The Rift and the hype

Ever since LL announced they were actively working on integrating Oculus Rift into Second Life, there has been a lot of upbeat blogging and speculation as to what it will do / mean for the platform. Reading some of the more enthusiastic posts on the subject, it’s hard not to escape the feeling that we’re apparently standing on the edge of a new age in virtual worlds interaction, and that Oculus Rift is going to bring new depth, new meaning (and new users) to Second Life.

Not all agree with the upbeat messages surrounding the headset and SL. Coinciding with the appearance of a photo showing the Lab’s CEO trying-out the headset, Mona Eberhardt and Will Burns each blogged on the Oculus Rift and some of the factors which could limit its wider use with SL. Both of them raise some valid points, and while I don’t agree with all their arguments, they do present food for thought.

Rod Humble tries out Oculus Rift in a photo released on July 18th
Rod Humble tries out Oculus Rift in a photo released on July 18th, 2013

Oculus Rift is a first-person experience, and this could immediately limit its appeal. The problem here is not so much interacting with the UI or in-world objects – the UI can be updated to handle such shortfalls; some TPVs already allow far greater access to the UI view and to in-world objects than the official viewer when using the first-person (aka Mouselook). Firestorm, for example, presents users with the toolbar buttons in Mouselook which can then be used to display and interact with various UI elements, and it also allows right-click/menu interactions with in-world objects. Ergo, it’s not exactly that hard to re-work things to make them more accessible when using something like Oculus Rift. Similarly, the  upcoming updated / new experience tools could also provide the means for better interactions with  in-world objects such as teleport portals.

Rather, the problem is that most people seem to intrinsically prefer the third-person view, with the greater freedom (e.g. camera movement, etc.) it presents for the vast majority of their in-world interactions and experiences. Coupled with the price tag for the headset (something I’ll return to in a moment), this could possibly count against the Oculus Rift in terms of general use.

Then, as Mona and Will point out, there is the problem that the headset isolates the wearer from the primary means they have of interacting with other people: the keyboard. While the conversations floater can easily be displayed (CTRL-H), it still leaves the problem of actually being able to see the keyboard in order to type accurately. This leaves those wanting to use Oculus Rift either needing to become very proficient touch-typists, or they’re going to have to settle for using voice.

SL is inherently keyboard-focused for the vast majority of users
SL is inherently keyboard-focused for the vast majority of users (image courtesy of Prad Prathivi)

Will Burns points to issues of headsets and open microphones as being a problem when it comes to voice. but I tend to disagree with him. For one thing, it’s not as if a headset / microphone combination can’t be worn with the Oculus Rift. More particularly, and from the in-world meetings held in voice I routinely attend, people actually do leave their microphones open, as the barking dogs, ringing ‘phones  and the clicks of lighters being flicked in the background tend to demonstrate. No, the problem is actually more basic than that.

It’s this: since its introduction in 2007, voice tends to have been avoided by what seems to be the vast majority of SL users. Many simply will not use it, period. So if voice is seen as the means for person/person interactions when using Oculus Rift, then it is quite likely to further marginalize take-up with the headset, no matter what the promise of Exciting New Things it might bring.

In his piece, Will also points to the limitation of the headset when trying to perform tasks such as building. Such critiques might appear to be unjustly harsh and leave people saying, “Well yes, but Oculus Rift isn’t designed to be used for everything!“. However, while such a reply is true, it actually underlines Will’s central point: that the headset is liable have niche applications in Second Life which could further limit its appeal among the wider user base.

Continue reading “The Rift and the hype”

Return of 50% discount to educational & non-profit groups

secondlifeOn Wednesday July 24th, Linden Lab announced the official return of the 50% discount on both private region set-up costs and tier for accredited educational and non-profit organisations. The announcement came via a blog post which reads in full:

We’re pleased to announce an update to Second Life pricing for educational and nonprofit institutions. Effective immediately, any accredited educational institution or any organization with a 501(c)(3) charitable non-profit tax status (or equivalent) is eligible for a 50% discount on private region set-up costs and a 50% discount on private region maintenance costs.

As long-time Second Life users will note, the discount on maintenance costs is similar to a discount previously offered to these organizations. More recently, after reviewing our pricing, we have been offering this discount directly to individual organizations, but today we are happy to formalize this pricing, extend the discount to also include set-up costs, and open applications for all that are eligible.

For more details on the offer, including how to apply, please see the wiki page here

Organizations eligible for this discounted pricing are also eligible for invoicing of the private region costs. Invoices must include a minimum of six months of maintenance. Additional details can be found here.

