Blocksworld +1 week: opinions favourable

LL logoBlocksworld has been out a week now. I covered the launch on August 1st, but as I don’t have a iPad, I’m stuck with pining for its possible appearance as an Android app in order to review it myself (even though I haven’t got an Android tablet either *cough*).

This leaves me reliant upon reviews posted elsewhere. So, as with the early appearance of Creatorverse, I’ve been keeping an eye on the Lab’s press page and waiting for a number of reviews to pop-up there. It’s not an ideal way of doing things, but as the likes of 148apps and Kotaku do generally appear in the listings, I decided to see what comes up as well as Googling for reviews.

Overall, and allowing for it being early days, the reactions of reviewers seem favourable. Rob Rich over at 148apps gives Blocksworld a solid four (out of five) stars, noting that the interface is easy to grasp, building is relatively quick and easy to learn, and that the ability to create and build with blocks is something kids the world over can identify with. However, he also notes that there are some inherent weaknesses in the app: vehicles can be difficult to drive, and connecting blocks to build things is limited (you can only connect blocks face-on). As such, he notes that it is fun to play with, but in terms of using it as a form of a game, it’s not so much fun to play.

Mike Fahey over at Kotaku has a fair amount of experience in reviewing the Lab’s products. His reviews are always informative and also lighthearted at times, making them a fun read. It’s actually his reviews I turned to in order to get a handle on both Patterns and Creatorverse before I had access to either. In reviewing Blocksworld he notes that:

Linden Lab is all about creating, or at least they have been since Rod Humble took charge, transforming the company behind Second Life into a company that creates creativity. It was as if Linden Lab only made doughnuts before he arrived, and now they’re making a wide variety of pastries. The delicious, sexy, wildly deviant doughnuts are still there, but then so is Creatorverse and Patterns and Blocksworld and maybe, if we’re very good, some scones.
Blocksworld promotional image (courtesy of Linden Lab)
Blocksworld promotional image (courtesy of Linden Lab)

Like Rob Rich, he comments on the overall simplicity of design and that the UI is very easy to grasp. He also delves more into the mechanics of the app, noting that using it can be approached in a number of ways, from “dive in a build” through to using the supplied “kits” to learn how to build specific items and use specific capabilities.

Interestingly, both reviews touch upon a fact hitherto unmentioned here: that the number of blocks you can use is limited. If you run out, you have to either “win” more or purchase more.

“Winning” additional blocks is a case of using the in-built kits, each of which includes a puzzle / challenge. Build the kit, complete the challenge and your reward is more blocks.

Continue reading “Blocksworld +1 week: opinions favourable”

Desura – grand ambitions

Update: Linden Lab sold Desura to Bad Juju Games on November 5th, 2014.

Kris Ligman over at Gamasutra had an interesting chat with Rod Humble recently, in which the Lab’s CEO discussed the acquisition of Desura earlier in July, providing more of an insight into why it was done and – perhaps – some of the longer-term thinking going on at the Lab.

I’ve been intrigued by the acquisition since first reading the press release. Of all of the Lab’s moves to establish itself beyond SL, this is perhaps the one which could stick, and stick well – if they can follow-through on it. For one thing, Desura isn’t a start-up facing an uphill fight to gain a marketshare. It’s already established and, despite being a minnow to Steam’s whale, has nevertheless carved out a niche for itself in a sector which offers the potential for growth.

I’m not a gamer by any stretch of the imagination, but in digging around Gamasutra, Desura et al, I tend to agree with Iris Ophelia on the positives around the move.

Desura: have LL boxed clever on their latest acqusition
Desura: have LL boxed clever on their latest acqusition

There would also appear to be attractions beyond those Iris states. For a start, there could be the opportunity for something of a symbiotic relationship between the Lab and game developers which grows out of the acquisition.

The Lab is looking around and trying to establish a broader portfolio of products and hopefully develop them into revenue streams. At the same time, it is possible that some game developers are looking at Desura as a means of honing skills and perhaps getting noticed “out there” by a games house. Thus, through Desura, the Lab potentially gains a platform through which they can scout talent they may wish to recruit at some point, and game developers have a service they can use to promote their offerings without jumping through hoops or fighting for attention, as Iris points to being the case with Steam’s Greenlight, and be aware that the Lab might just see something they like and snap them up.

