A holiday gift from the Lab: 6 months access to MadPea Unlimited in Second Life

MadPea Unlimited – free access to all SL residents for 6 months

Update: January 1st, 2025, MadPea Unlimited is now open.

On Monday, December 23rd, 2024, Linden Lab announced a special holiday gift for all Second Life users: six months access to the upcoming 2025 seasons 1 and 2 of MadPea Unlimited, which commences on January 1st, 2025.

MadPea is well-known name within Second Life, producing a wide range of interactive games, adventures and experiences in Second Life, some of which I’ve covered in these pages. Unlimited is MadPea’s subscription premium group, providing members with early access to games and experiences, product releases, gifts, and hunts. Membership costs L$6,000 for three months.

With the gift from Linden Lab, residents get 6 months access to MadPea Unlimited – that’s two Seasons of Unlimited activities normally valued at L$12,000 – from Wednesday, January 1st, 2025 through until the end of June 2025. As such, the package includes all of the membership benefits through the first two seasons of MadPea Unlimited 2025.

What MadPea Unlimited brings you
Why We’re Doing This
Second Life is all about celebrating creativity, community, and connection. By teaming up with MadPea Productions, we’re giving our residents the opportunity to experience some of the most innovative and engaging content available in our virtual world. Since 2008, MadPea and its talented crew of designers, writers, developers and artists from all around the world have been creating immersive and thrilling fun across over 100 gaming experiences with a large and active ‘Pea’ Community of well over 26,000 players. Whether you’re a seasoned explorer or new to Second Life, this gift is our way of saying thank you for being part of our vibrant community.

– From the Linden Lab blog post about the MadPea gift

An important note with the gift is that is does not require any sign-up or commitment to any on-going subscription; to participate, all residents need to do is hop along to the MadPea Unlimited region from January 1st, 2025 (the region and its SLurl will be be public on the 1st) and join the fun.

This is NOT one of those things where we give it to you, you sign-up, and then six months later, you’re automatically going to get dinged every month or something like that. This is a pure gift. They’re [MadPea] taking down the paywall for all of our residents for six months. At the end of the six months, we may continue it; at the end of the six months we may stop it – but there’s no obligation; it’s purely a gift, and hopefully people will enjoy it. 

– Linden Lab Executive Chair, Brad Oberwager, discussing the MadPea Unlimited gift with me

From the MadPea Unlimited Season 1 2025 page

Obviously, even should the offer not be extended, anyone who has joined in the fun and enjoyed themselves through the six month gift period can always opt to take out an Unlimited subscription directly with MadPea at the end of that time if they want; but the key thing here is that for the duration of the gift period, no sign-up is required.

As a former MadPea player, I’ll be looking forward to the opportunity to renew my involvement in MadPea’s adventures – so maybe I’ll see you there!

Related Information

Second Life: $1.3B to build; $1.1B paid to creators

Frost Peak, Second Life, November 2024

During the December 6th, 2024 Blogger Town Hall, the company’s co-owner and Executive Chair Brad Oberwager, revealed some outstanding facts concerning the platform: how much, cumulatively, Linden Lab has spent on building Second Life, how much has been paid out to creators, and how much money the company’s various owners have taken out of the company over the years.

At the time he revealed these figures, he did so under and embargo preventing them from being reported until such time as the number were officially released – which occurred on December 20th, 2024, with the publication of an article by VentureBeat’s always excellent Dean Takahashi – see: Linden Lab has spent $1.3B building Second Life and paid $1.1B to creators.

In summary, the figures Mr. Oberwager revealed were that:

  • Linden Lab has spent in excess of $1.3 billion in building Second Life over 20 years, and
  • $1.1 billion over the above, paid out to creators in that time, and
  • $0.0 taken out of the company by shareholders / owners (presumably outside of buy-outs).
That is not a company that strips out profits. That is a company that puts its residents first. 1.3 billion dollars building Second Life. That is something I’m incredibly proud of, and I want the rest of the world to know.

– Brad Oberwager, December 6th Blogger Town Hall Zoom event

However, in talking numbers, the VentureBeat article goes much further, presenting some interesting comparisons between Second Life and Roblox (a platform which also published its own economic summary), are made. These include:

  • A breakdown of pay-outs the two platforms made to their respective creator communities in 2023 (shown below).
2023 pay-out comparison, Second Life and Roblox. Credit: Linden Lab via VentureBeat
  • Despite increasing the costs of cashing-out over the last 8 years, Second Life still only takes some 10% in fees; with Roblox taking an estimated 27%.
  • When taking the comparative size of the two platforms creator communities, it is estimated that a creator in Second Life is 100 times more likely to achieve $10,000 pa income (or greater) than a creator in Roblox.
  • Given the relative sizes of the platforms’ creator pools  / active user counts, the Second Life figures on creator pay-outs are not that far removed from those for Roblox. This is something Philip Rosedale ruminated on (in a wider context) during the December 6th Zoom round table.
Second Life has generated about as much economic opportunity for its community as Roblox has. The population of Roblox, though, is about 50 to 100 times higher than Second Life; so one of the other things it suggests is the ability that a community needs to participate economically in its own activities is probably a lot higher with Roblox … People have made that much money [as those in Roblox], but they’ve done it in a much smaller community in Second Life,  and that’s probably what’s necessary to get the virtual world looking more like the real world. 

