Inside the Horizons Experience in Second Life

Horizons Experience
Horizons Experience

Update, November 19th: some users on TPVs may find the gun used gun in Quest 3 of Horizons Experience doesn’t work with their viewer. The Lab is aware of the issues, and is investigating options for a fix. For the moment, those affected will need to swap to the official viewer, but  only for Quest 3. Full details can be found in llTakeControl issue and the Horizons Experience.

On Tuesday, November 15th, Linden Lab announced a new Mainland community initiative called Horizons. First hinted at during the Meet the Lindens talks at SL13B in June 2016, it became the subject of widespread speculation when two testing environments related to it appeared on the Second Life world map in October, with Patch Linden further stirring up interest by posting some teaser images to his Profile feed.

Picking up on the SL13B hints, I contacted the Lab with the idea of covering Horizons. Patch and his team were very receptive to the idea, and as result, I had the opportunity to tour the regions ahead of the opening, and learn more about Horizons from Patch Linden and Naughty Mole of the Linden Department of Public Works (LDPW).

In short, Horizons is a new themed Mainland residential community built around a central, 6-region gaming environment called Horizons Experience. As I’ve covered the community aspects at length in New Horizons in Second Life, this article focuses solely on the new six-region gaming experience.

Looking down on one of the Horizons Experience quest regions
Looking down on one of the Horizons Experience quest regions

Horizons Experience essentially builds on the Lab’s work with PaleoQuest, the dinosaur themed adventure which opened in July 2015 (see Experiencing PaleoQuest, the Lab’s latest adventure in Second Life). As with PaleoQuest, players are tasked with completing a number of quests and multiple tasks in order to come to the rescue of Magellan Linden’s assistant, Tyrah, who is in deadly peril at the paws of the nefarious Doctor Talpa. Note that the game is on Adult rated regions, but this is not reflective of the games content.

“PaleoQuest was our most recent gaming project that we had put out at scale,” Patch said as we discussed the game ahead of our tour. “We took from that a lot of the game mechanics which people really enjoyed and liked, and we’re including them and a lot of new elements within the Horizons Experience.

“For example, one of the big new features is the ability to participate either as a player in the game or as an ‘explorer’ – someone who is not active in the game, but who can travel through the regions and observe as a bystander. With our other gaming experiences, you’re either in the regions with the intent to play, or you wouldn’t go. As Horizons is part of the Mainland, we felt it was important that people be able to drop in without disrupting the game-play.”

“We’re using different coloured indicator above people’s heads in the game regions to indicate whether they are a player or an explorer,” Naughty Mole added. “If they have a blue ball floating above them, they are an explorer. If they have an orange ball, they are a player. That way, the people in the game know who is who. Obviously, you can’t complete any of the quests as an explorer, nor can you receive any prizes; but you can walk or fly around and watch players (who can’t fly). Oh, and you can still be killed by any of the quest hazards!”

Part of the Horizons Experience start region, showing the Portal Room where returning players can jump to their last point of progress
Part of the Horizons Experience start region, showing the Portal Room where returning players can jump to their last point of progress

Given that Horizons Experience is sitting in the middle of a residential area where flying vehicles are permitted, I wondered if there was a risk of aircraft interfering with the game. “Flying vehicles can pass over the gaming regions,” Naughty Mole answered, “but they must keep above a certain height. If they are too low, they will get a warning, and if they don’t increase their height, they will be auto-returned and those on board will be transferred to a resurrection hub inside the gaming areas as explorers.”

“The six regions of the experience are all uniquely themed,” Patch resumed, “The first region you go into is the starting region, where residents are introduced to the quest and receive their game HUD. While there they can watch an in-depth tutorial video and background story video, see the payout stations or follow links to the Horizons Experience wiki page for more information. Beyond all this are the five gaming regions, which are linear, like PaleoQuest. Each must be completed before you progress to the next one.”

Horizons Experience can be accessed in a number of ways. Anyone in the Horizons regions can fly to the central gaming regions, or they can use the teleport portals located at the Horizons info hubs and community centres, and  which are scattered across the residential regions. Direct teleport via the map is possible, and there is also a Horizons Experience gateway at the Portal Parks.

