The 20th edition of Lab Gab will be live streamed on Friday, April 3rd at 10:00 SLT (18:00 UK; 19:00 CET). For those who have not seen the official blog post about it, the segment will feature members of the Second Life Engineering team: Oz Linden, April Linden and Ekim Linden.
Oz Linden is the Lab’s Vice President of Engineering and a member of the company’s management team. Together with Grumpity Linden and Patch Linden, he is responsible for SL’s technical and operational directions. He specifically overseas the Lab’s engineering teams to manage all aspects of the Lab’s server environment (hardware and software) and the teams engaged in all aspects of viewer development and testing.
April Linden has become familiar to many SL residents for her honest and informative blog posts explaining what happened and how things were fixed when Second Life suffers a significant system upset and / or outage. As the Lab’s Systems Engineering Manager, she particularly coordinates and manages all aspects of the Lab’s server operations, including dealing with the third-party teams who physically care for the Lab’s hardware at its data co-location centre.
Ekim Linden is the Lab’s Director of Web Engineering, as manages the engineering team directly responsible for the Lab’s web properties (such as the Marketplace, the secondlife.com website, etc).
All three are responsible for managing and coordinating the extensive work in transitioning all of the Lab’s services from their dedicated hardware and infrastructure and to recognised cloud services operated by Amazon (AWS) and Google. As such, they are appearing on Lab Gab to talk about this work – which the Lab refers to as the Cloud Uplift – although doubtless, other subjects will come up for discussion.
If you have a question you’d like to put to Oz, April or Ekim (or all of them), particularly on the uplift, make sure you submit it via the Lab Gab Google form.
As usual, the programme will be streamed via YouTube, Facebook, Mixer, or Periscope, and if all goes according to plan, I’ll have a summary of the video (and the video itself) available soon after the the broadcast, for those unable to watch live.
The following is a summary of the VWBPE Above the Book session held on Thursday, March 26th. The session featured as guests, Ebbe Altberg, CEO of Linden Lab and Patch Linden, Vice President, Product Operations and a member of the Lab’s management team.
The video of the session is available on You Tube and is embedded at the end of this article, while the following is a summary of the discussion’s key points, with time stamps to the relevant points in the video for reference.
Ebbe Altberg had a significant viewer issue that precluded his participation in the first half of the discussion, as such the majority of the summary points below are based on Patch Linden’s responses to questions etc. Where they are based on a reply or comment made by Ebbe, they are preceded by “[EA]”.
Time stamps commence at the 18-minute mark because there is a significant blank lead-in to the video.
On March 13th, 2020 linden Lab introduced a limited time offer for education and non-profit organisations to to obtain full regions in Second Life / reduce their current full region tier to US $99.00 per month.
Once granted the fee reduction will remain applicable “as long as their [the organisation’s / individual’s] invoicing is current.”
The reduction is something that had been under consideration by the Lab prior to the SARS-Cov-2 / Covid-19 situation, but it seemed that given the situation with learning centres around the globe being closed around the world, now was the time to introduce the offer in order to help organisations find a place where they can continue to offer lessons / services alongside of other options they might be exploring.
Alongside of the educational / non-profit discount, Linden Lab also created a micro-website and an accompanying updated FAQ promoting Second life as a working environment.
This is designed to appeal / apply to to broad range of potential use-cases: educational, business, etc.
It is being actively used by LL to coordinate responses to the needs of those making enquiries and correspond with applicants / interested parties.
Connected to this work, the Lab has offered a set of seven turn-key solutions for interested parties.
Comprising single and multi-region facilities, which see a clever re-purposing of existing designs (e.g, the Horizons hub area, the Bellisseria Campwich lodge, the SL16B auditorium, part of the Paleoquest regions), as well as the 4-region Linden Town Hall facilities.
The single region facilities have been intentionally optimised such that they can comfortably and consistently handle 75 avatars apiece without becoming stressed.
The seven new pre-fabricated business/ meeting environments provided by Linden Lab.
