Why SL Go won’t continue, and OnLive opted to sell

Farewell SL Go; one of OnLive's most successful services, but nevertheless one unlikely to be saved
Farewell SL Go; one of OnLive’s most successful services, but nevertheless one unlikely to be saved

Since the announcement that OnLive’s gaming services are to shut down at the end of April, there has been understandable upset from within the SL community (and from some OpenSim users as well, given Firestorm on SL Go can be used to access OpenSim grids).

Following the news, there were a plethora of requests made to Sony on social media that they continue to provision SL Go as a service and an on-line petition was started in the hope of achieving the same end. Unfortunately, these requests and the petition overlook one thing.

As OnLive made clear in their statements on the future of their gaming services, and as I attempted to point to in my original article on this news, Sony didn’t actually acquire OnLive’s services. They took the opportunity to purchase the IP and 140 patents the company held relating to cloud gaming and other “assets” (which would most likely appear to be the additional 135 patents related to cloud gaming  OnLive had pending), without actually buying OnLive’s services. So technically, there’s nothing for them to “continue” to offer SL Go users.

What’s more, as Dennis Harper, the SL Go Product Manager at OnLive, made clear in these pages, taking the IP and patents is akin to taking the heart and lungs of OnLive’s services; without them, a service like SL Go cannot easily be continued by someone else. At least, not without money changing hands and someone having the infrastructure by which they can deliver the service.

So, are Sony the Big Evil for doing this? did they gobble OnLive’s patents to stifle competition? Is this, as was dramatically stated in some quarters as the news broke, some kind of first shot in a forthcoming “VR battle” between corporations? Well …. No.

From the start, OnLive was well ahead of the curve, and even though we're reaching a point were the viability of cloud-based gaming can be demonstrated, it seems few are yet willing to take a gamble on taking-on the kind of services OnLive have offered
From the start, OnLive was well ahead of the curve, and even though we’re reaching a point were the viability of cloud-based gaming can be demonstrated, it seems few are yet willing to take a gamble on taking-on the kind of services OnLive have offered (image courtesy of OnLive)

The truth is that OnLive put itself on the market.

That this is the case can be found in another post on the company’s blog entitled, A Bright Future for Cloud Gaming At Sony. As well as containing useful historical information, the post underlines the specific issues the company’s management had been forced to face:

Since 2012, the company has dramatically improved its technology and business models such that all of its 5 services are gross margin positive, ranging from 43% to 86% margin … The company also was able to achieve conversion rates from free trial to paid of between 64-78% for its services. Despite these positive metrics, the lifetime value (TLV) of a subscriber was still less than the cost to acquire subscribers (CPA), but they were converging. While we knew we could not get to break-even on our own, we believed that there were many large companies who would be able to get there.

In other words, in order to get to a break-even point,  OnLive’s management felt the company needed to be offered-up for acquisition, albeit hopefully as a going concern.

Perhaps the first fully public hint that this was the case may have actually come in a blog post issued a couple of days ahead of Sony deal being announced. Of course, by the time the post appeared, the deal was undoubtedly cut and dried; nevertheless, The 2015 Case for Cloud Gaming and OnLive, could almost read as the company laying out its stall in order to attract a suitable investor / acquirer.

Despite the fact the Nvidia suggested OnLive themselves were helping to lift cloud gaming out of the Trough of Disillusionment towards its Plateau of Productivity, no-one was interested in acquiring the company as an operational concern when OnLive decided to seek outside assistance (image: Nvidia via OnLive)
Despite the fact the Nvidia suggested OnLive themselves were helping to lift cloud gaming out of the Trough of Disillusionment towards its Plateau of Productivity, no-one was interested in acquiring the company as an operational concern when OnLive decided to seek outside assistance (image: Nvidia via OnLive)

Unfortunately, despite all the positive indicators they could show, the Cloud Gaming hype cycle had bitten hard; no-one OnLive approached was willing to take them on as a going concern. Not even the fact that Nvidia had indicated the worst was behind the sector, and that OnLive itself was helping to push the technology up the Slope of Enlightenment, could encourage anyone to acquire the company outright. Thus the deal with Sony for the IP and patents sale was agreed.

Why didn’t Sony acquire OnLive as a whole? Because they already have their own cloud gaming service, PlayStation Now, which came out of a 12-month beta programme in January 2015. The OnLive patents understandably offer more value when put to work within PlayStation Now than Sony would be liable to find in buying-out OnLive as a whole, so they didn’t bother.