While it is unlikely to have been a consideration in the acquisition, Desura does now mean the Lab has a direct channel-to-market for any PC / Mac  / Linux games and software they produce – such as Patterns, which is already offered through Steam, but which would appear to be a good fit for Desura as well. Might we yet see the hinted-at versions of Creatorverse for PC and Mac popping-up on Desura at some point in the future (assuming Creatorverse is actually still under active development)?

Patterns: an additional channel-to-market via Desura?
Patterns: an additional channel-to-market via Desura?

However, Humble’s comments in the article make it clear that the Lab is looking at Desura in far broader and more ambitious terms. In framing the reason for acquisition to Ligman, Humble states (emphasis mine):

[We want] to make it the most open, developer- and user-friendly distribution service for all kinds of digital goods, starting out with games and mods and going from there. For us it’s a natural step… We’re about user-to-user transactions and empowering people’s creativity.

This is a pretty hefty ambition, and suggests that the Lab might be willing to take Desura into more open competition with Steam, which started offering “other” digital goods in the form of non-games software last year. And while this is pure speculation on my part, could it perhaps also be that LL have their eye on content creators interested in being able to sell their mesh creations to users of virtual worlds – not just SL, but OpenSim (and perhaps even Cloud Party)?

This may not happen immediately (if at all), but the idea needn’t be that much of a stretch. Desura is already geared to handle payments in the user’s local currency, so it would be relatively easy – and attractive to content creators – to provide a means by which they could potentially reach multiple grids without having to fiddle-fart with local on-line markets or deal with different virtual currencies. Sure, users would mostly likely have to upload whatever they buy to their chosen grid (and pay any associated upload costs), but this needn’t necessarily be a huge blocker to the idea.

Pushing my own speculations to one side, that the Lab does have ambitions for Desura inevitably raises a couple of questions: can the Lab actually live-up to its own ambitions. and will it actually be allowed to do so?

In terms of the first question, the concerns are twofold. Desura is community-oriented, and the Lab’s track record of community relations within SL hasn’t exactly been stellar. Can they fare better with the Desura user community? The other, perhaps more vital, point is that while it is already up and running and has its own community, Desura is still pretty small and needs a lot of commitment and nurturing in order to grow. This will require time and effort on the Lab’s part – do they actually have the patience and willingness to run the course (as well as the expertise to run it well), particularly among the board, who are liable to have one eye firmly on ROI? In this, it is interesting that the Lab may not actually be looking to go it alone, with Humble admitting they could well be looking to bring-in partners.

The answer to the second question  – will the Lab be allowed to develop Desura in keeping with their ambitions – in a way comes down to Valve and Steam. Currently, Steam’s focus is slewed towards the bigger names in games development, and Steam Greenlight currently appears to have a number of barriers standing in the way of the smaller developers. However, should Valve sense that Desura is getting a little too big, there would be nothing stopping them from making their own offering far more appealing to game devs across the board, undermining Desura’s appeal, and leaving it starved for growth.

The interview with Ligman is perhaps one of the more forthcoming Humble has given – in some respects, would that he’d be as candid when talking SL. It’s fair to say that in the piece he’s gone a good way to answering the question of “why?” regarding the acquisition, and which has been on a lot of lips since the move was announced. As to the additional questions as to whether they can bring their ambitions for the service to fruition – well that, as they say, will be determined in time.

Related Links

Fastcompany: grokking SL

Jo Yardley indirectly pointed me towards another article on Second Life and its past / future and what is going on at the Lab. Written by Susan Karlin, the piece again covers some familiar territory, but also offers-up a light analysis of the platform as well as taking a look at the road ahead.

The first thing to be noted about the piece is that Karlin gets the creative opportunities offered by SL and its the ability to bridge the digital / real-life divide in many unique ways for those who wish to do so.

