Since it first opened in 2011, Linden Realms has proved to be an enduring game within Second Life. It’s seem various updates over the years, with the most notable (until now) occurring earlier this year when the existing playing regions were effectively fire-bombed as a part of an ongoing saga involving the wicked Ruth, she of the villainy in Tyrah and the Curse of the Magical Glytches (see my review here) and named for the original default avatar of Second Life.
On Tuesday, October 9th, linden Lab announced the latest revamp of the game, which sees it completely overhauled in looks and aims, building further on the backstory of Ruth and possibly – just maybe, perhaps – (I’m not going to give everything away) seeing the return of Old Boozehound himself, Magellan Linden.
In the new version of the game, the Linden Realms regions get a much-needed face-lift with much more modern-looking mesh items (most notably the rock monsters). In terms of game play, players must complete tasks and try to reassemble Ruth’s magical amulet … the breaking of which might have led to Magellan faking his own death in order to escape her wrath. (If this all sounds like the script from a soap opera, wait until Tyrah wakes up and finds Magellan stepping out of the shower*. Just kidding! Although on second thoughts, I wish I hadn’t; the mental image of an undressed Magellan is now fixed in my head.)
Anyway, I’m not going to go into great depth here, on account that LL have themselves with a veritable tome of documentation and images on the updated game. Suffice it to say, collecting crystals (exchangeable for L$) is still very much a part of things, so expect the new Linden Realms to be as popular as previous iterations.
I can say the new look is refreshing when compared to the old, and the detailing such that the locations spread across the 12 regions of each game area shouldn’t place too much extra load on things when avatars are running hither and thither in their hunt for crystals and amulet bits.
The game HUD has also been nicely updated, and looks the part – the old one really was looking long in the tooth.
As always, accessing the game is done via the Portal Parks (links below). As with previous iterations, those new to the game will have to accept the experience to gain access, but if you’ve previously played and have not revoked the game, you’ll be automatically granted access. And no, this isn’t anything to do with Project SSR 😀 .
More is promised by the Lab on Linden Realms, by way of an article on how this new version was developed and built, as a part of the Lab’s efforts to show creators how tools such as Experience Keys might be used.
*Yes folks, A Dallas reference!
Portal Park SLurls
Note the portal Parks and Linden Realms are all rated General.
Linden Realms, first introduced by the Lab in 2011, has proven surprisingly popular among residents. An early example of the Lab’s (then) nascent experience tools, the appeal of the game is – in part at least – its relative simplicity (coupled with the Linden Dollar rewards). In short, players are delivered to a 12-region location (there are several – all identical – on the grid) – where they can receive a game HUD and instructions. Then it is a case of running around the landscape collecting crystals which can be exchanged for Linden Dollars.
Crystals come in three colours, reflecting their rarity / value, and they can be collected by running over them. However, this being a game means there are a range of hazards – from the rock monsters patrolled the regions and which will chase you if you get too close, through to toxic waters, fireball-spewing rock carvings, treacherous caverns and so on. However, no-one actually dies from these hazards – being “caught” by any of them will lead to players being teleported to one of several “resurrection circles” (generally the one closest to the point where they were “caught”), and then they can resume the game. Or those are the basics.
The game has been tweaked a few times along the way (such as being opened to all SL users a month after it opened, rather than remaining Premium-only), and on Thursday, March 15th, the Lab announced the latest of these tweaks: a new fiery look for the Realm regions. In a very brief back story, it seems the wicked Ruth (she of the villainy in Tyrah and the Curse of the Magical Glytches – see my review here) has used Magellan Linden’s coffin (launched into space as part of the prologue to the Tyrah story), to divert a comet so it has crashed on the Realms, leaving them in flames (technically, it should have flattened them, but I’ll push the space fan in me to one side 🙂 ).
From the – admittedly brief – time I spent there, game play is still the same as previously, just now within a lurid, smoky-orange environment where trees and building equally burn. How long it will remain so is hard to say, but right now, and allowing for the aforementioned point that Linden Realms has retained popularity through the last 6+ years, the new look and feel does appear to be attracting the curious and encouraging them to play.