Interestingly, and entirely coincidentally, PlayStation Now has its own link to Second Life. It is built on the back of Gaikai, a Japanese streaming game provider acquired by Sony in 2012. Gaikai is the company Linden Lab worked with in an attempt to provide the means of streaming Second Life to web browser, a service which underwent a limited beta run in 2010, as the video below demonstrates.

But to draw things to a close; however “unjust” it might appear, all of this means that SL Go cannot really be saved. The patents which enabled it to function are gone, and the services upon which it runs are closing down. The only real options are for someone else to come along and offer a similar service of their own, or for LL to work with a partner to provide such as services, as they once attempted with Gaikai.

Both would seem unlikely; in the case of the former, SL perhaps represents too small a community of users to be worth catering for (and remember, SL Go came about in part as a result of rather unique circumstances). And while I tend to lean towards LL having an interest in cloud-based streaming, I don’t think that interest is with regards to Second Life, so I can’t see them getting directly involved in trying to provide a streaming solution for SL access. If nothing else, they’ve likely got enough on their plate already.

SL Go was a great and brave experiment. It is a shame that its days are drawing to a close; but OnLive, through their services as a whole, have proven what might be achieved. In that respect, they are right when they proclaim that cloud gaming has a bright future.

Lab presents spring Premium membership offer – with a slight twist

We’re all familiar with the Lab’s periodic Premium membership offers: every once in a while one will pop-up offering a discount for those who up their membership from Basic or who are signing-up to SL for the first time.

I’d actually been expecting such an offer to pop-up around mid-March. However, it was announced on Friday, April 3rd, with a blog announcement,  and runs through until the Monday, April 13th, when it expires at 08:00 SLT.

As the blog post notes, there is no Premium gift offer this time around, instead the lab point to their recent announcement of  a Premium perk:

Being a Premium Second Life subscriber carries many benefits – from weekly L$ stipends, to your own Linden Home, expanded live customer support options, exclusive gifts, and more. Just last week, we added a new perk for Premium subscribers, and we’ll be adding even more benefits and features for Premium members throughout the year.

premium spring-15
This time the 50% discount applies to the first month’s payment on the Monthly plan

None of this is what makes the offer particularly interesting. As I’ve noted, they do pop-up periodically. What is interesting however, is hinted-at in the body text of the post:

If you’ve been waiting to upgrade to a Premium account, now is a great time, because today we’re kicking off a great new sale: from today until April 13, 2015, you can upgrade to Premium subscription for less than $5 for your first month! That’s a 50% discount off the regular rate, and this offer won’t last long. Upgrade today and start enjoying Premium benefits at our lowest-ever monthly rate.

Up until now, these offers have applied to the Quarterly billing plan, where the 50% discount is applied to the first quarter’s billing, reducing it from $22.50 to $11.25 (excluding VAT, where applicable). However, this time the discount applies to the Monthly billing scheme, as the notes at the end of the blog post further confirm.

Quite why the switch has been made is unclear; while I’ve never myself been convinced as to how well-received these offers are (that’s purely supposition, without any basis on fact), I’d say that the Quarterly plan discount represents a more appealing offer than just cutting the first month’s fee. Perhaps the Lab were finding that even with the first quarter’s bill cut by half, people weren’t overly enamoured with the offer, and are trying to mix things up a little. If so, I’d venture to suggest perhaps offering two months on the reduced rate might be a tad more appealing.

But really, the problem with Premium membership is not so much how much it costs – but what it brings. For the majority of people who can otherwise enjoy and contribute to SL free of charge (emphasis intentional, as “free” doesn’t equate to “feeloading”, as  is sometimes made out to be the case), Premium membership really isn’t that attractive. Hence why the Lab have in the past tried to spice it up with gifts. The problem here is, as I’ve recently explored, actually coming up with a Premium package that does offer the kind of incentives that are likely to have really broad-based appeal among users actually isn’t that easy.

In the meantime, if you are a Basic member and are considering upgrading, might I offer some thoughts (as long in the tooth as they might be) as someone who has bounced from Premium to Basic and back again?