A slide show at the top of the piece gives a more than fair representation of the platform’s breadth of appeal / promise ability and also its ability to reach through into real life and have real and lasting impact for people – be it the real life relationship which blossomed between Anglo-American couple Damien Fate and Washu Zebrastripe (both now well-known in content creation circles) which led to their eventual marriage and the birth of their son, or the story of Holocaust survivor Fanny Starr, or the work of Beth Noveck, a law professor who served as President Obama’s deputy chief technology officer for open government until 2011 and who used Second Life as an educational platform through her avatar Lawlita Fassbinder.

Anglo-American couple Damien
Anglo-American couple Damien Fate and Washu Zebrastripe (left) saw their relationship blossom in SL to the point where they married in RL, and in 2009 saw their son – called Linden, appropriately enough – enter the world.

Within the article, Karlin highlights some of the weaknesses of the platform without feeling the need to dismiss SL in the process. While she rides the wave of LL’s infographic, which highlights the one-million log-ins per month and the 400,000 new sign-ups, she also points out the former has remained on a plateau (“stable”) despite the 400,000 apparently arriving on SL’s doorstep each month, only for around some 80% to turn around and walk away again.

Her quotes from Rod Humble also help provide more of a framework as to why he’s been pushing the Lab in the direction he has over the last two years.

The Lab is constantly chastised not “dealing with lag” or not “improving performance”.  But the reality is, that issues of performance have been a core focus for Humble since the day he arrived at the Lab – and has been so, purely as a result of the feedback from the many who try SL only to leave, a good portion of whom cited “performance” as being a major issue in their exit feedback. In this, Karlin’s piece is timely, as many of the various threads of this ongoing work – interest list updates, HTTP work, SSB/A, and so forth – are just coming out into the open, with the promise of more work to come.

Karlin’s article makes it clear this strategy runs deep. I recently pointed to a comment made by Humble to Benny Evangelista of the San Franscisco Chronicle in which Humble talks in terms of winning back the 30+ million people who tried SL and gave up. In that piece, the comment was couched in the framework of the Lab’s plans for their future endeavours. However, Karlin’s article makes it pretty clear that those 30+ million have been on his mind for a good while now and have been one of the influences which has shaped LL’s strategy and approach to SL.

An SL fashion design: Karlin's piece does much to present the rich diveristy of the Second Life community, offering-up many examples of the creative nature of the platform as well as its power to cross the virtual / RL divide in many different ways. It's a refreshing chang from the usual media angle, which frequently relies upon sterotypical references and images at least 5 years old
An SL fashion design: Karlin’s piece does much to present the rich diversity of the Second Life community, offering-up many examples of the creative nature of the platform as well as its power to cross the virtual / RL divide in many different ways. It’s a refreshing chang from the usual media angle, which frequently relies upon stereotypical references and images at least 5 years old

She also touches on the fact that LL are still committed to the platform despite their move to try to diversify their products portfolio, noting:

The goal is to strengthen Second Life’s core infrastructure, while expanding Linden’s offerings in other types of shared communities … What has always worked–and what Linden seeks to tap into with its other products–is a virtual community that can have as much resonance as in real life … Hoping to tap that enthusiasm, Humble is developing a Linden Lab product line of cloud-sharing interactive community building apps unrelated to Second Life.

Diversifying is, as I’ve said in the past, generally considered a positive move for any company occupying a single-product market space. Yet even before any product had been announced, many in SL immediately denounced the Lab’s planned move to diversify as indicative the company had “given up” on SL or were merely using it as a “cash cow” to serve their new products. Not even strong evidence to the contrary, with the Lab continuing to refine and enhance the platform or the fact it has continued to invest heavily in infrastructure improvements aimed solely at the platform or that it has recruited  / acquired talent outside of the pool of resources working on SL with which to develop their new products, would sway naysayers from this view.

Of course, there is a broader discussion on how actually effective LL’s new products are in terms of promotion and market penetration, but that falls outside of a piece such as Karlin’s.