– Philip Rosedale, December 6th, 2024

And if the 14 people cashing out US $1 million (or more) comes as a surprise, keep in mind that the SL mesh body / fashion market is huge (and has even led to ventures involving physical world fashion designers); thus, the earning potential within this particular market segment is potentially equally high for gifted creators.

Further, the article notes that the Second Life economy continues to equate to some US $650 million a year, with $78 million paid out to creators in 2023 (up $10 million compared to 2017). And whilst the number of engaged users remains smaller than Roblox, individually, those users have on average been involved in Second Life for some 14 years. All of which offers food for thought – and I recommend reading the VentureBeat article in full.

Looking Ahead

When revealing the numbers on expenditure and total pay-outs to creators on December 6th, Mr. Oberwager noted that since starting his tenure as a co-owner of the Lab in 2020, he has placed the emphasis on spending almost entirely on investment within the platform and it services – and going into 2025, this will be changing.

I can tell you [that] over 20 years, investors have not taken money out of this company. Now the company is worth money [but] everything that we’re making, we’re putting back in.
What I am going to do, is I’m going to start changing where I’m putting that money; and I’m going to start to put that money into marketing dollars, because I want to bring folks into the world – a re-energising of that. It’s not going on be a $100 million dollar marketing campaign, but I think that [with] Second Life, there’s an imperative that it continues, and that it is extremely valuable for folks out there to learn about and come in. 

– Brad Oberwager, December 6th Blogger Town Hall Zoom event

The marketing effort will primarily be focused on attracting users to Second Life through the desktop (as I’ve previously noted – see here and here – the SL Mobile app is currently seen as more as supporting existing users rather than a tool with which to engage new users). Some of this spending actually started in December 2024, but it will become more involved from January 2025.

However, it’s not going to be a case of throwing money in the hope of generating an immediate return in terms of new users (although that would obviously be nice!), but rather a case of spend, review and extend / change, depending on how initiatives work. That said, one potential interesting aspect with the upcoming marketing drive is that it will be synced to the likes of product releases and “new things” LL plan to release in 2025, thus potentially generating more of an interest in those to whom the Lab is marketing in actually signing-up and giving SL a go.

Obviously, how successful these marketing initiatives are remains to be seen. And there will doubtless be more to report on them in the future. For more however, I’ll close with a further recommendation to read Dean’s article over at VentureBeat. Meanwhile, the numbers mentioned above make for interesting reading for the curious and interested; while the VentureBeat article makes for positive reading above Second Life as a whole as Linden Lab commences a new drive towards marketing and (hopefully) growth within the platform’s user base.

Related Links

Linden Lab leverage Convai for AI character generation in Second Life

via Linden Lab

Update, December 21st: this alpha experiment has been suspended for the time being – read more here.

On December 18th, 2024, Linden Lab announced the Alpha release of a new Character Designer, a toolset for the creation and management of AI-backed NPCs (non-player characters) for in-world use.

Access to the new Character Designer is, at the time of writing, limited to Premium Plus account holders only – as was originally the case with access to the Second Life Mobile app; so expect access to be expanded over time in a similar manner to that seen with the SL Mobile app.

The Character Designer provides a solid foundation for immersive roleplay, offering a range of features that let you shape and refine the personalities and behaviours of your inworld characters. Current capabilities include:
  • Early-Stage Roleplay Support – Characters respond intelligently through IM, adapting and evolving as you interact.
  • Custom Personalities and Backstories – Define unique histories, preferences, and communication styles to bring your characters to life.
  • Integration with Existing SL Systems – Connect through a dedicated alt account, set arrival points, and fine-tune behaviour filters for a seamless inworld experience.
For a comprehensive overview of all options and detailed instructions, please see the Getting Started with the AI Character Designer guide.

– from the Second Life blog post on the Character Designer

Character Designer is being developed in collaboration with Convai, a platform for developers and creators proving an intuitive approach to designing characters with multimodal perception abilities in both virtual and real world environments.

Precisely how much of the Convai interface and workflow has been incorporated into the Second Life Character Designer flow is unclear to me (primarily because I do not have a Premium Plus account, and so am currently ineligible for the alpha trial). However, aspects of Convai’s ability to build character backstories and personalities appears to have been utilised, and will potentially be built upon, with knowledge and situational awareness capabilities recorded among a list of “planned enhancements” for the toolset.