Of Premium perks and problems

Update, April 3rd: This article has be slightly overtaken by events. The discussion relating to SL Go as a Premium option has been negated by the fact that on April 2nd, 2015, Onlive regretfully announced their streaming services would be closing on April 30th, 2015, following the sale of their core patents to Sony Computer Entertainment America – see my report here.

On Monday, March 20th, the Lab announced A New Perk for Premium Subscribers, which saw the cap on delivery of offline IMs you can read raised from 25 to 50 if you’re a Premium account holder. 

Premium benefits are often hard to quantify in terms of value (although the "new" in the current Linden Homes ad really needs to be dropped nowadays...)
Premium benefits are often hard to quantify in terms of value (although the “new” in the current Linden Homes ad really needs to be dropped nowadays…)

While the rise in the limit did result in some amused comments in various groups about it being an early  “April Fools” joke, and some sarcastic feedback on the forums, it is at least indicative that the Lab do have Premium accounts, and the need to try to improve the offerings associated with them, on their collective minds. 

Indeed, this increase in the cap for off-line IMs had been informally mentioned at a number of the Server Beta User Group (SBUG) meetings in recent weeks, while a server-side deployment that went grid-wide in week #12 included “internal improvements for premium users”, which were described as offering the means by which the Lab might be able to offer new perks to Premium account holders in the future, should such opportunities develop.

Of course, we can argue as to whether or not such a modest change and the IM cap update deserves heralding in a blog post of its own – but how else is the Lab supposed to get the word out in a manner that will be spotted?

However, the general response perhaps indicates once again that coming up with the right balance of Premium benefits isn’t as easy as we might like to think. The problem here is that we’re such a rich and diverse group of users, that trying to find something that will have a really broad basis of appeal, and which is relatively easy to implement, isn’t so simple a proposition as may appear to be be the case. Even the ideas we ourselves put forward might be said to be of limited appeal or aren’t entirely straight-forward to implement. Thus the Lab tends to be caught in something of a cleft stick.

Gifts have been a staple part of the Premium account offering. While well-intended, and something liable to have reasonably widespread appeal when compared to other ideas, they've not really endeared themselves to users as well as might have been imagined
Gifts have been a staple part of the Premium account offering. While well-intended, and something liable to have reasonably widespread appeal when compared to other ideas, they’ve not really endeared themselves to users as well as might have been imagined

An example of the potential narrowness of appeal came up at a recent LL-led meeting in which the question of Premium benefits was raised. The responses given, which related to things like additional scripting options, special file stores, etc., undoubtedly sounded good to those making them, but, when taken as a whole, really only held appeal to a very narrow group of users, making them hard to justify as a “benefit” everyone might appreciate.

Other ideas, while sounding obvious, may suffer the same issue of appeal and bring with them problems of their own which could easily offset any potential benefit they present. Take the idea of increasing the amount of land offered as either part of a Linden Home or as free tier from 512 sq metres to 1024 sq metres. Sounds simple enough on the surface, but it belies the fact that many SL users, Premium and Basic, don’t see the appeal of either Mainland holdings or Linden Homes.

More particularly, increasing the amount of land available to Linden Homes brings with it problems of its own, as it essentially means that all of the existing LH estates would have to be rebuilt from ground up in order to both provide the additional land per unit and preserve the necessary protected land per region in order to be able to supply each home with it 117 LI – and that’s a big task, one that would include something of an increase in the overall number of LH regions to boot. It would also mean the need for those already occupying Linden Home to have to relocate, causing additional disruption the Lab may not feel happy about creating.

Increasing the parcel size for Linden Homes to 1024 square metres sounds good, but brings with it headaches of its own when you consider the amount of re-working required to make all LH estates fit with the new parcel size
Increasing the parcel size for Linden Homes to 1024 square metres sounds good, but brings with it headaches of its own when you consider the amount of re-working required to make all LH estates fit with the new parcel size

While this issues are perhaps smaller, the same goes for upping the amount of free tier offered Premium accounts from 512 sq m to 1024 sq m. Does the person currently using their 512 sq m actually have enough land around them to benefit from the increase in free tier? Will they have to move to make use of it? If they deed their land to a group, does the group have enough land from which to benefit? Then there are the necessary changes which need to be made to the billing system to account for the change.

Obviously, these are not insurmountable problems, and those relating to free Mainland tier might even be regarded as edge cases. But, the fact that they do raise questions marks over their ease of implementation and may not deliver the hoped-for levels of increased appeal do make them that much harder for the Lab to consider as potential solutions.