LL's new products: wrongly pointed to as indicating the "end" of SL
LL’s new products: wrongly pointed to as indicating the “end” of SL by many involved in the platform

Some might dismiss this as a “light ” piece, albeit one which attempts to take a step back from the line of the Lab’s message and apply a little more thinking to its coverage of SL True, it doesn’t plumb the depths some of us, as SL users would perhaps like to see, such as issues around revenue and tier. But then, mainstream media probably isn’t any more interested in plumbing those depths than LL is in seeing them explored, so to dismiss the piece purely on these grounds might be a tad unfair.

What is particularly refreshing about Karlin’s article is that it is one in which the writer actually groks the broad creative opportunities it provides and who understands the sheer power of the platform to connect lives. That alone makes it a refreshing read when compared to the tired retreads of “where SL went wrong” and “whatever happened to” pieces all too often rolled out by those is the media unwilling to give the platform a second look.

It’s also good to see someone in the media picking-up on The Drax Files, which makes no fewer than two appearances in the article.

Related Links

Rod Humble on living the Second Life

Rod Humble is very much a Q&A man, something I can personally attest to, and which was shown back in June with his Q&A session with Best of Second Life magazine. There are pros and cons to this approach.

On the one hand, and particularly when working across large distances and different time zones, it means that neither side is tied to trying to commit to a day / time (at possibly an ungodly hour) in order to try to hook-up either in-world or by ‘phone or via Skype.

The downside to this is that it prevents a spontaneous conversation from developing, which stifles rapport, perhaps of greater impact from the reporting side of things, it gives the Lab the freedom to dictate the direction of questions / cherry-pick which questions they are willing to answer.

Rod Humble: master of the Q&A session
Rod Humble: master of the Q&A session

Much has been made of this second point, although from my own experience I can say LL are not the first to “vet” or pick questions to answer within an interview, and I doubt they’ll be the last.

However, perhaps what frustrates me more about the whole Q&A style approach is that can isolate questions from their broader context (unless submitted with reams of explanatory text), which can further dissuade the Lab from responding, when a more face-to-face contact might enable the aforementioned rapport to be established, resulting in a more relaxed exchange in which some answers might be a little more forthcoming.

I’ve no idea how much time Eric Johnson of All Things D got with Rod Humble recently, or how many questions were vetoed ahead of the fifteen that were answered. However, while the resultant interview, which appeared on July 5th, may initially appear to be much the usual mix of things we’ve been hearing about in interviews with the Lab’s CEO in general of late, it is a worthwhile read.

For those eager for Oculus Rift, for example, we find that the Lab is potentially looking at a “late summer” public debut for their support of the headset, and that Humble himself has been able to experience the capabilities.

I’m not actually that intrigued by the arrival of Oculus Rift in SL – although I can fully see the potential in integrating it into SL and the opportunities it may well open for the platform across a range of uses, and am thus fully supportive of the work being done. However, what does intrigue me is how the Lab are going to integrate Oculus Rift with the UI. Are we perhaps going to see the iteration of an entirely new form of viewer to cater for it?

Oculus Rift and Second Life: a "late summer" public release?
Oculus Rift and Second Life: a “late summer” public release?

More interesting from my perspective are Humble’s comments around new users. I recently had the opportunity to fire my own questions at Mr. Humble in June, and the issue of new user retention was on my list.

Sadly, it was something he sidestepped somewhat (which is perhaps as much down to the way I asked certain questions as anything else); so it was interesting to read in the All Things D article that of the approximate 400,000 sign-ups a month SL receives, some 80,000 are still logging-in to the platform after about a month (some 20%). As Humble himself notes, that’s a massive drop-off; however it might also be said to be sufficient to ensure the churn is enough to stop the platform hemorrhaging users in quite the way some of the more dour commentators like to present.

We also get to see more of Humble’s thinking behind the direction in which he’s taking the company:

Game makers are always trying to stay one step ahead of content creation, so you get these bigger and bigger budgets, trying to make more and more polished content. Second Life and YouTube are both rewarding their users for what they create. I believe there will be a day when you’ll log in to your social network and see, “Oh, I got five bucks because I posted my silly cat picture.” What I’m trying to do is position our company to take advantage of that and facilitate people being rewarded for the time they put in.

Whether this positioning involves SL in the longer term, particularly as the company does appear to be involved in both investing in new virtual environments (such as High Fidelity, wherever that leads) and perhaps creating a direct successor to Second Life itself, remains to be seen.