There has also been some marketing work alongside of this to help raise awareness of SL’s continued presence as a platform (the UK’s Daily Telegraph ran a paywalled article on SL and remote working on March 26th, for example).
SL and Technology Related Questions
[24:24-25:33] Cloud Uplift: will sharding / instancing of regions be possible?
Potentially, but much further down the road.
The focus at the moment is on transitioning the SL infrastructure and getting it to a point where regions can be operated via the cloud.
Opportunities for product offerings, etc, will be considered some time after the uplift has been completed and costs, etc., better known.
[32:07-34:34] Despite all the talk of VR headsets and immersivity being ” the future”, the fact is virtual worlds already provide a 3D, immersive experience, even if viewed via a 2D screen. Given high frame-rate VR systems are still outside of most people’s pockets / interest, don’t you think worlds like SL are due a renaissance?
VR is a fully immersive experience that cannot be matched for its sense of presence.
SL has some significant challenges when it comes to that kind of immersive experience it will need to rise to [FPS, optimised content / content management], and / or the VR hardware requirements will need to come down to make VR is SL acceptable. They will likely draw together in time, but that’s not something for SL’s current roadmap.
[40:17-42:25] Has the more widespread availability of bandwidth and higher speed connectivity made it easier for people to connect to Second Life?
Yes. The ability for ISPs to provide faster connectivity, particularly now with fibre, has helped with SL’s global reach and accessibility.
16-17 years ago, cable DSL was just coming in, and people without it, particularly if far away from the SL data centres, could experience issues with connecting. Over the last decade, the reported incidence of these kinds of issues has decreased to a point where they seem to be rarely heard.
Region owners facing such issues are encouraged to approach the Second Life support team.
As it is, LL is working specific with Ey Ren, the estate owner for Second Norway / Sailor’s Cove East to try to resolve that situation.
Second Life and the Future
[1:02.07-1:07:38] As LL is again a single-product company, what is the vision, looking forward?
As already mentioned, the cloud uplift to AWS and Google is a major focus, and will take up most of the Lab’s time and effort throughout 2020, with the goal of completing the work in 2020.
It is hoped that the basic transitioning to the cloud will produce meaningful performance improvements.
There will not be a significant number of features coming on top of this work outside of those committed to (e.g. EEP, Name Changes, Premium Plus).
However, the uplift should position LL / SL for a long-term future, and should be seen as a commitment on LL’s part to the continuance of SL – the investment required in the shift would not have been made if there was a lack of confidence about the platform’s future.
LL itself is in a very comfortable position and profitable.
Further, the company’s organisational set-up means that it has not been overly impacted by the current pandemic crisis.
Second Life is seeing rising engagement and concurrency at present.
Overall the company has a very positive view of the future for SL, and very pleased with where they are in terms of the SL product offering.
Those interested in learning more about the technical side of SL can tune-in to the April 3rd edition of Lab Gab, which will feature Oz Linden, VP of Engineering and members of his teams.
Ebbe himself is now “100% devoted” to Second Life and Tilia.
Education Related Questions
[25:45-26:47] Will SL be able to connect to Canvas LMS? A lot of this can be supported through the in-viewer browser and via the viewer’s implementation of Chrome Embedded Framework (CEF).
Improvements to media / web handling in the viewer are being made (notably media and CEF), and there should hopefully be more news on this Soon™.
[27:39-28:29] Can more be done to allow people to bring in their “traditional” and familiar 2D means of presentation (e.g. PowerPoint, etc), into SL beyond having to use use things like Media On A Prim (MOAP), etc?
The coming updates to media / web handling might have a lot to do with this, particularly in displaying 2D information formats. Essentially, if it is web-based, then you should be able to display it in-world.
[EA – 52:49-54:29] SL is perfect for iterative, interactive classroom activities and allowing students to contribute content to the classroom and in experiential education (field trips, learning through directed activities / simulation / training). However, more could be done to make the more traditional teaching tools – blackboards, whiteboards, video presentation, etc., – available / easier to utilise with Second Life.