SL go logo
Even ideas around offering SL Go as a Premium offering, while simple in concept, are potentially less-than-simple to implement

The same is true for ideas for combining Premium accounts with other offerings – such as SL Go, as Jo Yardley  has suggested, may potentially be non-starters. While the idea sounds great in principle, it perhaps overlooks a few things.

At its most basic, it is hard to see how such an arrangement would offer a decent level of return for OnLive. As it is, it would seem the service has already gained sufficient critical mass for the company to enjoy a meaningful revenue stream from it without any such partnership; ergo, it’s hard to quantify any real gain that might be made in wrapping the service as a part of LL’s Premium membership.

More practically for both companies, however, is that the idea would seem to introduce numerous additional billing requirements which will take time and effort to implement and which, once done, might not be matched by the overall pick-up in interest SL users have in the Premium account offering. Support issues also rear their head as well. Currently, SL Go stands as a service independent of LL. Bundle it with a Premium offering, however, and users are going to expect the Lab to support it, regardless of OnLive’s own support activities, and are probably going to be unimpressed when referred elsewhere.

Thus there are a broad range of issues which would have to be addressed for such an arrangement to come about. While they may not necessarily be insurmountable, they do nevertheless call into question the overall benefits of such a partnership when compared to the overall effort in making it happen.

Premium sandboxes have proven popular among premium members for providing relatively quiet and griefer-free building locations
Premium sandboxes have proven popular among premium members for providing relatively quiet and griefer-free building locations

One idea that could have appeal is that of increasing the number of groups Premium members can join. Given the ongoing improvements being made to the entire group chat mechanism (which had previously been impacted, performance-wise, by the sheer volume of group-related “management” messages the system had to deal with), this could well be something the Lab could provide in the future.

Another idea has been that perhaps the Lab could offer a range of options users could then chose from to build their own “Premium package”. However, this again brings up the question of management and support for such a system, as well as the sticky issue of ensuring all that is offered represents equitable value across the various combinations of options users might pick.

Will Burns, far back in the mists of time (OK, February 2013), pointed to one potential for Premium accounts, and that would be to revamp them as “Professional Accounts”. He’s nipped and tucked the idea since then, but it is an interesting concept, and one that has significant logic behind it. However, it is also one I rather suspect the Lab is considering (in some form, at least) with regards to their next generation platform, rather than “retroactively” applying to SL.

Or perhaps the solution needn’t be that complicated, and we’re simply looking at the issue too hard. Maybe a simple increase in the weekly stipend back to its old level of L$500 might be enough of an enticement (money talks, as it were, despite potentials sinks), particularly if, going forward, it is part of a package of visible in-world options … such as a higher group limit, raised cap on offline IMs, etc.

In terms of the raising of the IM cap – and to bring this discussion full circle – one of the criticisms voiced directly at it is that it seems a trivial change, and should have been higher. Perhaps so, but as was pointed out to me when discussing the change, notifications have to be loaded each time you log-in, and people are really bad at clearing down their saved notifications. Thus setting the limit too high could result in some people’s log-in being impacted as the notifications file is loaded, and so it might be that the Lab is erring on the the side of caution in order to see how things go.

But be that as it may, the fact remains that the Lab are at least trying to offer more useful benefits to Premium members. It may well be that given the state of things, all they’ll ever be able to do is twiddle at the fringes in order to try to make things more attractive. If so, then hopefully as small as it is, the IM cap change will prove the be just the tip of the iceberg, and in time we will see a broader range of perks and tweaks sufficient to give us all some measure of satisfaction with Premium accounts.

RC regions and inventory issues

Update: March 31st: The Lab hopes to have a fix deployed to all three RC channels on Wednesday, April 1st. In terms of the problems related to disabling the HTTP Inventory option, which this fix does not address (see BUG-8917), the Lab notes that going forward, users should keep this option enabled, otherwise issues of load failure will occur. As such, it is anticipated this option will be hidden from general view within the viewer at some point in the future. 

The server-side deployment to the three release candidate channels (Bluesteel, LeTigre and Magnum) during week #13 included updates focused on reducing instances of inventory loss, and also included some server-side code clean-up. Unfortunately it also brought with it the potential to create a few inventory-related issues.