Down in the mines
Down in the mines

Naughty added, “When people first arrive, they are given the choice of being a player or an explorer. If they selected ‘player’ they are registered for the game and receive a HUD. If they remove their HUD, they become an explorer. If players leave the game regions, their HUDs are automatically removed. However, all progress up to the point where they removed their HUD is saved.

“Returning players arriving at the start area can use the Portal Room to jump directly to any quest they have previously completed, or go to the Quest they were on when they left the game. So, if someone left while trying the third quest, they can use the Portal Room to get to quests one, two or three, but they will not be able to jump to quests 4 or 5.

“Also, there are HUD kiosks throughout the quest regions, so any player who removed their HUD can get a replacement, and they will be asked if they would like to teleport to their last point of progress. Explorers who have never played the game can also use these kiosks to obtain a HUD, and they will be asked if they would like to teleport to the start of the first quest.”

Continue reading “Inside the Horizons Experience in Second Life”

New Horizons in Second Life

Image Courtesy of Linden Lab
Image Courtesy of Linden Lab

On Tuesday, November 15th, Linden Lab announced a new Mainland community initiative called Horizons. It’s been the subject of much speculation and debate since two blocks of 60 regions associated with it appeared on the main grid map for testing purposes in October. Patch Linden further stirred up interest by posting some teaser images to his Profile feed!

Picking up on the SL13B hints, I contacted the Lab with the idea of covering Horizons – not only what it is, but also how and why it came about. Patch and his team were very receptive to the idea, and as result, I had the opportunity to tour the regions ahead of the opening, and learn more about it from  Naughty Mole of the Linden Department of Public Works (LDPW).

In short, Horizons presents a new 36 region Mainland community residential environment open to Premium members. Associated with this are four identical info hubs and two community regions, together with twelve regions of open water. All of this has been built around a new, six region experience-based adventure / quest called the Horizons Experience, which is open to all residents.

As I’ve covered the gaming experience in Inside the Horizons Experience in Second Life, this article focuses solely on the residential aspect of Horizons, and the supporting info hubs and community regions.

The residential regions have 1024 sq m parcels with a 702 LI (x2 object bonus). The supplied houses do not count towards the LI per parcel, the limits of which are defined by the "inner" white boundary markers
The residential regions have 1024 square metre parcels with a 702 LI (x2 object bonus). The supplied houses do not count towards the LI per parcel, the limits of which are defined by the “inner” white boundary markers

As noted above, the residential regions are available for Premium members. Designed with a “retro futuristic” look (think The Jetsons and you’ll be getting close), with integrated road system and waterways, each of these regions offers a number of 1024 sq metre parcels which, with the increased land capacity for Mainland, coupled with a x2 object bonus, have a total Land Impact capacity of 702 each. But that’s not all.

Associated with each parcel is a “mailbox” control centre allowing parcel holders to select one of six different house designs which are provided “free” for their use: they do not count towards the parcel land impact allowance. The houses can be held individually or by a group, and can be used for residential or business purposes. In addition, the “mailbox” offers a resource pack containing textures and bits to allow the houses and parcels to be dressed, while each house design includes a built-in control panel for lighting, window shades  security, etc.

For those who don’t wish to use the six supplied house designs, there is an option in the mailbox to clear the parcel. Land holders can then put down their own choice of home / structure instead – although this will count towards the total LI capacity for the parcel. It is hoped that those who opt to go this route will select a design in keeping with the overall “retro futuristic” theme of the regions.

The six supplied house styles
The six supplied house styles

A couple of further points to note is that the Horizons regions are all Adult rated and are connected to the north side of the Zindra Adult mainland continent. I’ll get to why in a moment, but suffice it to say for now, this shouldn’t be taken to mean the environment is for purely adult activities. The second point is that terraforming, including parcel subdivision, is not allowed on any of the regions.

So how did this all come about?

“We decided to develop Horizons as a result of thinking about what we could do to give the Mainland something new and exciting for residents to both participate in and enjoy,” Patch replied. “We wanted to offer a structured residential experience, somewhat modelled after the success of Bay City,  together with a really unique six region gaming experience. However the basic idea is to give Premium residents the ability to purchase and own parcels that are all uniquely themed and intermixed with the gaming experience itself.”