[37:57-38:55] What about screen sharing / desktop sharing with SL?
Would be challenging to provide through Second Life, but obviously there are applications that will allow Second Life itself to be shared between screens / desktops.
It’s unclear as to what form any path to providing screen / desktop sharing within SL / the viewer might take.
[55:25-57:40] Can teaching environments be locked down to only allow students and staff access, and to prevent students teleporting away?
Regions do allow levels of privacy (access by group, access list, region / estate-level access blocking, etc.). It is also possible to bring users directly into a specific region / estate, and created accounts can be locked to a specific region / estate.
The siloing capability is available in Second Life, and it is made available to educators to use, and are available as a part of the educational / non-profit region fee.
While it is not being considered by the Lab at present, it might be possible, post cloud uplift, to enable separate Second Life grids to be spun-up with completely different user name / account spaces associated with them.
If there are specific use cases for access control that aren’t provided by the Lab, or ways in which LL might provision specific market silo support, educators / physical world business users are encouraged to contact Patch and his team to discuss them or send ideas to business-at-lindenlab.com.
[1:07:53-1:10:54] Could a controlled space be provided where educators could collaborate to produce material in-world for students?
Can already be done.
A portal style space showing what is available for education in SL might be possible. One used to be provided, and LL might be interested in partnering with educationals to again provide one. Ideas can again be passed via business-at-lindenlab.com.
Sansar Related Discussion
[43:05-49:54] Second Life (and OpenSim) has always offered the ability for real-time content creation, which has been seen as one of the major attractions for it, and it was something lacking in Sansar that may have contributed to its lack of appeal. Do you think there is a long future for Second Life with its ease-of-creation?
[EA] Nowadays original content creation within SL is rare; most users are more customisers that original asset creators; they purchase items and then lay them out. Clearly, content creation & collaborative design are required in a virtual space, but do they need to be in the run-time environment?
[EA] Sansar took the route of separating the design process from the run-time environment to allow the latter to be a more performant environment, allowing everything placed in the design environment to be properly optimised [“baked”] to provide a good run-time experience.
[EA] Sadly, LL never got to the point of implementing collaborative design in the editor, or in really giving power to users to design their space without having to have a lot of expertise.
Decision was made to sell Sansar and give the team that had been working on it to go and raise funds to try to go it alone with Sansar.
Was felt that it was easier for them to raise money as a separate entity from LL, given that Second Life is an established brand and Sansar was effectively a start-up brans within the environment responsible for Second Life.
As it is all of the staff who worked on Sansar are getting employment offers from Wookey project Corp., the new owners.
Linden Lab remain something of a partner to Sansar, as the platform will continue to use Tilia Inc, the Lab’s micro-payments / virtual world tokens subsidiary to manage Sansar Dollar payments and payouts. Tilia itself will be growing its customer base with more clients lined-up to join it.
The 19th edition of Lab Gab will be live streamed on Friday, March 27th at 10:00 SLT (17:00 UK; 18:00 CET). The segment will feature Ebbe Linden (aka Linden Lab CEO Ebbe Altberg) and Brett Linden, Senior Director of Marketing, two recent guests on the show (see here and here for summaries of their prior interviews). They are returning to address, as the official blog post states:
Discussing how Linden Lab is responding to the public health crisis to ensure uninterrupted Second Life operations, as well as how the company is offering new remote turnkey solutions for conferences, events, or classes.
This is once more a segment during which questions from Second Life users will be put to Ebbe and Brett, so if you have anything you’d like to ask – particularly in relation to the SARS novel-coronavirus pandemic and Second Life / Linden Lab operations, although not necessarily restricted to that topic – be sure to submit them via the Lab Gab Episode 19 Questions form. Not all the questions may be asked / answered, but if you don’t try, there’s a greater chance your question may not be asked anyway!