Deep Think East - one of the regions operated by the UK's Open University, one of the educational organisations which still operates within Second Life
Deep Think East – one of the regions operated by the UK’s Open University, one of the educational organisations which still operates within Second Life and now eligible for the renewed educational / non-profit discount.

As noted in the announcement, this comes on top of a move in March 2013, where selected educational and non-profit organisations were offered a similar deal. While it is pure speculation, and despite doubts expressed at the time, it might be the renewal  / extension of the offer to all educational / non-profits might be as a result of the “private” offer being well-received.

Whether or not this is the case, the move is to be welcomed as a reversal of a decision which struck many as possibly unnecessary and damaging at the time it was taken in 2010. Leaving speculation aside, it will be interesting to see how many organisations do respond to the offer (assuming LL release any details) as time progresses and as the offer fits with various budget cycles.

There are inevitably some requirements for qualification for the deal. Not only do organisations applying have to be properly accredited (e.g. hold 501(c)(3) charitable non-profit tax status in the case of US-based organisations), but payments must be for a minimum of six months maintenance (tier), on top of the initial set-up fee, again as noted in the blog post. However, these are to be expected, and were a part of the original educational / non-profit discount offer.

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With thanks to Mona Eberhardt.

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.

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Mesh deformer: moving ahead in InWorldz, but will it affect LL?

At the weekend, Tranquility Dexler, the CTO of InWorldz,  Tweeted about the work Qarl Fizz (Karl Stiefvater) has been undertaking in order to implement the deformer for InWorldz, and the fact that Qarl has a patch which should enable TPVs to integrate the”fast deformer” into their code.

Tranquility Dexler's Tweet from July 6th
Tranquility Dexler’s Tweet from July 6th

The link in the Tweet leads to a post on Qarl’s blog which gives further information on the project:

The team over at InWorldz recently asked if i could help them integrate the clothing deformer into their new mesh viewer. which is nice, I think, because people really want to fit their clothing. and so far they can’t.

But the InWorldz guys took it a step further – they asked if there was anything I could do to improve the code. and I said yes, it could be made faster. and they put-up a bit of money to make it happen.

Attached is a patch to the deformer code which (by my quick estimates) makes the deformation process 21 times faster. many thanks to David and McCabe for making this possible.

Qarl: working ti integrate the deformer code into the InWorldz viewer
Qarl: working ti integrate the deformer code into the InWorldz viewer

This has led to some speculation as to what impact the patch might have on the Lab’s work with the deformer.

I would hazard a guess and say, “Initially, not a lot.”

I say this not to denigrate LL or to suggest that LL have no interest in implementing the deformer.

Rather, I say it simply because the Lab will likely proceed at their own pace as and when the resources are available to focus on the work they have – as a result of the many and varied robust discussions held on STORM-1716  – determined as needing to be carried out before they move the deformer to a released status.

This does, however, leave TPVs with a dilemma. Do they push ahead and adopt the code, and risk issues down the road when LL start to update the deformer themselves while opting to ignore Qarl’s latest work? Or do they play safe and wait to see what the Lab opts to do?

There is some speculation that were TPVs to incorporate the code into alpha / experimental versions of their viewers, it might tip the balance towards the Lab renewing work on the deformer (and / or adopting them code) sooner rather than later. However, there is a question mark over this.

While TPVs can produce “experimental” viewers utilising code which “breaks” the “shared experience”, it has always been intimated by the Lab that they can do so only as long as such viewers don’t enter into widespread use. While it isn’t easy to determine how LL would police this in practice (block a given viewer string? Issue a warning notice? Something else?), it might deter some TPVs with larger communities from making the code available except under very controlled conditions. If so, this might serve to dramatically reduce the visibility of a “working” deformer and possibly leave the Lab free to sail its own course.

Another option for TPVs – at least those who support OpenSim – is to integrate the code into their OpenSim versions. If nothing else, adoption of the code into OpenSim versions of various viewers might in turn see a more widespread use of mesh clothing on OpenSim, something entirely in keep with the initial goals of the project.

Posting on STORM-1716, Henri Beauchamp has already indicated he’ll be taking both routes: all three branches of his Cool VL viewer will incorporate the new code but only the experimental branch will use it when connected to SL; his legacy and stable branches of the viewer will only use the code when connected to OpenSim.

In the meantime – and again, absolutely no slight towards Linden Lab – kudos to the folk over at InWorldz for moving to adopt the deformer.

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My thanks to Tranquility Dexler for the Tweet, which alerted me to the work, and to Shug Maitland, for poking me to blog about it.

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.

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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.

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