The problems are reported in BUG-8877, and have the potential to affect anyone running a version of a viewer that does not have the recent AIS v3 updates (e.g. the current release of Firestorm and, I believe, Singularity), and / or any viewer with or without AIS v3 updates which is running with HTTP Inventory disabled. However, they will only occur when you are actually located on an RC channel region, and then only in situations described below.

You can ascertain whether or not you are on an RC region via the viewer’s Help > About floater.

You can tell whether or not you are on a simulator RC channel via your viewer's Help > About floater. If you are currently on a region running on the Main (SLS) channel the viewer will report "Second Life Server", followed by the version number. If you are on an RC channel, the viewer will report "Second Life RC" followed by the channel name (Magnum, Bluesteel or LeTigre) and version number
You can tell whether or not you are on a simulator RC channel via your viewer’s Help > About floater. If you are currently on a region running on the Main (SLS) channel the viewer will report “Second Life Server”, followed by the version number. If you are on an RC channel, the viewer will report “Second Life RC” followed by the channel name (Magnum, Bluesteel or LeTigre) and version number. The problems noted here will only occur on RC regions (click to enlarge, if required)

There are two problems which are being encountered:

  • If you empty Trash and relog when using a viewer without the AIS v3 code updates (e.g. the current release of Firestorm), the purged items will reappear in Trash the next time you log-in to SL. This will not happen if you are running a viewer with the AIS v3 updates – your Trash will purge and remain empty, as expected
  • If you are running the viewer with HTTP Inventory disabled, and clear cache, your inventory will not fetch as long as you remain on an RC channel region, leaving you a cloud (see below). This will happen regardless of whether you are running a viewer with or without the AIS v3 code updates
One of the current RC issues: If you have HTTP Inventory DISABLED (see the unchecked item in the Develop menu) and then clear your cache in an RC region, on relogging, you'll find your inventory will fail to fetch
One of the current RC issues: If you have HTTP Inventory DISABLED (see the unchecked item in the Develop menu) and then clear your cache in an RC region, on relogging, you’ll find your inventory will fail to fetch

Until such time as the server-side code has been updated, these issues can be overcome / avoided by:

  • Moving to any non-RC region to purge Trash properly without items returning following a relog
  • Re-enabling HTTP inventory in your viewer (CTRL-ALT-Q to display the Develop menu, if required, and then checking HTTP Inventory), and then relogging to overcome issues of inventory fetching following a cache clearance when on an RC region.

The JIRA reporting the issues has been imported by the Lab for an immediate fix. This probably means – subject to confirmation from the Lab – that the code currently on the RC channels will not be promoted to the Main (SLS) channel on Tuesday, March 31st, and that a fix will (hopefully) be deployed to the RC channels on Wednesday April 1st. I’ll have an update in my usual SL project update reports in due course.

Second Life is [in] Good today

Nalates Urriah pointed me to an article in Good magazine in which freelance writer Mark Hay discusses Second Life.

Now, before you start groaning, the piece is actually pretty good. Unlike wannabe writers of the Marlon McDonald ilk (whom I rebutted last year), Mark Hay has actually – shock, horror! – researched his subject prior to putting fingers to keyboard.  Not only that, he’s actually taken the time to comb through Flickr and found images that both reflect how Second Life actually looks today – so double kudos to him from the outset.

Don't be fooled by the look: Mark E. Hay offers a perceptive take on Second Life (image: Mark E. Hay)
Don’t be fooled by the look: Mark E. Hay offers a perceptive take on Second Life (image: Mark E. Hay)

What’s more, while at a little under 1500 words in length, Second Life is Staying Alive may not be a in-depth piece of analysis, but it is a considered and balanced peace which offers a largely impartial and fairly accurate examination of the platform – and a thought-provoking one at that, and in a number of ways.

For my own part, what makes this article particularly interesting is the social bent it takes. That it does is not precisely the interesting point, after all, Mr. Hay has something of a background in sociology by education. Rather it is the views he offers up which may not only be eye-opening for those who have heard about, but not really looked at, but which also offer food for thought on a number of levels even for those of us already engaged in the platform.

Some of the latter may not be immediately obvious, and may require a second reading in order for them to fall into place. As such, they may not even have been intended at the time of writing, although I suspect some of the examples he cites are far from mere happenstance when one looks at the wider context in which SL is at times held within the media.