Should you opt to renew your acquaintance with Linden Realms (or even hop over to play it for the first time), don’t forget that the regions are also available for the capture of Glytches from Tyrah and the Curse of the Magical Glytches mentioned above. Just be sure to wear your Tyrah HUD and Glytch capture weapon at the ready, as the note in local chat reminds you on first arriving within the Linden Realms regions:
If you would like to play Tyrah and the Curse of the Magical Glytches on this parcel (and many others) you need to be wearing a HUD and a weapon for collecting Glytches. If you do not have a HUD or weapons for collecting the Glytches, you can collect them from Hartyshire (144,126,23). You can read more about the game Tyrah and the Curse of the Magical Glytches at this URL: https://wiki.secondlife.com/wiki/Linden_Lab_Official:TCMG.
And happy hunting, whether it is for crystals or Glytches – or both.
Linden Realms, Tyrah and other Linden-created destinations can be reached via the Portal Parks:
On Monday, September 18th, 2017, Linden Lab announced the launch of their latest Experience Key based game for Second Life users to enjoy. Entitled Tyrah and the Curse of the Magical Glytches, it is something of a departure from previous games such as Linden Realms, PaleoQuest and the Horizons adventure. Not only is it grid-wide in nature (the first time Second Life experiences have been used on a grid-wide basis), it will in time also allow parcel holders to host the game on their land if they so wish – possibly attracting traffic to their locations.
I was able to see and try the game ahead of its launch, and thought I’d offer an overview and some feedback, as well as take the opportunity to ask a few questions of Dee and Patch Linden about the game and the reasoning behind it.
Tyrah and the Curse of the Magical Glytches is a combination hunt, capture game and first-person shooter. It builds on elements seen in previous games from the Lab, but is far broader in scope. There are two basic aims of the game:
Capture mischievous Glytches as they wander SL and perhaps gain gems from them, and / or an immediate prize of a Glytch – which might be a shoulder / head pet, held pet, or follower (all of which can be traded between users) or even complete avatars.
Collect coloured gems – which can be redeemed for weapons upgrades, and/ or access into the game’s bonus regions and / or prizes
A video outlines the game’s back story. I’m not going to say much on this other than, “alas, poor Magellan, I knew him, Horatio. A fellow of infinite drinking ability and most assured desire for food…” – or something (with apologies to W. Shakespeare, Esq).
There are several aspects to playing the game, which are covered in another video; but for those who prefer to read things, I’ve outlined them below.
Hartyshire is the heart of the game. Reached via the Portal Park, it is the place where people can learn more through the aforementioned videos, and where players obtain their Glytch Starter Kit, can upgrade their weapons, claim prizes or – gem and weapons upgrades allowing – access the special bonus regions. There is also a range of free gifts for visitors, whether or not they join the game. There are three important areas in Hartyshire:
The Gem Apothecary is where players can:
Obtain a game Starter Kit: with everything needed to start playing: a note card of instructions, the game HUD (see below) and a jar – your first Glytch catching weapon. The kit is delivered as a folder to your Inventory.
Upgrade their Glytch catching weapon: use gems given by Glytches to upgrade from jar through swatter and net to gun. Each weapon improves the chances of catching Glytches. Replacement weapons can also be obtained here.
Claim Gem Lottery Prizes: contains prizes from the Lab’s previous games, split into three groups – Common, Rare and Epic, corresponding to the three gem colours – Green, Pink and Blue. Prizes in each category can be obtained by redeeming the required gems of each colour.
The Gift Shop is where visitors to Hartyshire can collect game-related free gifts and hatch their SL14B gift egg to gain their first Glytch.
The Bonus Region teleport portals – of which, more below.
To play the game, players must wear the game HUD. Removing this at any time stops all game-play, saving the player’s current status (e.g. gems taken, current weapon upgrade, etc). Players can re-join the game at any time simply by wearing the HUD once more; there is no need to return to Hartyshire in order to do so. The Glytch catching weapon can also be worn, although the game will also function without it.
With the HUD worn, players click the Next Loc(ation) button to teleport to a location where they can hunt Glytches. On arrival, the Map can be opened to see where the Glytches are. A maximum of five Glytches can be caught per location, after which players should use Next Loc to move to another location to continue the hunt.
At the moment, Glytches can only be found on assorted Linden / LDPW regions and parcels. In the future, residents will be able to apply for their land to be added to the game – of which more anon.