The programmed will be streamed via YouTube, Facebook, Mixer, or Periscope, and if all goes according to plan, I’ll have a summary of the video (and the video itself) available soon after the the broadcast, for those unable to watch live.
On Friday, June 28th, 2019 at the SL16B celebrations, the last of five Meet the Lindens sessions took place at the SL16B Auditorium. This was a special session, featuring as it did members of the Linden Department of Public Works – aka, the Moles.
A veritable host of Moles surfaced for the session, along with Patch Linden, comprising Abnor Mole, Naughty Mole, Squeaky Mole, Missy Mole and Alotta Mole, all of who can be heard in the video. They were joined by Glowing Mole, Quartz Mole, Spiffy Mole, Lost Mole, Squishy Mole, Glamorous Mole, Ancient Mole, Garden Mole, Paranor Mole, Shimmy Mole and Magic Mole.
The nature of the event, with so many people available to answer questions makes producing a summary a little difficult; instead, I offer an outline of what the Moles are, and the feedback of the key speakers on how they became Moles, and notes based both on comments during the session and the LDPW wiki page on how to become a Mole. For the rest, I recommend watching the video in full!
Who or What the Moles?
As surprising as it may seem, lot of SL users are not aware of what or who the Moles are.
Officially called the Linden Department of Public Works (LDPW) the Moles are SL residents from all over the world who have either applied to the Lab, or have been asked by the Lab, to work as paid freelance contractors. The LDPW is specifically geared towards enhancing the Mainland, as noted in the official wiki page, but they actually do a lot more than this.
The Linden Department of Public Works (LDPW) is a programme focused on improvements related to the experience of living on, or visiting the Linden Mainland. The LDPW will organize teams of Resident builders, artists, and scripters (the Moles!) to create new content on Linden Lab’s behalf and to the benefit of all.
The LDPW initially formed in 2008, and so is now in its eleventh year, and many of those involved in the programme today were recruited back then. The team is managed be Derrick Linden, the Product Operations Manager for Second Life, who reports into Patch Linden, and the team includes a number of Linden staff as well, including Guy Linden, Madori Linden, Kona Linden and Izzy Linden.
Within the Mainland, the Moles are probably best known for their infrastructure work – the roads, the railway lines, general continent layout, and all the many elements thereto. There have also been responsible for the development on Mainland projects such as the infrastructure within Nautilus City and, perhaps more particularly, the development of Bay City – which in their honour hosts an annual Mole Day festival.
Most recently, the Moles have been responsible for – and perhaps most visible with – the new Linden Homes continent, Bellisseria. They also produce the infrastructure for Lab-led events, including SL16B, the Lab-run shopping events, the town hall meeting spaces. But they also do far more than this, and work in many different areas, for example – and as a short list:
They produce content such as the Premium gifts.
The build and script the Lab-provided games such as Linden Realms, Paleoquest, Horizons and the grid-wide Tyrah and the Curse of the Magical Glytches – all accessible via the Portal Parks.
Their work is often used as an example of what can be achieved in SL, particularly with regards new functions and capabilities.
They work with multiple teams at Linden Lab, such as Marketing and the engineering team (Moles participated in projects such as Bento, for example, producing test content used in the development of Bento capabilities and in testing the Bento skeleton).
Helping with QA activities.
As residents, how much time Moles spend on their resident / personal accounts understandably varies in accordance with the work they’re engaged in. Some of the longer-serving Moles perhaps tend to focus predominantly on their Moles accounts / personas, while those who have more recently joined the team might spend more time split between their personal accounts and Mole accounts.
As freelance contractors, Moles also get to pretty much choose their hours of work – providing tasks are completed on time. An advantage here is that as the Moles are based around the world, some projects can at times move forward on something of a round-the-clock basis.
