You can read the entire piece by following the Xconomy link given above.
Drax, Danger Linden, Troy Linden and Saffia at the Meet the Lindens at SL12B
During an interview with Danger Linden, Sr. Director, Product, Virtual Worlds and Troy Linden, Senior Producer, held as a part of the SL12B Meet the Lindens series of conversations, the subject matter inevitably came around to Project Sansar, and the following tidbits of information were given.
Further confirmations of Known Basics
SL users will be able to use there SL identities with Project Sansar if they wish
Linden dollars will be the transaction currency / tokens on Project Sansar
Both voice and text will be supported in Sansar for chatting / communications.
However, neither of the above mean you’ll be able to teleport directly from SL to Sansar or vice-versa; both are separate entities.
“Master” Accounts
Users will be able to have a “master account”, under which they can then have multiple avatar accounts they can use.
The “master account” will be known only to the user and Linden Lab, and will use an e-mail address as the main form of authentication
Users can create multiple avatar accounts (or “persona names” as Danger Linden referred to them) under this “master” account, which they can use to access Sansar, and will be known to other users only by the avatar account they are using
Inventory and account balances will apparently be associated with the “master account”, allowing them to be shared between the avatar accounts under the master account
It is not clear what format avatar / persona names will take, and whether it will be a first name, last name format.
(The idea of having a “master account” with this kind of flexibility has long been on users’ wish lists for Second Life for a long time – see JIRA SVC-6212 and my own article from 2011 on the subject. As such, this is liable to be a popular move among those SL users interested in trying Second Life.)
Anonymity and Trust
Sansar users will be able to have as much anonymity as they wish. However, the more information that users provide to Linden Lab – be it wallet identity, a verified e-mail address or payment information – the more capabilities they’ll have in-world.
The idea here is to try to address the issue of griefing while still maintaining a relatively low barrier to entry – obviously, the easier it is to access the platform, the easier it is for muppets to run amok. So, the idea is that as more information is provided, the greater the level of trust established between user and Lab, allowing people to “do more” in-world and participate more. However, the exact relationship between platform capabilities awarded, and the information users will be asked to provide in order to access them, is still being determined.
Obviously, the content of the information you provide to the Lab remains private and confidential (i.e. if you supply a verified e-mail address, that e-mail address is not revealed to any other users). However, if a verified e-mail is required to, say, publish a Sansar “world”, then the fact that you have published that world will tell other users you have a verified e-mail with the Lab.
Mesh, Terrain and Building Tools
Sansar content will obviously be focused on mesh – but not necessarily exclusively mesh
Subject to further confirmation, it should be possible to also build in-world objects using voxels
Maya is the tool that is being used purely to assist with testing when the closed alpha commences. It will not be the only tool, and it will not be the sole tool for content creation (see Ebbe Altberg’s comments on alpha access and tools from the Virtual Worlds Best Practice in Education, March 2015)
A goal for Project Sansar is for people to be able to build in-world and to share in collaborative building
Sansar will include a full “professional” (in terms of its capabilities not in the need for people to have to be professional animators in order to use it) animation system, which will be based on Havoc animations (Havoc being the SL physical system), overlaid with additional capabilities / code directly from the Lab
All objects in Sansar will be fully scriptable and animated; it is not clear whether on-the-fly modifications to mesh items in-world will be possible
It is acknowledged that content creation tools can be a barrier to adoption / use; it is therefore a goal with Sansar to “make it easier to make things in Sansar than it is in Second Life”