Glytches can be hunted in either first- or third-person view, but must be captured in first-person (Mouselook) view by clicking on them with the left mouse button. Note the range at which a Glytch can be caught varies with the weapon being used, and not all captures will be successful.
A failure to catch a Glytch can result in it casting a spell on the hunter. They’ll also use spells if startled or to protect one another. Spells vary from silly dances to anvils dropping on heads, but they will allow the Glytch to escape by de-rezzing (another will rez nearby).
A successful capture will result in a cage appearing around the Glytch and a message displayed on the game HUD. The Glytch may also offer you a reward. This might be gems or it might be a Glytch prize – or both.
Note that when a glitch prize is given, players must switch to third-person view (ESC) and Accept the Glytch via the notification displayed in the top right of the viewer window. Failure to do so may result in the prize being lost. If the notification collapses before it is clicked on, it can be re-opened via the Notifications tray.
To help keep the game fresh, new Glytches will be added over time A wiki-based Glytchopedia will also be published in due course, listing all the Glytches.
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.
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!”
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.
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.”
In 2012, Loki Eliot created The Well, a horror themed mystery adventure about attempts to rescue a little boy who had fallen down an old well and into the labyrinth of tunnels and caverns which lay beneath it. In 2013, he followed this with The Well:Sollicitus. Set a year later, it set players the challenge of discovering what had happened to a science team that vanished while exploring the labyrinth.
Now, in 2015, comes the third instalment of this unfolding story: The Well Infirmos. Set some time after the events of 2013, it places the player in a mental hospital. how they got there, they have no idea – but perhaps it was a result of their experiences beneath the well. But there is something strange out this hospital: the staff and other patients have vanished, and while the wisest move would be to simply get out of there, the only way to do so is by investigating what has happened; something which means an eventual return to the well and its caverns.
The Well is an Experience based game, requiring the payment of a one-time fee of L$100 to the vendor at the landing point, which registers you to play the game as often as you like. Once paid, press the Start button on the vendor to receive the game HUD, which will auto attach to the bottom of your screen, and will self-destruct on leaving the game area. Should you return another time to play again, simply click the Start button on the vendor to receive a new HUD.
Once you have the HUD attached, approach the Well to view a brief introduction to the game before you arrive in the day care room of the hospital. Here you must explore the various rooms and offices – door will open as you reach them, and your camera will auto-focus on items of interest. You will need local sounds enabled, and make sure you have the volume turned up.
I don’t want to give too much away, other than to say the child’s drawing you find around the hospital are of import. However, you’ll know you’re on the right track when you emerge from the Security Office after seeing / hearing everything you need, to find the hospital strangely altered and the day care room is now dominated by a huge hole which offers you the only way forward.
And so you return to the tunnels beneath the well, and you must find your way through them using the teleporters, which may either carry you forward or backwards, and avoid the child-like Shadows. A direct encounter with this will affect your sanity, as shown on your HUD, and if this drops to zero, you will be returned to the landing point and have to start over. You’ll also be returned to the mouth of the well when you have successfully reached the end of the game – and receive a little prize as a memento.
Those who have played previous iterations of The Well will find this latest version familiar – which doesn’t make it any the less interesting. The major change is to the start of the game when your are in the hospital, but “down below” in the caverns has also been given a few new wrinkles. If I’m honest, moving around some of the hospital rooms can leave your camera on the wrong side of a wall and it can also be a little tricky getting close enough to some of the drawing to auto-focus on them, but not to the extent that the game is spoiled.
Overall, The Well: Infirmos is an engrossing third instalment to the story, which I enjoyed as a returning player, and Jodi and Andi, who took to the caverns as first timers, reported they had a great time playing. And if you have an Oculus Rift, make sure you use it when playing – The Well is fully suited to complete VR immersion.
Loki Eliot is renowned for his scripting and building abilities in Second Life – and rightly so. His ideas, designs and builds stand at the forefront of what can be achieved in-world in terms of games and immersive activities, and he is always quick to embrace new platform capabilities and opportunities.
In The Well: Sollicitius, he brings all of these talents and abilities together to present an immersive and engaging experience, complete with a special guest star.
