Lab Gab summary: Grumpity, Mojo & Patch – SL Mobile, land, bots & more

via Linden Lab
On Friday, March 10th, 2023, Linden Lab streamed a special session of Lab Gab featuring the Office of Second Life: Grumpity Linden, Mojo Linden and Patch Linden.

The session was built around announcements and updates relating to various initiatives and product developments. Note that the following is not a direct transcript of the entire session, but is intended to record the key points discussed.

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comment directly to be able to do so.

Table of Contents

A Little Background

Grumpity Linden: heads up Second Life Product team, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach. She originally started at LL whilst working for The Product Engine, and was involved in the development of Viewer 2 (as designed by 80/20 Studio), prior to joining LL full-time in 2014. As the Vice President of Product, she is responsible for coordinating the various teams involved in bringing features and updates to Second Life, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, and so on; work which can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Mojo Linden: joined the Lab in 2021 at the Vice President of Engineering, filling the shoes worn for so long by Oz Linden. A 20-year veteran of the gaming industry, he has been responsible for launching numerous games across multiple genres and platforms, and has a strong understanding of platforms, architectures, and product development and technical capabilities. In his role at the Lab, he has shown enormous openness and candour in seeking to increase the platform’s functionality and performance, and in pushing to expand SL’s capabilities.

Patch Linden: originally a Second Life resident and business owner who joined the platform in 2004, and became a Linden in September 2007. He worked across a number of teams within the company – notably within the support and product spheres, and is responsible for developing the Land Operations team, and more recently setting-up the company’s support office in Atlanta, Georgia. Since 2019, he has been Vice President, Product Operations.

Second Life Mobile

[Video 0:00-4:42 and 6:36-7:57]

Grumpity Linden holds up a mobile ‘phone showing Second Life running on it using the upcoming SL Mobile capability
  • Built upon Unity.
  • Core development of this product began in October 2022, with the aim of gaining as high a fidelity of experience on mobile as is possible.
  • Works on all platforms – Android, iOS, tablets, ‘phones.
  • The product is still very much in development, with the focus having been on graphics fidelity, including full avatar rendering.
  • There is some way to go before the product is ready for release – work at the moment is on smoothing out some of the rendering edge cases before moving on to adding further functionality.
  • Initial release is planned for late 2023 with limited functionality, which will then be iterated upon to add more and more functionality and capabilities.

Land Pricing and Fees

[Video: 8:59-12:06]

  • See: Infrastructure Investment Update: Buy/Sell Fee Change and Land Pricing Effective Mar 6, 2023 – official blog post.
  • Grumpity re-iterated the drive (initiated by the late Ebbe Altberg, not long after he joined LL as CEO in 2014) to lower the cost of virtual land in SL – as had long been called for by SL residents – whilst also offsetting the lower land tiers through increases in fees elsewhere within the platform.
  • The fee increases  – as noted in the official blog post – also relate to increased costs LL has faced, thanks to the general economic situation.
  • The fact that the option for paying for land using L$ (restricted to Premium Plus subscribers and limited to one region only at the time of writing) is higher than the USD fee for the same is explained as being a combination of the facts that the L$ to USD exchange rate, the fact that LL have to do the lifting of conversion from L$ to LSD through the LindeX, and as such must participate in the SL economy.
  • It was also noted that paying in L$ means subscribers avoid being charged VAT / state sales tax / similar.

Bots and Policies

[Video: 12:09-13:05]

  • Most likely raised in relation to ongoing concerns about the amount of data being gathered by the BonnieBot system (which has done much to raise the visibility of bots (aka Scripted Agents) in general), and which has also seen some heavy-handed forum moderation on the part of LL. So details can be found threads  – see Has anyone else noticed the B[xxxx] accounts? Sorry. This is not OK. B bots profile scraping and Questions for the Lindens.
  • Whilst the BonnieBot website has take steps away from publishing information which might be regarded as being within Second Life under the expectation it is private (a point that Linden Lab seemingly missed in their initial responses to forum thread postings), the Lab has recognised the need for clearer / better policies and has promised to provide them.
  • These new policies have gone through the necessary compliance and legal reviews within Linden Lab, and will hopefully be published in week #11 (commencing Monday, March 13th, 2023).
  • In addition, a new set of estate / region controls are being developed to enable estate / region holders to better control the use of Scripted Agents within their land. These will be deployed “soon” – hopefully within weeks of this session being aired.