Over the years, the Moles have to deal with a with a lot, starting with selecting their Mole name. For this, they have to put forward three preferences, and either are award the one that’s available, or get to pick from those that are available – although there can be opportunities for them to change their names. They also have to deal with the more unusual in Second Life, as Abnor Mole explained:
With the games, we’ve had a lot of people who try to find a lot of creative ways not to play the game as you’re supposed to … In the Paleoquest game [in which tasks must be completed against the clock] … at the end, where you’re supposed to take a giant swab and you have to go and find the dino DNA, and you do that with the giant cotton swab … we found that somebody was going around and they would always find the “good poop” to swab the very first time, and we were, “how are they doing this?” And we’re looking and we’re looking and we’re looking, and finally we realised there was a time stamp on the creation of the object that was a little bit different on the “good” ones … they had gone that deeply into it to tell that that was how to do it [find the right item and complete the task]!
– Abnor Mole on one of the weird things Moles sometimes have to deal with
How Did You Become A Mole?
Abnor Mole: read about the formation of the LPDW in 2008, put in an application – back then this could be done via the Second Life website (and later the wiki), was interviewed by Michael Linden, who at that time managed the LPDW, and was accepted – so has been a Mole for 11 years. Among his many roles as a part of the team, he produces some of the videos associated with the like of the Paleoquest game.
Naughty Mole: was approached by Jack Linden (who used to manage the SL land team) as the LPDW was being formed with the aim of improving the Mainland, and he asked her if she’d like to join. One of the first projects she worked on was Barney’s Bay.
Squeaky Mole: is one of the “youngest” Moles, having joined the LDPW just over a year ago. He was “discovered” as a result of exhibiting at SLB, and the Lindens visited his region after which he received an invitation from Patch to become a Mole – and initially thought it was a joke!
Missy Mole: is also one of the “younger” moles, having joined the LDPW on June 28th, 2018. Also like Squeaky, she was approach by Patch to join the team, specifically in taking photos in support of Marketing work. She and Squeaky are two of the Moles who have done a lot of the work on SL16B.
Alotta Mole: like Missy, was approached by Patch as a result of his in-world photography, and joined the LDPW initially in support of Marketing work.
What Does It Take To Become A Mole?
Drop your resume (note card) on Derrick Linden or in-world or to Patch Linden. Include your areas of expertise and any links you have where the Lab can see examples of your work (in-world, Flickr, You Tube, etc).
Fully rounded content creators are encouraged to apply, but the Lab will also accept specialists.
Be outgoing, communicative, willing to work within a team.
Have a genuine passion for SL.
Remember, it is an actual paid job, and is treated as such. You will be interviewed, you’ll be expected to have a résumé (c.v.), and be able to demonstrate your SL-related work.
Everyone on the team has their specialities, what they’re strong with … we do have Moles who specifically do scripting; we have moles who specifically so mesh content work and texturing or just texturing; we have Moles who do texturing and photography; we have Moles who do sound work, animation work. So, if you can think of each thing, or each area you can do content creation work for Second Life and in Second Life – we pretty much have to cover every single one of those areas, and in some of those areas we need more than one person.
There’s folk that specialise in terraforming, folks that do region décor work [trees, road, etc] … people who have got an eye for putting that stuff together and out there, being good with Land Impact … maybe they don’t have a lot of capability in making that stuff, but the other people in the team that make that content do that for them, and then they’re the ones that carry through that next step.
On Thursday, June 26th, 2019 at the SL16B celebrations, the fourth of five Meet the Lindens sessions was held at the SL16B Auditorium. It featured Xiola Linden, Lead Community Manager and Strawberry Linden, Marketing Content Specialist.
The SL4Live TV video of the event is embedded below, with a couple of brief biographies on Xiola and Strawberry, based on comments they made during the session and in Xiola’s case, at past events.
Xiola is the Lead Community Manager at Linden Lab. she originally came to Second Life in 2006, and joined the Lab in 2011. Her role is broad-ranging, including elements of customer support, through blogging and social media output for the Lab, to organising events such as the in-world get-togethers. For a period of time she was also responsible for community management work on Sansar, but has been back working full-time on Second Life for around 18 months. She will celebrate her eighth anniversary with the company in November 2018.