“It’s been a very big project for us,” Naughty Mole, of the Linden Department of Public Works, added. “It’s something we’ve been working on for the last seven months. We have the thirty-six residential regions, the info hubs and community regions, rezzing zones for boats and flying vehicles, which we hope residents will find attractive. All of the waterways can be navigated, and the roads are suitable for driving along.”

“We wanted to give people maximum flexibility,” Patch continued. “Making the houses opt-in or opt-out offers that kind of flexibility. We also have a lot of little neat features and attributes scattered throughout the regions for people to discover. Then there’s the Info hubs as well. They’re designed to tie-in to the current info hub system that’s out there, but are different to the traditional info hub in that they have different areas residents can visit to find out more about Horizons. So people can explore them, watch videos, visit the gaming experience from them, and so on.”

All of the residential regions have navigable waterways - rood bridges will automatically retract as boats approach. Rezzing areas for craft (and aerial vehicles) are available at the info hubs and community centres
All of the residential regions have navigable waterways – rood bridges will automatically retract as boats approach. Rezzing areas for craft (and aerial vehicles) are available at the info hubs and community centres

It is through the four identical info hubs visitors coming to Horizons via the Destination Guide will gain their first introduction to the regions. “Each one has a landing point,” Naughty explained as we teleported into one. “Spread out around that, are the rezzing zones for boats and flying vehicles and the land information area, where people can find out about obtaining a parcel on Horizons. This has an introductory video and a link to the Horizons wiki page which has everything you could possibly need to know.

“There is also the demo area where people can preview the available free houses. This is split between individual and group owned units; the house options in both are the same, but group owned have an additional controller for group access. The info hubs also include an area for the Horizons Experience, which includes videos, a link to the wiki page, a prize display and a teleport portal to the game regions.”

An infohub, with the house rezzing areas visible top left and right. Like the new Social Islands, these encourage visitors to explore and learn
A Horizons info hub, with the house rezzing areas visible top left and right. Like the new Social Islands, these encourage visitors to explore and learn

The two community regions comprise three social areas open for use by residents: a bar – the H(orizons) Bar, a more chilled-out lounge, and a meeting facility. “These are spaces where you can socialise,” Naughty explained as we toured the regions. “You can have a formal meeting, an informal meeting, or go hang out in the bar, where we have music and dance balls, so will hopefully be a place for people to hang out, meet friends and so on.” As well as the social spaces, the community regions also include their own rezzing zones for water and aerial vehicles.

Continue reading “New Horizons in Second Life”

Lab blogs about web and Marketplace updates

On Friday, November 4th, Grumpity Linden posted news via the Tools and Technology blog, on the recent updates to the Lab’s web services which support Second Life, and improvements / updates recently made to the Second Life Marketplace.

It was the updates to the SL Marketplace which made up the bulk of the summary, which has been listed chronologically rather than via service. However, as people might prefer reading thing by subject matter, I’ve split the list of updates / improvements between the Marketplace and the Lab’s other web services.

The SL Marketplace updates and improvements, implemented in September and October 2016, comprise:

  • Fixes:
    • A fix for sorting reviews by rating.
    • A fix for duplicate charging of PLE subscriptions.
    • Fixes for some remaining hangers-on from the VMM migration (unassociated items drop down + “Your store has been migrated” notifications.
    • A fix to Boolean search giving overly broad results (BUG-37730)
    • A fix to the Marketplace for an issue where a Firefox update was ignoring browser-specific style sheet settings on Marketplace.
  • Disabling of fuzzy matches in search on the Marketplace so that search results will be more precise (+ a switch added to allow the Lab to enable or disable fuzzy matches in search).
  • Archived listings are no longer indexed.
  • If a store is renamed, all of its products are now re-indexed.
  • Blocked users can no longer send gifts through the Marketplace.

In term of the remain web services, Grumpity notes that the Lab has recently:

  • Provided a number of unspecified bug fixes for the support portal
  • Provided a fix for the “Create Your Own Map” link, which used to generate an invalid SLurl
  • Updated the new user sign-up flow to give more consistency in password requirements
  • Updated the Second Life System Requirements.