PBR – Physically Based Rendering and Graphics

[Video: 13:10-18:00]

  • (Note: this topic is also covered within my Content Creation User Group meeting summaries.)
  • In brief: PBR essentially models the flow of light within computer graphics in a manner which mimics light reflections on surfaces in the physical world.
  • It represents a significant technical step forward in graphical rendering for SL (in the order of 10 years).
  • The core of this work is to support a new approach to material maps / surfaces either directly on products development for SL by content creators or which can be used on suitable objects within Second Life, which give they sense of physical world lighting and reflection.
  • In particular, it draws on the Khronos glTF 2.0 specification, and allows creators to more readily use a range of tools supporting that standard (including Blender) and also contents libraries, etc., in support of their work.
An Intel-developed scene imported by Nagachief Darkstone and WindowsCE to demonstrate reflection probes (note the reflections on the knight’s armour – these are not generated by attached environment lights but by a reflection probe within the building structure. Image courtesy of Rye Cogtail
  • Also included in the PBR work is reflection probes – which in simple terms enable light sources to generate reflections of an in-world scene on suitable surfaces (i.e. those using the materials system).
  • None of this work does not necessarily mean users need higher specification computers in order to view it; however, reflection probes can impact system performance, so the viewer will include an option to enable / disable these if they prove to be a performance hit for people.
  • Demos of the PBR work, including an imported Sponza scene, can be found on the following regions on Aditi (the Beta grid):  Materials1; Materials Adult and Rumpus Room 1 through 4.
  • The PBR viewer itself – required to see the content on Aditi, is (at the time of writing) still in the Project Viewer stage (so not ready for use as a primary viewer!) and is available through the Alternate Viewers page.
  • The next stage of the project is to provide support on Agni (the main grid) and promote the viewer to Release Candidate status, both for more widespread testing, but there is no set time frame for this to happen.
  • This work does not mean LL are investing in a new graphics engine – this work, and the recent performance improvements work has been on updating and enhancing the existing graphics engine to better support users and what might be regarded as recognised graphics standards.

Mirrors in SL

[Video: 16:23-17:26]

  • The PBR work takes SL some way towards provisioning real-time planar (that is, flat) mirrors.
  • Once the initial PBR work has been deployed, LL plans to start work on offering planar mirrors in some capacity.
  • Further details on this can be found in my 2023 week 7: SL CCUG and TPVD meeting summaries: Mirrors! article.

Graphics API

[Video: 17:27-18:00]

  • While the graphics rendering engine is not being changed, per the above notes, the graphics API will be changing.
  • As OpenGL is going increasingly old (and has been deprecated by Apple), plans are in hand to move the Graphics API to Vulkan (and MoltenVK for Mac).
  • This switch will further enhance SL’s graphics capabilities, and work on the switch-over should commence later in 2023.

Viewer Updates

[Video: 18:00-19:50]

Inventory Updates

  • (Note: Updates on the progress of the Inventory work can generally be found in my TPV Developer meeting summaries.)
  • Work is in progress to provide updates to Inventory management, some of which are designed to help with avatar customisation.
  • The first part of this is to provide an “Inventory thumbnails” capability – offering a thumbnail image of items in Inventory.
  • Alongside of this will be a single folder Inventory view.
  • These are not seen as major gamer changers, but rather quality of life improvements for new and existing users.

Emojis

  • LL is still working on integration the Catznip Emoji code contribution to all emojis in chat and IMs.
  • A project viewer for this should be available in “weeks”.

Linux Support

[Video: 20:48-21:30]

  • The current stop-gap for Linux is running the Windows viewer through Wine or Proton.
  • The need to provide direct Linux support is recognised, but updating the tools to make this possible is not on the roadmap for 2023.