Born and raised in California’s silicon valley, she naturally immersed her career in technology, working for the likes of Yahoo!, with a particular interest in creative communities. It was a friend’s invitation that she try Second Life that got her started on the platform, and she remains active in-world on her personal account. Her engagement in the platform led to an interest in joining the Lab as an employee, so she started keeping an eye on the Lab’s career page and when a community related post to opened, she applied and was recruited.
Also known as Strawberry Singh, she is one of the more high profile lab recruits to come from the ranks of Second Life residents, thanks to her work in building her own brand – blogging, vlogging, fashion tips, tutorials, etc., – that has been hugely popular among Second Life users, particularly those with a focus / involvement on the fashion aspects of the platform.
It is her personal brand that played a role in her decision to carry her fist name over from resident to Linden in becoming Strawberry Linden – although she notes that she had advice from Patch Linden and others to keep her Linden persona separate from her personal SL persona and admits to perhaps regretting not heeding it!
As a Marketing Content Specialist, she is focused on Second Life (no involvement in Sansar), her current focus is on tutorial videos to help incoming new users, starting with the basics: signing-up, walking around in-world, etc. From here she plans to move onto more intermediate subjects and onwards to more advanced topics, covering a broad range of subjects: buying Linden dollars, editing the avatar shape, dressing, use mesh avatars and mesh heads, etc., with videos aimed at more established users, rather than being purely for newcomers.
She had no major preconceptions about working at the Lab prior to joining, but has been impacted by the degree of love staff have towards the platform. She also loves the fact she can continue with a lot of what she did as a resident: dress avatars, create looks, take photos and make videos, and hopes to be able to carry over her blog challenges to the Lab.
Note: the following is taken from both Ebbe’s comments and my own research into his background, carried out when he joined Linden Lab in 2014, and which also included input from Ebbe.
Swedish by birth and still by nationality – he is still working in the US on a green card -, Ebbe graduated fromTärnabySkidhem in 1983. His time there was focused on skiing, as he wanted to be a ski racer, with his eyes on the Swedish national team and the world cup. Unfortunately, a back injury stopped him pursuing that particular career option, and so he crossed the Atlantic to study Middlebury College, Vermont, USA.
Founded in 1800, Middlebury is regarded as one of the oldest liberal arts colleges in the United States. While there, he “spent a lot of time in the art studio and the computer lab in an extreme left brain / right brain type of education”, before graduating with a degree in Fine Arts and a concentration in Computer Applications.
From Middlebury, and with the clock ticking down on his visa, Ebbe “slipped into Microsoft on a random banana peel”, where he spent twelve years. Joining in the pre-Windows era, he was particularly involved with the Office products (Word, Mac Office, etc) and multimedia products.
In March 2000, he moved on to Ingenio, a company that created marketplaces for people to buy and sell information over the phone. While there he was responsible for managing the engineering, program management, operations, and quality teams, and served as the company’s interim CEO before taking on the mantle of the Chief Product Officer. And while he doesn’t often mention it due to not being a huge fan of the patent system, he “racked up quite a few patents there.”
After Ingenio, Ebbe joined Yahoo! n February 2008, filling out a number of senior roles, including Vice President, Head of Audience for the company’s EMEA division, being based in Rolle, Switzerland, managing some 180 people and multiple products across six countries. During this period he also served on the board of Yahoo! SARL (Société à responsabilité limitée) – think the equivalent of a Pvt Ltd company in the UK or a limited liability partnership in the USA, before returning to the United States to become the Senior Vice President for Media Engineering at Yahoo! with global responsibly for Media Engineering, a position that involved managing an organisation of more than 600 engineers, architects, program managers and quality engineering staff, as well as having dotted-line oversight of some 150 product managers and designers.