Finally, and launched just ahead of the November 2016 premium subscription offer, is a  Premium Membership landing page aimed at potential incoming new users as a part of the Lab’s rotating series of landing pages, and which currently features the premium subscription offer.

The new Second Life Premium landing page, highlighting the current Premium subscription offer, and launched on October 31sst, 2016
A part of the new Second Life Premium Membership landing page, highlighting the current Premium subscription offer, and launched on October 31st, 2016

 

Lab reveals LI / prim allowance changes in Second Life – in full

Note: An earlier version of this article appeared in error whilst still being drafted on-line, as a result of a mistake on my part and to my own embarrassment. Once again, my apologies to Linden Lab and readers of this blog for my carelessness.   

It is something Second Life users have long wanted / wished for / desired / demanded: an increase to the basic land impact (or prim count, if you still prefer) available for regions.

And now the wish is being granted – although word came out a lot sooner than the Lab had anticipated (thanks in part to my aforementioned mistake).

However, on Thursday, November 3rd, the Lab officially announced that they are increasing the Land Impact allowance for Second Life regions. The new allowances are:

  • Full Regions:
    • Mainland: 22,500
    • Private estates:
      • 20,000 at the same tier price OR
      • 30,000 for an additional US $30 a month (+a one-off US $30 conversion fee to add / remove the extra 10K allowance)
  • Homesteads: 5,000 (Mainland and private)
  • OpenSpace: 1,000 (Mainland and private)

All of the changes filter down to the parcel level, according to parcel size.

Mainland full regions now have a 22,500 Land Capacity / prim allowance as standards
Mainland full regions now have a 22,500 Land Capacity / prim allowance as standard. Those with prim bonuses will be based on the new LI / prim allowance

The changes to Mainland regions were made during the regular weekly deployments on Tuesday November 1st, and Wednesday, November 2nd, with official confirmation being given in part in a blog post from the Lab which indicated the increase to Mainland full regions alongside the most recent Premium subscription offer (note: that blog post from the Lab has now been updated).

So why has this change come about?

“We’ve finally reached the point where we have the equilibrium between technology and software performance on our side,” Patch Linden, Senior Director of Product Operations at Linden Lab informed me, as we sat down to discuss this and other aspects of Second Life. “The hardware we use to run the simulators is in a really good place right now, and will continue to be. Of course, as time goes on, things will continue to get better in that department. And the simulators are running so efficiently now, with all of the back-end work that we’ve done with them over the past several years that we can now do things like this.”

Patch Linden
Patch Linden

“We started with Mainland being it’s obviously ‘ours’ to directly influence,” Patch said. “We could deploy, and watch, and listen to the metrics to see what they tell us. Then providing everything behaves, we’ll go out to the rest of the grid and all private regions shortly thereafter. It is such a fundamental change to the simulator that we want to make sure we do it right, and we don’t cause unnecessary harm in the process. So the more controlled we could do it, the better we felt.”

It was this need to watch and wait following the initial deployment which had caused the Lab to decided to hold back on a public announcement until Thursday, November 3rd. However, users noticed the change almost as soon as mainland regions came back on-line following the Tuesday rolling restart, prompting forum posts and support enquiries as to whether there had  error. As a result, Patch issued a short forum post reassuring people there wasn’t an error, although the decision was made to hold off on any official announcements until November 3rd, due to the arrangements already in place – including a live Designing Worlds session featuring Patch, who would reveal more and take questions.

So given the Mainland changes are now deployed, a key question I had for Patch was: when would Private regions see their update. “We should have them up and running within the next couple of months,” he replied. In essence, the precise roll-out to private islands will depend upon the metrics gathered following the Mainland roll-out.

And the reasons for the differences in the full region allowances between Mainland and private estates?

“There are  2 reasons,” Patch explained. “The first is that Mainland regions have long been a slightly less costly, but also less feature rich product than private islands. But recently we rolled out the private region buy-down offer, which somewhat levelled the pricing between the products. So, we wanted to give a little something back to Mainland, and choose to give full regions there a slightly higher prim limit increase than private estates.