SL and VR

[Video 19:56-20:47]

  • VR still requires a consistent 60 fps left eye / right eye), and for many; the feeling at LL is that  SL is not there yet even with all the recent performance improvements.
  • Various initiatives – adoption of Vulkan, the Puppetry Project – should help improve things further,  and LL might reconsider VR headset support in 2024.

Marketplace Updates

[Video: 21:33-24:52]

  • Marketplace Search was updated with significant changes to ElasticSearch (the underpinning Second Life and Marketplace Search) – see: We’re Improving Marketplace Search
  • This was a large update (lifting the search engine from version 2.3 to 8.4, and did involve some issues on deployment, which are being addressed – see: Updates to Marketplace Search.
  • Further fixes and improvements to the update will be deployed in due course, the first of which will be Boolean searches.
  • A fix for Featured Lists not updating correctly is also due to be deployed “soon”.

New User Experience (NUX) Mesh Avatar

[Video: 25:49-27:46]

A preview version of the new, single mesh (head-to-toe) avatar, which will use by mesh clothing and Bakes on Mesh, and be open for creators to design clothing and accessories
  • That said, the project has taken longer to develop than had been anticipated.
  • There will be a dev kit for creators wishing to support the NUX Avatars. This will be launched ahead of the release of the new avatars.
  • The entire system is intended to be “PBR ready” in that PBR materials may not be included in the clothing and accessories released by the Lab, but the items will be capable of supporting the use of PBR materials on them.

Linden Homes Update

[Video: 27:30-28:09]

  • A full update will be coming soon.
  • The first range of Premium Plus Linden Homes is nearing completion.
  • Updates and expansions to the current Premium Linden Homes – like the Victorian – are being prepared.

Second Life User Group Meetings

[Video: 24:54-25:47]

Closing Comments

[Video 28:10-End]

Everyone is pretty much having fun with the SL Mobile project, and hopes were expressed that a “blooper” reel could be made available. It was also indicated that news on the theme for the 20th Second Life Anniversary event (SL20B) will be made available in due course.

Lab Gab with Grumpity, Mojo and Patch Linden streams on March 10th

via Linden Lab

At 09:00 SLT on Friday, March 10th, 2023, there will be pre-recorded Lab Gab session, featuring three of the Lab’s Second Life leadership team: Grumpity Linden, Mojo Linden and Patch Linden. They will be discussing all things SL-related and responding to questions submitted in advance of the event.

Grumpity Linden: heads up Second Life Product team, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach. She originally started at LL whilst working for The Product Engine, and was involved in the development of Viewer 2 (as designed by 80/20 Studio), prior to joining LL full-time in 2014. As the Vice President of Product, she is responsible for coordinating the various teams involved in bringing features and updates to Second Life, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, and so on; work which can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Mojo Linden: joined the Lab in 2021 at the Vice President of Engineering, filling the shoes worn for so long by Oz Linden. A 20-year veteran of the gaming industry, he has been responsible for launching numerous games across multiple genres and platforms, and has a strong understanding of platforms, architectures, product development and technical capabilities. In his role at the Lab, he has shown enormous openness and candour in seeking to increase the platform’s functionality and performance, and in pushing to expand SL’s capabilities.

Patch Linden: originally a Second Life resident and business owner who joined the platform in 2004, and became a Linden in September 2007. He worked across a number of teams within the company – notably within the support and product spheres, and is responsible for developing the Land Operations team, and more recently setting-up the company’s support office in Atlanta, Georgia. Since 2019, he has been Vice President, Product Operations.

If you have a question you’d like Grumpity, Moho or Patch (or all three!) to answer, be sure to submit it via Lab Gab Google Form, and to do so before 09:00 SLT, on Thursday March 9th. The session will be shown of the Second Life You Tube channel, I hope to have a summary of the session available some time after it has streamed; in the meantime, the salient details are summarised below.