For those curious as to why the Lab hasn’t itself pushed SL to the mobile / tablet environment, Humble also provides food for thought, both pointing to TPV work in the area and why the Lab has tended to avoid getting too involved.

Overall, this is another Q&A session which can easily be lambasted for being one-sided and only talking about the things the Lab wants to talk about; however, that’s actually what PR is about – promoting the things you want to promote and generating the interest you want to generate. While the All Things D does at times cover ground ploughed in earlier interviews, it also covers some fresh territory and provides further insight into some of the thinking at the Lab, and that alone makes it worth the time taken to hop over and take a gander for yourself.

Related Links

Whatever happened to Second Life? – “Doing rather nicely, TYVM”

On Friday 21st June, the BBC once again asked, “Whatever happened to Second Life?“. It’s not the first time they’ve asked the question, a link on the page takes you back to 2009, when they asked the same question.

At that time, the Beeb looked at SL form a largely corporate perspective, highlighting some of the pitfalls of the platform (not all of which were of LL’s making; there is a certain amount of blame to be placed with the media for spinning the hype to such an extent that corporations were foolish enough to all leaping without looking).

In the latest piece, which takes the form of a video cast, the Beeb again largely retreads the same theme, seeing SL purely in terms of being a corporate tool. While the piece starts off somewhat positively, looking at the in-world music group, Redzone, and highlighting how they can reach a global audience at minimal cost, it quickly ramps down to kind of narrow-focus piece which tends to typify the fact that, as Draxtor Depres has commented in our Drax Files conversations, much of the media is actually too lazy to make the effort to actually report on SL, and is far more content to retread old themes.

In the BBC’s case, this takes the form of once more banging the corporate drum as to how companies poured into SL, “spent millions”, only to subsequently pull-out and raised the idea that “everyone” who used SL has “moved on” to other social media platforms (as if it is a case of one or the other).

The general observation that corporations are somewhat more cautious nowadays when investing in social media is actually a fair point to make. However, as an attempt to address the question of “whatever happened to Second Life”, it is at best lopsided, once again generating the impression that simply because “big business” failed to understand and exploit Second Life, the platform itself has passed its sell-by date.

LL's infogrpahic on SL's 10th anniversary (click to enlarge)
LL’s infographic on SL’s 10th anniversary (click to enlarge)

It’s an unfortunate angle to take, one which suggests that the BBC consider Second Life to be something barely worth the effort of addressing beyond the scope of past reports, despite this weekend marking the platform’s tenth anniversary. And it is hardly likely that the Beeb weren’t aware of this, given the press release and infographic (rright) the Lab issued earlier in the week on the subject.

In fact it’s fair to say that rather than managing to answer the very question they ask in the title of the piece, the BBC seem content to raise several more questions about SL – and then leave them hanging. Which is a shame, because had they bothered to make something of an effort instead of opting the “rinse / repeat” route, they may have discovered some surprising answers.

Making something of an effort is exactly what Benny Evangelista, a tech and business writer at the San Francisco Chronicle did. No doubt spurred-on by the Lab’s press release and infographic, Evangelista interviews the Lab’s CEO, Rod Humble. In doing so, he is able to present a piece which is informative, providing some interesting insight into goings-on at the Lab and Humble’s own thinking on the future. In doing so, it goes a heck of a lot further in answering the question marks left in the BBC’s piece.

Take, for example the issue of corporations and business in SL. The BBC point to IBM and others with the attitude, “they came, they failed, they left – game over”. However, when raising much the same point with Humble, Evangelista gets a very different answer which presents a much broader and fairer perspective:

Evangelista: There was once great talk about companies coming in and setting up virtual shops, and it being a potential source of revenue for them. And then they pulled back.

Humble: And it was taken up by amateurs or people who specialized in it. So (of) the people who make money now within Second Life, there are people who sublet land, and they help maintain the land.