“The second reason  is that private estate full regions have an additional advantage over all the other region types,” Patch continued. “This allows us to offer the additional 10,000 LI allowance to private estate full regions, for a total of 30,000. There is some additional maintenance work that comes with this, hence the US $30 a month fee (per region), together with a one-off  US $30 conversion fee to add or remove that option; but the offer will be available for any price level full region, whether it be an older grandfathered region, a newer bought-down region, or a regular priced full region, immediately the increase in land impact / prim allowance is rolled-out to private estates.

“So you might say, it’s a little give, a little take, and a bit of balance between the advantages of the differing products  :).”

Linden Home holders should now find they have 175 LI as their own to play with
Linden Home holders should now find they have 175 LI as their own to play with – as will users with 512 sq metre parcel on the Mainland, with other parcel sizes adjusting accordingly. The same will be true of private islands, once the update is fully deployed.

In the meantime, the change to the Mainland was warmly received by most, with many land holders and content creators pointing to the home and garden / landscaping markets potentially gaining a significant shot in the arm as a result. This is significant, as a hope at the Lab is that rather than everyone simply adding more objects to their land, the extra capacity will encourage more content creators to make use of optimised levels of details on their mesh creations, rather than using very high LOD values across all viewing distances, thus helping to lighten some of the current load on older systems.

As we closed the conversation, I asked how Patch, as a long-term Lab employee and as a former resident, felt about the change.

“This is something I’ve wanted to do for several years now,” he replied. “And we’re pleased to be able to do something as fundamental as this to change the product in a good way.”

With thanks to Patch Linden, Pete Linden and Linden Lab.

Lab posts about latest Premium offer and Mainland LI increase

secondlifeUpdate, November 3rd: the changes in prim allowances in full are now available in this post.

On Thursday, November 3rd, the Lab blogged about their latest Premium subscription offer for Second Life, and in doing so gave confirmation of the Mainland LI / prim allowances people had been noticing following the weekly deployments on Monday, November 1st and Tuesday November 2nd – and gave a tease for more news to come:

In regards to the latter, the blog post  – Go Premium for 50% Off* & Enjoy Our Newest Perks Plus an Exclusive Gift – noted:

Premium members are entitled to a Linden Home and can own parcels on the Mainland. Now, we’re raising the limit on the number of prims you can use in those spaces. This means you will have more prims and creative flexibility to decorate and customize your own space.  Land impact (object) capacity on Mainland Regions will go from 15,000 to 22,500 – that’s a lot more building capacity!

In addition to this, we will further carry the prim limit increases to the private estate regions shortly.  Keep your eye on our blogs for more information!

An episode of Designing Worlds comes out later this afternoon which talks more in-depth about this new perk. We’ll update this blog once it’s available.

(My emphasis on the last part of the statement). All things being equal, I’ll also have more to come around 14:00 SLT see the link at the top of this article.

The blog post from the Lab confirms that Mainland full regions now have a standard Land Capacity / prim allowance of 22,500.
The blog post from the Lab confirms that Mainland full regions now have a standard Land Capacity / prim allowance of 22,500.

The rest of the post concerns itself with the Premium subscription offer, which started on Wednesday, November 3rd, 2016 at 08:00 SLT and will expire on November 10th, 2016 at 08:00 SLT. It offers the usual 50% discount – which for this offer is applied to the first month of the monthly subscription plan, as the small print explains:

TERMS & CONDITIONS This offer begins on November 3, 2016 at 8AM Pacific Time (PT) and expires on November 10, 2016 at 8AM PT. To qualify for this promotion, you must 1) have an existing Second Life (“SL”) basic account or create a new account, and 2) select monthly (every one month) billing for your SL account. The fifty percent (50%) discount will be applied to your first month’s bill and future months will be billed at the standard Premium Membership price (currently US$9.50 per month). For new accounts or accounts not previously upgraded to Premium Membership, after initial login through the Second Life viewer following upgrade to Premium Membership and: 1) following your first full week, the L$300 weekly stipend will be deposited to your account every Tuesday for the duration of your Premium Membership; and 2) after your account has been active for forty-five (45) consecutive days, the L$ sign-up bonus will be deposited to your account.