Viewing Details

Lab Gab with Grumpity and Patch Linden streams on October 21st

via Linden Lab

On Friday, October 21st, there will be a livestream edition of Lab Gab, featuring Linden Lab’s Vice President of Product,  Grumpity Linden and VP of Product Operations, Patch Linden.

Both will be discussing Second Life development thus far, and will be announcing some upcoming features that will soon be appearing on the platform. In addition, they’ll also be answering question from residents.

If you have a question you’d like to to to Grumpity or Patch (or both!) to answer, the Lab is currently accepting submissions via the the Lab Gab Google Form, so be sure to make sure you send your while the form is available! Note that not all questions submitted may be asked during the session.

I hope to have a summary of the session available some time after it has streamed; in the meantime, the salient details are summarised below.

Viewing Details

VWBPE 2022: Patch Linden – What’s Up at the Lab?- a summary

via VWBPE

On Thursday, March 31st, 2022 Patch Linden, the Lab’s Vice President of Product Operations and a member of the company’s management team, attended the 2022 Virtual Worlds Best Practice in Education (VWBPE) conference in the first of three special events featuring representative from Linden Lab.

The following is a summary of the session covering the core topics raised. The notes provided have been taken directly from the official video of the session, which is embedded at the end of this article. Time stamps to the video are also provided to the relevant points in the video for those who wish to listen to specific comments.

Notes:

  • This is a summary, not a full transcript, and items have been grouped by topic, so may not be presented chronologically when compared to the video.
  • Timestamps are included to allow a direct jump to a subject / comment.

Management Items

On the Passing of Ebbe Altberg and the CEO Position

[Video: 1:47-3:55]

  • Still very much missed by the team.
  • Brad Oberwager noted the dynamic between Grumpity Linden (VP of Product), Brett Linden (VP of Marketing), Patch and now Mojo Linden (VP of Engineering), and decided to work with them as a management team, rather than bringing in a new VP.

Philip Rosedale’s Role

[Video 32:23-34:45]

  • Philip Rosedale’s role is purely advisory. He is not at the Lab full time, but he is a resource the management team can call on when broader strategies are being discussed.
  • The management team maintain the day-to-day management and development of Second Life.

On Tilia and Its Role

[Video: 34:55-39:15]

  • Grown out of the need to properly regulate money handling and the operation of a virtual currency, Tilia has grown into a product set in its own right.
  • It still plays a central role with Second Life in terms of handling fiat money and transferring Linden Dollars to fiat money amounts.
  • However, it is a separate entity, and specialises in all regulatory and compliance matters in dealing with fiat money transactions. As such it free the SL management team to focus on Second Life and its services for users.

Product Development Path and the AWS Architecture

[Video: 4:23-18:12]

  • A lot of under-the-hood work to optimise the use of AWS hardware and infrastructure – simulator performance improvements.
  • General improvements:
  • Starting work of new “event” regions capable of running with 100-150 avatars within them, with a hoped-for target of 200.
    • These regions have had some testing at various shopping events, and work is continuing to test and compare these environments.
    • Seen as offering a route to true auditorium-style events as well as supporting shopping style events.
    • Things like cost and additional features for this product have yet to be determined, so these regions are not generally available at this time.
    • There are still issues to be resolved. For example, tests revealed that if a region took more than around 175 avatars, the memory use within the simulator / server the region was on would start to exponentially rise with each additional avatar.
    • These regions might possibly be available to support RFL events.
    • [Video 47:46-48:22] Once available, these “event” regions will be offered to educators at the current educational discount.
    • [Video 49:40-51:21] These new “event” regions will not see any increase in either region size or in Land Capacity limits. Should Land Capacity ever change, it will be globally scaled for products.
  • A lot of the work in leveraging AWS and developing the new “event” region product have both led to the discovery of additional areas where work needs to be carried out, and this is an ongoing process.
  • The breadth of product offerings provided by AWS are constantly being analysed to see if they might be leveraged for use by Second Life.
    • However, some of this might be limited, or required more engineering work. For example, text-to-speech / real-time translation are options AWS can provide, but leveraging them would require extensive viewer-side engineering to leverage what are essentially server-based tools.
  • [Video: 44:21-47:21] Two major efforts at the moment are geared at growing the user base. These comprise:
    • A further redesign of the new user on-boarding process and new user experience, part of which can be seen with the revamp of the welcome islands launched in 2021.
    • A review of the avatar system / avatars supplied by LL for new users.
    •  For those who use the RegAPI, these changes will, it is hoped, “revolutionise” bringing users in SL.
    • These are both part and parcel of an overall drive to increase the Second Life user base over the next few years (Patch’s personal target being to double the number of active avatars in-world).
    • A benefit here of being on AWS is that Second Life is now entirely “elastic” and can group as required.