With multiple experiments already in progress within Second Life in the use of AI alongside in-world NPCs, the development of the Character Generator and the noted work on an upcoming NPC functionality specifically to compliment its use could be of interest to many in developing NPCs for a range of NPC-related capabilites: for utilisation in actual immersive role-play environments, to shopping assistants, tour guides, to assist with simulations and training, education, and more.

Soon, you will be able to place multiple dynamic NPCs that welcome visitors, provide assistance, and enrich the overall atmosphere of your regions. By combining rule-based behaviour tools with Convai’s Narrative Design system, you can craft evolving narratives that adapt to your visitors’ actions and choices.

– from the Second Life blog post on the Character Designer

Convai promotional video. Note that not all capabilities shown may be applicable to the current SL Character Designer

Further information on the new capability can be found within the official blog post announcement, and the links below. I hope to be able to report more on the capability as I gain access to it with other Premium subscribers in due course.

Related Links

Kitten’s Artistic Gothic Tales in Second Life

Kondor Art Centre, November 2024: Kitten – Gothic

I’ve had the pleasure of writing about the art of Kitten (Joaannna) since 2022, and have never ceased to be stunned by her artistic ability when it comes to Second Life photography. Her work spans both landscape and avatar studies, with the former as engaging and rich as those of another Second Life landscape photographer I have long admired, Ziki Questi. Kitten’s avatar studies are equally as rich and evocative – and also contain that element I always enjoy with such pieces: the telling of, or hinting to, a story that reaches well beyond the framing of the subject.

I first encountered the latter during Kitten’s 2022 exhibition Nior, at Nitroglobus Roof Gallery (which also hosted Kitten’s Fourth Wall in 2023), and also through the like of Tales from the Wastelands, also in 2023.

Now Kitten has a further avatar-centric exhibition available for viewing. Hosted at the Kondor Art Centre, operated and curated by Hermes Kondor, Gothic present sixteen black-and-white images which carry with them strong Gothic / Victorian themes, and which touch on horror, mystery and a touch of literature.

Kondor Art Centre, November 2024: Kitten – Gothic

I’ve no idea if thoughts of Halloween  – the exhibition opened on October 31st – sparked the idea for this collection of works, but the fact is that whether it did or not really doesn’t matter; these are pieces for all seasons, and which carry with them a richness of narrative that draws one into them.

Some might overtly put one in mind of classic literature, whilst others do so perhaps in a more subtle manner. Spectral Hound is perhaps the most obvious among the former, bringing forth as it does thoughts of Conan Doyle’s classic tale of The Hound of the Baskervilles, set within the Victorian era; whilst We Have Always Lived In a Castle and Gargoyle might act on that more subtle level, perhaps leading one to thoughts of Bram Stoker and Dracula.

Kondor Art Centre, November 2024: Kitten – Gothic

However, the truth is, each of these 16 pieces stands in is own right as a prompter for the imagination. No reference of literature is really required; only the ability to view each in turn and allow it to speak as the eyes travel over its detail, the words of the tale it wishes to tell evident in the pose and poise of the central character (Kitten herself) and the response to her by everything around her- animate and inanimate.

And I do mean response; setting and character in each image are deeply intertwined, rather than one being the backdrop for the other, as might be the case with a portrait; everything has to be considered as a whole. As to what the stories themselves might be is a matter for Kitten’s images and your imagination; I’ve said more than enough here – other than, as ever, Kitten’s art continues to engaging and enthral –  and I will leave it to you to visit and see what the art says to you.

Kondor Art Centre, November 2024: Kitten – Gothic

SLurl Details

SL Mobile Now Available to Plus Subscribers

SL Mobile – via Linden Lab

On Wednesday, October 2nd, Linden Lab announced the Second Life Mobile (SL Mobile) beta programme is now extended to Plus subscribers, meaning that it is now open for all three levels of subscription tiers to try out and provide feedback on.

In addition, the announcement highlighted the following updates and additions to the App:

  • Full Access to All Regions – Premium Plus, Premium, and Plus members now have the freedom to explore ALL of Second Life – including regions across all maturity ratings! on both Android and iOS.
  • Experimental: Spatialized Voice Chat using WebRTC. This can be tested on the following regions, pending the deployment of WebRTC support across the grid later in October 2024: WebRTC1, WebRTC2WebRTC3WebRTC4)
  • Improved Controls – Now easier-than-ever to navigate with reduced sensitivity controls.
  • Group Tags, Push Notifications & More.
  • Ability to use L$ to pay objects and avatars.

Full details on the most recent update now available via the release notes.