As well as the discount, Premium members are also offered a new gift in the form of a laser-shooting Alpha Robot Avatar.

 

What are you doing the rest of your Second Life?

Paper Dinosaur, 2015
Sorrow for Paper Dinosaur, 2015; image – Caledonia Skytower

By Caledonia Skytower

Last October 24th’s article in Wired by Rowland Manthorpe, entitled Second Life was just the beginning. Philip Rosedale is back and he’s delving into VR ignited the usual round of reactions from fans and critics of Philip Rosedale, Ebbe Altberg, and virtual worlds in general.  Guaranteed, there would be opinions and plenty of “should-haves”, “could haves”, and speculations about machinations we may never fully understand, and to which uncertain credit can be given.  

Philip Rosedale’s particular dream of virtuality is reflected in Second Life, written as deeply as the original code, which continues thirteen years after the first pixels clicked on for the public.  As such, it seems like a democracy and the term “resident’ only reinforces that. Let’s be clear, residents in virtual worlds are not citizens in democratic societies, we are consumers.  We don’t have any more of a “right to be heard” than any other consumer does by a corporation or creator.  

Smart companies listen to their consumer base – it is called good business. Linden Lab has waxed and waned on that over the years, better more recently I think.  Yet no one will ever know their product the way they do.  No one will understand their finances, their market standing, the pressure of industry innovation and its impact on their company the way they do. As a consumer, with a free account, the Lab doesn’t owe me a vote in their decision-making process.  Virtual worlds are not a public entitlement.  Yet it is surprising how many people disagree with that – passionately, vitriolically disagree. The funny thing is, that state of entitlement has been there as long as I have been in SL.

Invictus by Storm Septimus
Invictus by Storm Septimus; image – Inara Pey

I entered Second Life in 2008, which makes me older than some, not as old as others.  In those eight years I have seen a procession of public doomsday fests boil up to a frenzy, and then cool down.  Always, the perceived calamity is touted as the Lab’s fault. Even at five years old, Second Life was doomed, dying, already deceased. An average of 67,000 users on-line from all over the world at any one moment, which would fill my local “home field”, Centurylink Field in Seattle, to capacity but with a lot fewer parking hassles.  Think of that: a football stadium full to the brim twenty-four hours a day. Here we are in 2016 and the averages have dropped to the low 40,000s. That’s still enough for the food vendors to make a tidy profit on game day! And when I think of the things that have happened in those eight years, doom, death, and extinction are not what come to mind:

  • There have been some fascinating educational studies, my favourite being the National Science Foundation funded study in a collaboration between Texas A & M and the Florida Institute of Technology involving college chemistry students and on-line learning.  
  • There is incredible work ongoing with the disabled and people suffering from different medical conditions.
  • Charitable organizations have benefited from the fund-raising efforts that engage a global volunteer and donor base in one of the most cost-efficient fund-raising endeavours in existence.  Relay for Life in SL has raised 2.7 million U.S. dollars for the American Cancer Society in just a decade.
  • Businesses have grown, with individual content creators stretching their wings and flexing their artistic muscles: everything from publishing to fashion, animations, buildings, and furnishings of all kinds.  
  • There have been some amazing creative achievements using the virtual world as a dimensional palette, too many to name.  

In all cases, some enterprises have endured, and some have termed out.  But there has never been a lack for them.  There is always someone charging the fence of what is possible in the platform. Where the platform limits them, people have found workarounds that are clever and industrious.

Sapphire Mirror Lake, Fantasy Faire 2016
Sapphire Mirror Lake, Fantasy Faire 2016; image – Caledonia Skytower

The Wired article refers to a 2006-ish review of user analytics; “Second Life was a retreat for escapists, an outlet for pent-up creativity – a place, as Rosedale once put it, for ‘smart people in rural areas, the disabled, people looking for companionship.'” Hello!  Just by mentioning rural areas and the disabled you just hit upon a huge under served percentage of the general population.  Virtual worlds break down barriers of proximity, and of ability.  That may not be Rosedale’s vision of egalitarian virtuality, but it is a notable accomplishment nonetheless.