On Mobile

[Video: 18:32-23:05]

  • Mobile / lightweight strategies are still very much part of the work that is on-going at the Lab.
    • The dedicated Mobile offering (initially iOS) is still very much a focus.
    • A streaming option is also being considered – but streaming is very much a moving target in terms of technology and capabilities, so this is very much a longer-term project. However:
      • It potentially offers a higher-fidelity experience with graphics, etc.
      • It is in active development and experimentation.
      • Costs will be a factor, however, and such a service is unlikely to be something that would be folded-in to, say, some Premium subscription, simply because stream costs are so variable in terms of data load, etc.
  • [Video 42:59-44:20] It is hoped that in offering a mobile solution, LL will be able to increase SL’s exposure to audiences and help grow the user base.

Support

[Video: 24:45-32:15]

  • Front-line support has been increased by 4 people.
  • A new scripted support bot has been deployed that utilises AI to tackle support questions, rather than operating programmatically.
    • Can understand plain English questions and leverages the Knowledge Base.
    • Can carry out basic support functions, such as restarting a region on receipt of a recognised request.
    • Also includes (or will include as the capability is being developed) to help with things like filing Abuse Reports.
  • New support options are being introduced (notably as a part of Premium Plus, but no specifics).

In General

  • [Video: 39:24-42:57] On Meta and virtual spaces: Meta has put a huge spotlight on the metaverse business. Feels that at the end of the day, Meta will be just one of a number of virtual worlds / environments, and that others like Second Life can benefit out of the “all boats rise” adage.
  • Some passing mention of Premium Plus but no real specifics worth noting.

SL18B: still time to submit questions to the Leadership Team

via Linden Lab

The Second Life 18th Birthday event is almost upon us, and it promises to be a time of celebration, and also of remembrance and sadness following recent news.

Given all that has happened since the start of the year – the acquisition of the Lab by a new Board; the arrival of Board member Brad Oberwager as the management team Executive Chair and his long-time business associate, Cammy Bergren as the Lab’s Chief of Staff; the sad news concerning Ebbe Altberg; the on-going technical work on Second Life, the upcoming “new” New User Experience, and so on – many SL residents are doubtless a-buzz with questions.

To this end, and as announced on Thursday, June 10th, Linden Lab will be holding a special Lab Gab session, hosted by Strawberry Linden. She’ll be putting questions to the Lab’s leadership team of Grumpity Linden, Brett Linden and Patch Linden – and there is still time for people to submit questions.

If there is something you’d like to ask of the team, simply hop over to the submission form, type in in and send it off. But hurry – the form will be closed some time on Tuesday, June 15th, 2021.

The show itself will be live streamed via the Second Life YouTube channel. on Monday, June 21st, starting at 14:00 SLT. If all goes according to plan, I’ll have a summary of the session on this blog after the event.

VWBPE 2021: Grumpity and Brett Linden

VWBPE 2021

On Saturday, March 20th, 2021, the final of three sessions featuring Linden Lab staff took place at the 2021 Virtual Worlds Best Practice in Education (VWBPE) conference. Whilst the the third session overall, this was actually the second of a double series entitled Reconnaissance with the Lab, and featured Grumpity Linden, VP of Product and Brett Linden, VP of Marketing, the first having been held on Friday, March 19th, which saw Patch Linden, VP of Product Operations and Madori Linden, Product Specialist (Land Operations) joining Grumpity and Brett.