Given the time of year, The Well is a little bit of a horror story mixed into a mystery you must solve. It actually expands on an experience Loki created last year, which he has now enhanced to include more twists in the story and which makes use of recent SL innovations such as materials processing.
This does mean that the game is best experienced with Advanced Lighting Model active, and preferably with Sun/Moon + Projectors enabled. Loki has placed the entire experience as high up in the sky over his region as he can in order to minimise lag and the performance hit running with shadows enabled can create, so if you have a moderately good graphics cards, it’s worth giving Sun/Moon + Projectors a go if you can. If you still find yourself struggling, try disabling that option, but leaving ALM active. Also, do make sure you have sounds on, they are very much a part of the experience.
The backstory to The Well is that a young boy fell down a well, and he and the rescue team which descended to recover him vanished without a trace. Now, a year later, you have arrived at the scene to join a scientific team sent down to the cavern and caves beneath the well in an attempt to understand what they are and discover what happened to the ill-fated young boy and the rescue team.
Except that, by the time you arrive, the science team has also vanished…
The Well is a HUD-driven experience, and as such makes for very immersive game play in that there is no need to click on anything in-world once you’ve started; as you move around, the HUD responds to your position and offer-up choices and information – and a few other things as well :). All you have to do is click when a choice is required, or click to clear any message. The HUD cots L$100, and can be purchased from the vendor at the start of the experience.
Note that once started, removal of the HUD means you’ll have to return to the start and begin again. So if you want to enjoy The Well to the fullest, set aside about an hour of your time.
Once worn, the HUD unlocks access to the experience and presents the opening credits before setting the scene for you. This is very imaginatively done through a BBC News 24-style bulletin. Once the titles have rolled and you’ve cleared the instructions, you’ll be teleported down into the cavern beneath the well, where your adventure begins.
I don’t want to give too much away in terms of what to expect – that would spoil the fun! Suffice it to say, the main rules are, walk around the opening scenes carefully. There are clues and aides to be found which will help you along the way. The Well make use of SL’s experience permissions, so teleports are prompted as a part of the game’s progression, again making the moves between scenes as seamless as they might be, allowing for the necessary permissions being granted.
As the instructions note, you have a Sanity Meter. This starts off in the green, but will drop down and eventually arrive in the red if you let the Shadows get to you too much. If the meter reaches zero, you’ll be teleported back to the start. I’m not going to say too much about the shadows, other than they tend to travel in pairs, so if you see one, keep an eye out for the other when dodging! Oh – and you really should have the sound on ready for when they do grab you :D.
The name of the game in The Well is choices. As you progress through the tunnels, you’ll come across additional caverns where you’ll be given choices. Some may lead you onwards, some may set you back to an earlier part of the game, some might simply put you back where you started just before reaching them. Hence why you need to set aside a reasonable amount of time to complete your explorations.
Those that do find their way to the end face one final choice. To go left or to go right. It sounds simple, but given the nature of the one offering the choice, don’t expect things to perhaps be as straightforward as you might think. Once you have completed the experience, you will be returned to the starting point and offered your reward.
To call The Well a game isn’t really doing it justice, per se. It really is an experience, and an enjoyable one at that. It combines some of the genuine strengths of the platform with some of its latest features to present an entertaining and engaging means of spending a portion of your time in-world. Sure, it can be subject to the vagaries of the platform at times, but there is nothing that really impacts the experience to the point of distraction, and it is clear from the way the various “levels” have been spread around Loki’s region, coupled with the height at which he has placed them, that Loki has worked hard to minimise as many causes of lag which may otherwise occur as possible.
This is the kind of experience which would be ideal for the Oculus Rift. As everything is proximity-based in terms of the in-world interactions, and HUD- based in terms of actual interactions via the mouse, The Well would seem to naturally lend itself to a fully immersive first-person experience. Loki and I briefly discussed this idea after my “rite of passage” through The Well. Sadly, he’s a little hampered in terms of Rifting the experience, as a “Rift-ready” version of the viewer with basic UI support has yet to appear for the Mac. However, the potential is there, and while I’m unlikely to opt for a Rift headset myself in the foreseeable future, The Well has left me intrigued as to exactly how Loki will be working with the headset in the future.
In the meantime, I highly recommend The Well if you’ve not already tried it. It is more than worth the time taken to visit, explore and experience.