Humble: providing some insight and answering some of the critics
Humble: providing some insight and answering some of the critics (image courtesy of Bloomberg)

And there are people who make good money – and by good money, I mean hundreds of thousands of dollars a year – making hair, making virtual pets and animals. So it’s those people who are used to the virtual world, rather than big, established companies who are like, “OK, we’ll have a showroom within the world.” So I think (the promise of virtual commerce) was realized, it was just in a very different way.

I always hate waxing pretentious, but indulge me for a moment. I do think there’s a shift within the worldwide economy of people making money in more diverse ways. The nature of work itself is changing. In the same way that people make a good livelihood making objects in Second Life, you’re starting to see people generate significant revenue from posting their cat pictures on YouTube. Now you get an ad-sharing thing. That’s a trend that’s going to continue, and it’s certainly helped propel Second Life.

Humble also offers an alternative view to the idea that SL has perhaps failed because it is not as easy to navigate and understand as the Internet, and hence not as popular as social networking sites:

It’s different for sure. I think there is something (about) being within a 3-D space that’s entirely user-created that is more magical than looking at an image on a Web browser.

Usually it’s around that sense of place. But also there’s a sense of intimacy when you’re talking with someone in a virtual world, and at any time you can walk around, and you get to see what they’ve chosen to represent themselves, that I think is different from pushing a text message somewhere. I don’t know why it’s different, but it is.

Elsewhere in the article, Humble touches on the future and the fact that LL are still investing in Second Life and “virtual worlds”, although – and as he stated a while back in this blog – whatever they’re working on is still a few years down the road. We also know they are investing in at least one other virtual world development: Philip Rosedale’s High Fidelity (scroll down the page of the list of investors).

Continue reading “Whatever happened to Second Life? – “Doing rather nicely, TYVM””

“You proceed from a false assumption”: the myth of SL’s failure

Ciaran Laval (once again!) lead me to an article on The Register concerning “Ten technology … FAILS” by one Tony Smith. Some of the entries will doubtless raise a smile or two or have some pundits nodding sagely and muttering, “Yep, said it would never work at the time…”

However, on page four of the item comes … Second Life, which is given a dismissive paragraph concluding, “And then, of course, they all realised that living one, real life was busy enough. And social networking was born…”.

Thus, Mr. Smith joins a growing clique of journalists all eager to proclaim that SL has not only failed, it is in fact like the proverbial parrot famed of Monty Python, “No more”. Not only is his view demonstrably wrong (to sum up what follows, “We’re still here, aren’t we?”), in pointing to Second Life, he again, like many who cite its “failure”, reveal a complete lack of awareness of the platform.

Ciaran asks why attitudes such as this prevail in journalistic circles. He points to an article on The Ancient Game Noob, which also attempts to address the question. Both raise fair points. However, there is really only one answer that matters where views such as those expressed in The Register are concerned, and it can be summed up in two words.

Lazy journalism.

Birth of the Myth

Anshe Chung and Business Week – success and hype

For a time, SL was undoubtedly the darling of the media – whether it be bold predictions of a new kind of “virtual entrepreneur” being the wave of the future. The hype, as I’ve covered elsewhere, began in late 2005, in an article which appeared on CNNMoney and which essentially catapulted Anshe Chung onto the cover of Business Week.

This saw the birth of a story which ran and ran, across more than a year through 2006 and 2007, when the media couldn’t get enough of SL – and nor, for a time, could big business – for reasons neither could fully understand (and nor, in fairness, could LL). All that was apparent, was that the bandwagon was passing by, and it was time to jump on or risk missing out – even though “jumping on” and “missing out” were never actually quantified.

And when it comes to media we’re not just talking the “traditional” forms of media, real or digital print; leave us not forget that CBS jumped aboard in 2007, working with Electronic Sheep to bring us a CSI immersive environment, and the appearance of Second Life (albeit rather badly) on a two-parter of CSI:NY. Other shows also jumped in as well, and even pop stars around the world got in on the act, with Duran Duran (2006) perhaps being the most notable (and still very present), while Italian singer Irene Grandi released her 2007 hit Bruci la città (“Burn the City”) with a video produced in part in Second Life, featuring an avatar based upon her.

Continue reading ““You proceed from a false assumption”: the myth of SL’s failure”