The following is a summary of the session covering the core topics raised. The notes provided have been taken directly from the official video of the session. however, as some discussion points followed directly on from the Friday March 19th, discussion, it should be read in reference to my summary of that meeting as well.

As always, time stamps are also provided to the relevant points in the video for those who wish to listen to specific comments.

The Attendees

Grumpity Linden

Grumpity Linden heads up Second Life Product, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach.

Prior to working for Linden Lab (first joining as a contractor in 2009 and then full-time in 2014), she was involved in a number of industries, including technology, higher education, and oil & gas. She enjoys exploring worlds both virtual and physical and takes pride in building bridges – personal and professional.

Grumpity holds a Master’s in Computer Science and a Bachelor’s from same in Computer Science & Psychology, both from Johns Hopkins University. She finds leading the Second Life product a joy because it allows her to draw on both areas of study.

As VP of marketing, Brett Linden manages the team responsible for developing media campaigns and strategic content partnerships for Second Life. Together they focus on both the acquisition of new users and the retention of existing users for the virtual world.

Brett Linden

In the past decade, he has produced numerous virtual and “mixed reality” events and panels on various academic topics with an emphasis on legitimising and better surfacing the many cultures and communities within virtual environments.

From Rolling Stone to Billboard, Brett has also written for major publications and managed multimedia initiatives for Amazon.com and RealNetworks. He has co-founded numerous media sites on-line, including the Second Life Destination Guide and Rolling Stone Radio. As a co-founding editor at Billboard.com, he interviewed Stevie Wonder, David Bowie, Peter Gabriel, Shania Twain, and Bjork.

Dealing with Griefing

[Video: 10:04-19:09]

  • Grumpity:
    • The Governance User Group offers a monthly forum in-world for region / estate holders (and general users) to discuss matters of security, griefing, abuse reporting, etc. Meetings are held monthly on the third Tuesday of the month at 13:00 SLT (at the time of writing).
    • Specific issues can also be raised through the Support channel, or can be passed to Madori Linden, who will in turn pass them on to the Governance and Land teams.
    • For specialised environments, such as regions operated by educators, non-profits, business organisations, etc., the best way to secure a region or estate is via the RegAPI [see below for more on this].
    • With regards to griefing via voice – specifically things like voice channel hijacking – LL has worked extensively with the Voice API provider, Vivox, to prevent / eliminate such issues a lot more readily.

What is the RegAPI?

[Video 11:48-17:21]

  • RegAPI is a means for organisations that need to to provide dedicated, controlled access to Second Life to their users.
  • Organisations are assigned a keycode by the Lab. This can used in conjunction with the Second Life registration form (web page) the organisation designs to connect to the Second Life account registration process and then, and as required:
    • Define: the group new-sign-ups are assigned to.
    • Limit created accounts to only accessing the defined region / estate, and block them from teleporting away from it.
    • Control the avatar options available to new-sign-ups.
    • Control access to associated services within the viewer such as the voice stream.
  • The sign-up form can be hosted directly by the organisation concerned within their own environment (thus controlling access to it).
  • The process can also lock access to the defined region / estate from being accessed by accounts not created using the organisation’s dedicated key.
  • Linden Lab does not directly provide turnkey registration forms for clients, but can provide more general assistance where required.

Accessibility – Those with Disabilities & for whom English is a Second Language

[Video: 19:22-25:37]

  • Grumpity:
    • LL is constantly trying to improve accessibility.
    • Now the majority of the work in moving SL to AWS has been completed, there is potential scope to further address accessibility, including looking at some of the available third-party tools that can be integrated into the SL product – previously, the Lab has attempted to provide dedicated solutions for some issues, but then maintenance and upkeep became problematic, so third-party tools are now seen a preferable way forward.
    • There is no definitive road map as to what may be tried / addressed at present, but the Product team is now far better placed to look at potential options in discussion with involved communities within SL (e.g. educators, Virtual Ability, etc.).
    • In general, LL are very aware that there are many different uses and needs that can be addressed by Second Life by many different individuals and communities, many of who may have specific access requirements, so accessibility is very much a part of thinking at the lab.