Following Yahoo!, he took up the challenge of turning around a small tech company called BranchOut, based in San Francisco. Around two years old at the time of his joining, BranchOut had been through a roller-coaster ride with its product, a Facebook oriented application designed for finding jobs, networking professionally, and recruiting employees. Seven months before Ebbe joined the company, the app boasted 25 million users across 60 countries – but by the time he came on board, the user base had shrunk to just 3 million. Under his guidance, the company pivoted the BranchOut app into a new workplace messaging application called Talk.co, launched in October 2013.
Ebbe was actually aware of Second life – and had experienced it first hand – a long time before joining Linden Lab in 2014. His son Aleks, had been heavily involved in SL, starting with the Teen Grid, making content and then moving to developing a successful in-world business there (Aleks is now an Lab Employee, working on Sansar, where he is a regular at in-world community meet-ups and product meetings).
More particularly, Ebbe has had a long-standing friendship with the Chair of the Lab’s board of directors, Jed Smith. LL was one of Smith’s first investments when he became a venture capitalist, and through Jed Ebbe gained an awareness of the Lab, its product, and met Philip Rosedale.
So I fell in love with the idea, and understood what Philip and Second Life was trying to achieve, but it wasn’t until many, many, many years later – well, five years ago now – that it came up that they were looking for someone, and it was the right time and place for both the Lab and me to hook up and see how I could help keep things going here.
I have not regretted that decision for a second, it’s been absolutely fantastic; it’s an incredible group of people I get to work with. Having the Second Life team is just an absolute privilege … Everyone is just incredibly passionate about the product … that’s just been a very, very enjoyable ride for me so far.
– Ebbe Altberg, Meet the Lindens, June 26th, 2019
One of the greatest rewards he sees in being with the company is diversity, be it within the people working the Lab or using Second Life, or the equally rich diversity of uses people find for Second Life – be it as a means of expression or as a platform for business, as tool for health improvement or an aid education, and so on, and the multiple ways Second Life can benefit those who engage with the platform.
He is also drawn to the technical aspects of the platform, including its multiple challenges, and the way it combines so many different capabilities: tools for content creation, options for social engagement, the ability to run a virtual economy, etc., all of which combine with the need to constantly discover / learn new things about the ways in which SL is being used, to continually refresh interest in, and enthusiasm for, managing, improving and expanding the platform.
As a world Second Life has a huge diversity of uses, and there is no single “one size fits all” solution.
Has always and consistently stated a belief that virtual land in SL is too expensive [it has been a major theme from users throughout his tenure as CEO as well, and preceded his arrival at the Lab].
HOWEVER, Land fees generate the majority of the Lab’s inflow of revenue, even if it has been over-monetised by the Lab in order to meet that revenue requirement.
Therefore, if land fees are to be reduced, the Lab must find ways to move its revenue generation from virtual land to other opportunities that have previously perhaps been under-monetised in their ability to generate revenue. These include things like Premium fees and consumer-related revenue generation options.
Also feels there has been an imbalance in the way SL operates, as a merchant without any land can produce goods and sell them (via the Marketplace) without really paying for the opportunity to do so (just 5% commission on sales), and could then cash-out with very little cost to their revenue.
Unfortunately, both trying to broaden LL’s revenue generation options to decrease a reliance on land fee, and trying to correct some of the balance in where fee are obtained to help with that revenue generation, can result in some feeling hurt.
LL are attempting to be careful in how these shifts are made, as there are major risks involved (for both in-world business and the Lab itself), and so are progressing in small steps – the recent Premium and processing fee increases being the latest of those steps.
Believes there are still opportunities to further re-balance things, and to reduce land costs.
Also believes it is fair to say that while things like credit processing fees have been increased, they are still well below what might be regarded as “industry standards” for many digital transactions, which can be 30% and upwards.
Understands that the increases have impacted people, notably creators with very low margins, and who may have to make adjustments to their pricing, etc., and recognises that changes like those now implemented (as of June 24th) might make it tougher for some to survive, but believes the changes are necessary.
Points out that one of the consequences of high tier is that SL so often loses stunning public regions that have been built, and which people miss when they vanish.