This really kicks-in after he gives a very short potted history of some of the platform’s highs and lows and the apparent loss of interest in it that occurred within the wider world. Here he points out that despite all the claims otherwise, the platform does continue to enjoy widespread use around the globe with average monthly log-ins not that far below those enjoyed during its “peak” popularity. from this, he offers his own explanation to why this is the case: the ability to socialise and create / join communities in which those who are otherwise globally dispersed to engage with one another and create environments for that interaction which go beyond anything achievable through other mediums.

Give Us a Kiss, Dear, by Serena Snowfield on Flickr Not only does Mr. Hay offer an interesting and thought-provoking take on SL, he also takes the time to search through Flickr and locate images for his article that offer a fairer indication as to how the platform can look, such as with this image called “Give Us a Kiss, Dear”, by Serena Snowfield on Flickr

OK, so for those of us within SL this may generate something of a “no s*** Sherlock,” reaction; we are, after all, seeing this on a daily basis, either directly through our own involvement in the platform, or as a result of our travels within the platform.  However, other than the “fnar, fnar” finger-pointing or feigned outrage  at “the porn”, the ability for SL to provide a means to generate such societal interactions and ties seems to be something that has gone right over the heads of most of those willing to comment on the platform. Thus, Mr. Hay’s view is a timely, and welcome counterpoint to the frequent negatively which accompanies public mention of Second Life.

But this isn’t the sole thrust of his thinking. as he points out, the ability for SL to generate such social and sub-cultural networks and groupings isn’t actually new; it’s actually pretty much the way in which the Internet as a whole has grown. What does make SL unique, however, again as he identifies, is in the manner of the depth of creation and tangible persistence it offers all these various groups and sub-cultures, something what hasn’t previously been found within digital mediums and which has thus become the reason why many of us keep coming back to SL.

In this – and while he doesn’t point to it directly, but rather references it obliquely in mentioning attempts to bring the likes of the Oculus Rift into SL – his piece also highlights another potential within Second Life. Because it it can and does present the means for the creation, growth and sustained use of sub-cultures and societal interactions and structure which might not otherwise exist, it stands as the precursor for things to come in the promised VR revolution over the course of the next decade. Hence, his reference to Tom Boellstorff‘s seminal Coming of Age in Second Life: An Anthropologist Explores the Virtually Human, although offered in a broader context, is both unsurprising and entirely appropriate.

But even without all of this deeper ponderings, which as Mr. Hay correctly states, are all part of the future, his article neatly encapsulates why Second Life has endured and will likely continue to endure for the foreseeable future, as he points out in his closing statement:

For now all we can say is that Second Life is not as dead as many think. It just wasn’t the world we thought it was half a dozen years ago. Rather than a place that would reinvent everyday life for the masses, it became a place for the gathering, manifestation, and expression of societies and ideas that might not otherwise get to exist. And as long as it fulfils that purpose, it will most likely not fade away any time soon.

If you haven’t done so already, go read what Mr. Hay says about Second Life, and if you like what you’ve read, Tweet him. Better yet, get your SL-dubious friends to give him a read, they might just change some of their perceptions.

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Meet the Lindens, Wednesday, March 25th

Back in November 2014, the Lab held a get-together with residents at  Meauxle Bureaux, the official home of the Linden Department of Public Works (LDPW) moles. It proved to be the first of a growing number of social events, which have also included the return of the Lab / residents  winter snowball fight.

On tuesday, March 24th, Xiola Linden posted a Twitter message offering a further invitation for residents to get together with Lindens. This will again take place at Meauxle Bureaux, this time on Wednesday, March 25th, between 12:30-13:30 SLT.

The next meet-up with Linden folk will take place on Wednesday, March 25th, between 12:30 and 13:30 SLT at Meauxle Bureaux
The next meet-up with Linden folk will take place on Wednesday, March 25th, between 12:30 and 13:30 SLT at Meauxle Bureaux

So, if you’ve missed previous get-togethers, make a note of the time and place!

Meauxle Bureaux Ye Olde Abner Mole Pub could be seeing some heavy custom (Lindens are said to like their rum, rum, rum, rum, rum ...!)
Meauxle Bureaux: Ye Olde Abner Mole Pub could be seeing some heavy custom (Lindens are said to like their rum, rum, rum, rum, rum …!)

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