New Users: On-Boarding and Experience

[Video: 26:23-37:07]

  • Grumpity:
    • The Lab is working on a new on-boarding experience, but it is not yet ready for deployment.
    • This has been developed not only as a means of updating the new user experience, but also looking at what people actually need to have a successful initial experience with Second Life.
      • So rather than focusing on the basics, like avatar movement, which most people with even a basic exposure to playing games can likely work out for themselves, the focus is more on social interactions – starting a conversation, for example.
    • Connected to this new on-boarding experience are:
      • A cleaning-up the viewer UI, allowing the more essential elements to be better identified and more logical.
      • An overhauling the avatar customisation process to make it easier for incoming users to create a basic look they are happy with.
    • An overall aim of all of this work is to reduce some of the multiple ways in which certain common tasks can be completed, in order to help flatten the curve of Second Life being “complicated” to learn.
    • There is also the Community Gateway programme as well, which provides an important means of bringing users into SL Life, and which Linden Lab monitors and takes lessons from, as well as carrying out testing within their own on-boarding process.

Questions Arising

Is there effort to create a browser-capable grid to flatten the learning curve?

  • Grumpity:
    • LL is working towards a possible partnership that will allow for a streaming solution  for Second Life. This is not something that can be discussed in detail at present, but would love to talk more about it Soon™.
    • In terms of mobile devices, the nature of SL means than any dedicated experience via a ‘phone is going to be less than ideal – ideally a keyboard and mouse are required, but it is being explored. [Again, the Lab has an active project to bring Second Life to both iOS and Android, initially as a basic communications tool.]
  • Brett: streaming is an area that has expanded over the last 12+ months, with multiple companies moving into the space, allowing dialogues to take place. Among other things, the Lab recognises the need to be on more lightweight client systems (such as Chromebook) when addressing areas such as education.

Why are there no up-to-date videos on how to do things in Second Life and on the communities,  etc?

  • Brett: there is a series of New User tutorials by Strawberry Linden that are just over a year old, and which are available in multiple languages. These will likely be refreshed every 18-24 months.

How Can the Education Community Help with Marketing SL?

[Video: 38:45-44:39]

  • Brett:
    • Anyone with ideas, comments or constructive critique about SL marketing are invited to contact the Marketing team.
    • There is also the potential for in-world meetings between community leaders and members of the Marketing team to discuss ideas and options, etc.
    • There is a lot going on in marketing: this year will see a new general consumer campaign to reinvigorate the SL brand. Some of this has started to roll out,  such as developing new social media partnerships and other outreach efforts.
    • Further community exposure can be obtained by being a part of stories the Lab either pitch to the media, or are approached about by the media to provide. In  particularly, success stories about how SL is being used, innovative or novel ways in which the platform is made use of, are of particular interest.
    • Now is actually a good time for such stories, as the pandemic has lead to and increased / renewed media interest in the platform and its potential.
    • In terms of marketing within SL, there are multiple options to help promote work / use / events, from the Destination Guide through to the Lab Gab live stream sessions.
  • Grumpity [49:40-50:10]: in terms of general liaison between the Lab and the educational community, there has been discussion about establishing a dedicated Discord channel, and feedback from educators (via Madori Linden) is sought.

Costs and Pricing

[Video: 45:57-48:45]

  • Grumpity:
    • It was “misguided” to have removed the non-profit  / educational discount [June 2011], and equally very important to see it returned [in 2013] as soon as the Lab could do so.
    • In  March 2020, a flat monthly fee of $99 was introduced for educational and non-profit  organisations, and the Lab has no plans to increase this.
    • However, the narrative that has circulated that costs to the Lab would be reduced as a result of the move to AWS, isn’t accurate; while it removes the high level of capital expenditure LL must make in new hardware every several years, it does not reduce the basic operating costs for the service as a whole. Ergo, there are no plans to reduce prices.