Alongside of the update, the Lab issued a new video highlighting the updates and providing an overview of what’s likely to be coming soon.

How To Get It

Plus, Premium and Premium Plus Second life subscribers can go to Second Life Mobile and follow the links for Apple iOS or Google Android.

Reviews in This Blog

While I have been trying out the Mobile App since the public beta opened, I will refrain from offering any in-depth reviews until after SL Mobile on Android until it is a more rounded application and is fully available to all.

SL Mobile Available to Premium Plus and Premium in Open Beta

SL Mobile – via Linden Lab

On Tuesday, June 25th, Linden Lab announced the launch of an Open Beta phase for the SL Mobile App for Android and iOS, extending the opportunity for anyone with a Premium Plus or Premium subscription to Second Life to download the app and try it, and report on issues / give feedback.

  • The launch coincided with an announcement at the Product and Engineering Town Hall event at SL21B, and came with news of a series of special community-lead events to be held across the grid to mark the launch as well.
  • The announcement also saw the SL Mobile (beta) website become generally available, and the opening of a SL Mobile FAQ – those wishing to download and try the app on their device(s) should give this a read through.

How To Get It

As a beta release, you will need to use one of the links below on your device to access the SL viewer download:

The log-in screen (splash image changes with each log-in), the connecting screen giving destination, and the in-world view with drop-down menu active on a mobile ‘phone with octa-core processors ( 2×1.6 GHz Cortex-A75 & 6×1.6 GHz Cortex-A55), Mali G57 GPU and 8+8Gb RAM 

Some Points on Using SL Mobile

In General

  • This is beta software and liable to glitches (such a avatar skins rendering fully or partially black under a variety of situations).
  • Log-in is subject to multi-factor authentication, so if you use MFA, have a valid code available from your chosen authenticator when initially logging-in.
  • Once you are logged-in to Second Life on a specific device, future log-ins will be automatic on starting the the App until you log-out / are logged out from your device (e.g. because you try logging-in from a regular viewer whilst connected via SL Mobile).
  • The app also supports “standard” touch-screen capabilities including strafing movements (camera), pinch-zoom (camera zoom), etc.
  • SL notifications can be displayed as a part of your device’s notifications.
  • In order to comply with Apple requirements, Adult rated regions in Second Life cannot be access by the iOS version of the SL Mobile app.

Initial Tutorial

Avatar movement is via a “joystick” controller (tap bottom left of app window to reveal it), and a brief tutorial is supplied at first-time log-in.

Part of the Joystick tutorial displayed when logging-in to the SL Mobile App for the first time. Captured via a Doogee T10 8+7 Gb (Octa-core 2×1.6 GHz Cortex-A75 & 6×1.6 GHz Cortex-A55 CPU with Mali-G57 MP1 GPU), 1920×1200 25.65 cm diagonal screen

June 2024 Capabilities

  • Core capabilities in addition to world rendering and avatar movement, are accessed via a menu button to the top left of the app window.
  • These include:
    • Avatar: ability to change between complete outfits located in the Outfits folder
    • Chat: both nearby chat and IM (Friends (+Friends )n-line); Nearby; Group) – via overlay.
    • People: view All Friends, Friends On-line, Groups, Nearby, those Recent(ly contacted), those Blocked.
      • Includes options to view avatar profile, chat, IM, offer teleport, add / remove as friend, block, and AR.
    • Places: personal favourites, Destination Guide, Mobile showcase (DG subset).

    The Destination guide as seen in landscape view (Doogee tablet, 25.65 cm diagonal screen) and in portrait mode (16.5 cm screen on a mobile ‘phone)
  • There are also option to access the App’s settings, including:
    • General settings (draw distance (range 20m to 250m, with 20m or 100m and above not recommended); LOD (high, medium, low), Audio Steaming toggle switch, etc.).
    • Notifications settings.
    • Developer tools.
    • Feedback & bug reporting.
  • Also supported are:
    • Limited Context Menu access for avatars (e.g. to profile, to open chat, et.c) and in-world objects (e.g. to sit) – long touch over the avatar / object.
    • Receipt of Group notifications.
    • Receipt of app-specific notifications (blue dot).

What Isn’t There – Yet

  • At the time of writing the app does not support:
    • Building or object editing.
    • Inventory access and management (but see note on Outfit changing, above).
    • Use of voice.
    • Displaying on-screen HUD attachments or interactive dialogues drive by llDialog.
    • L$ transactions (or balance display) or Marketplace access.

Closing Comments

While I have been trying out the Mobile App since the public beta opened, this piece is not intended as a review, so I prefer not to give personal feedback here. I will, however, provided a more in-depth look at running the app on both a mobile phone and on a 10-in tablet device both on Android 13 in due course, as I gain more familiarity with using it.