Phillip Rosedale is a sprinter.  He gets excited and he sparks new ideas, opens up the Pandora’s Box of possibilities and lets the creativity flow. He sees things and expresses himself in terms that are limitless. Sprinters are essential to innovation.  But you can’t sprint forever. At some point that spark has to transition into something sustainable, based on something more than enthusiastic creative juices.  

That’s where someone like Ebbe Altberg comes in.  No less creative, Ebbe’s temperament is different. He uses limitations to propel rather than obstruct. He is a distance runner – eyes on the long road, not so dazzled by the big picture that he can’t keep moving forward.  Healthy industries need both those who can sprint, and those who can sustain distances. We need them both, and the future of virtual worlds is more promising for the different directions they are taking.

Nothing lasts forever. In that, Second Life is not unique.  It’s possible that those early delvers into on-line virtuality in 1995 thought that Worlds Chat would last forever. Did they even think about Virtual Reality in those days?  Yet with the bubble of VR expanding before our eyes, people are still feeling threatened in what has been one of the most successful, stable endeavours in the evolution of this form of social engagement.  Even though it still turns a profit for its owners, people are determined that Linden Lab has nothing better to do than throw over its consumer base. In some ways, the very openness and lack of restrictions that we value – the legacy of Rosedale – is our own worst enemy.

Wounded Angel by SistaButta. Image - Caledonia Skytower
Wounded Angel by SistaButta; image – Caledonia Skytower

So, what have you been doing with your virtual life?  Have you been learning? creating? exploring?  Have you used the tool – because that’s what it is – to make your life as a whole enriched?  Because in a free and open community, the quality of life is defined by the creativity and industry of that community.  

We all had that thrilling moment when we got past the initial boggle-ment of functioning in the platform, and discovered that our avatars could be a reflection of our emotional selves.  I could wear high heels and run on the sand! I could fly, walk among ancient ruins, meet and work with people who will never breathe the same salt water, pine-scented air that I do.

I suggest that people get burned out on Second Life for any number of reasons.  Some like to blame it on the Lab, and maybe there is some truth in that.  But people also get bored with the same old thing.  For those who do not see SL as a tool, but as a game, it will always become passé at some point – when something newer, faster, and sexier comes along. Whose fault is that?  Is it really the Lab’s fault that they cannot alter enough decade-old code to keep people’s attention? Especially when you know that the entrenched in SL will squawk loudly and painfully at any change that disrupts their  status quo. So the very stability that we crave works against us, for once the thrill of virtual freedoms are over, those who are consumers only will grid fade.

So, we come back to this: what are you doing the rest of your Second Life? The potential for personal and communal enrichment has not been tapped out. Will virtuality expand to embrace the entire earth’s population as Rosedale envisions? Probably not.  Someday, the ship of Second Life will hit the iceberg.  You get to decide what you’ll do now, and when that happens.  Will you wring your hands and cry out “the end is nigh” as you may well have been doing for years?  Will you lob deck chairs at the lifeboats screaming “I told you so!”?  Or will you take your place with the band and go down profoundly playing “Nearer My God to Thee”?  In an open community, you have a choice about how you conduct your virtual life, and what you make of it.

SS Galaxy; image - Inara Pey
SS Galaxy; image – Inara Pey

Years ago a well-respected teacher and legislator in my community was known for saying “life is like a sack lunch.  If you pack it carefully with all your favourite things, lunchtime with be a joy.  If you just carelessly throw any old thing you find in it, there’s a high probability that something will not be very tasty.”  Your virtual living is no different from the rest of your life.  If you treat it as a recreation, you are destined to get bored with it, grow out of it, have it lose relevance, and you will move on.  That’s no one’s fault.  That’s life. If you treat virtuality as an opportunity, no platform, no grid format, no change in terms of service will get in your way because you will always be questing, always be seeking, always be looking for new challenges.

The one notable difference between corporeal and virtual lives will always be the white X in the red box in the corner of your viewer.  You can always turn your virtual life off, re-invent it, reboot it, or just walk away and let it die.  The repercussions are limited. In the corporeal world, such flexibility of change is much harder to manage, and you only really hit that big X once.