Second Life in your browser: a new initiative from Linden Lab

The viewer-in-a-browsers website, showing increased time limit (as of January 9th, 2025)
On December 23rd, 2024, I was able to sit down with Linden Lab co-owner and Executive Chair, Brad Oberwager and the company’s founder and now CTO, Philip Rosedale, to talk about a project the Lab are working on, and what it may mean for many users either already engaged in SL or who are joining the platform.
Table of Contents

The gist of it is, starting at the very beginning of January, we’re going to start making Second Life available through a browser. We’ve had a team on it for a couple of months now, and we’re going to make the first demonstrative use of it at the start of January.
In fact, we’re taking advantage of a mix of different changes in the market and technology; we’re going to tie a bunch of different components together, but at the core of the offering that we’re going to start testing at the beginning of January is a streaming version of Second Life which is pixel-perfect, 1080p, you can’t tell you’re not using a desktop client, there’s no way you can perceive that you’re using it … and so it’s just like logging-in to Second Life [on a desktop viewer].

– Philip Rosedale, in conversation with me, December 23rd, 2024

This ability to stream Second Life through a browser is now available for testing – and if you wish to do so, you can do so free of charge for the next few days – simply hop down to the notes on how to do so at the end of this article.

However, the streaming test is one part of a broader strategy the Lab is taking in an attempt to make Second Life more accessible to both existing and incoming new users, and I want to focus here on that, and what we are likely to be seeing during 2025.

Of course, this is not the first time an attempt has been made to stream SL to users; there have been two commercial attempts to do so in the past with both SL Go, provided by OnLive between March 2014 and April 20151, and then via Bright Canopy, provided through the Frame application delivery service (now Dizzion) between 2015 and 20202. However, those services were at a time when streaming complex content was still relatively in its infancy, and their providers were subject to business and marketplace forces which ultimately led to their respective demise.

Second Life streamed via Firefox

For the Lab, the move towards browser-based accessibility to Second Life is based on addressing a number of long-term pain points in using the platform:

  • The fact that it continues to require fairly high-end computer hardware to experience it at its very best – and roughly 50% of the existing user base do not have such hardware at their disposal.
  • The fact that it requires a dedicated viewer to be downloaded and installed by new users as a part of the sign-up process.
  • The fact that the viewer has a sprawling and complex UI which can be both hard to master by new users.

Offering a browser-based / streaming solution can overcome these issues – and that is the point of what is being called Project Zero: to allow those on low-spec systems experience SL as if they were using a gaming rig with a high-end GPU, whilst offering incoming new users direct access to coming in-world via a URL within the sign-up workflow.

We’re [also]  going to start A/B testing by letting a good chunk of the people that come in new to Second Life go through this new streaming system, as opposed to downloading the desktop. So we’ll be able to start to test that and quickly see how they compare. Our expectation is, barring any unforeseen problems, it’s going to be the case that a lot more people are going to be able to get into Second Life because they don’t need a high-end GPU or have to go and install some software.

– Philip Rosedale in conversation with me, December 23rd, 2024

But this is just the tip of the iceberg.

Project Zero: Evolutionary and Revolutionary

The initial offering of the viewer through a browser is just that: a baseline service which allows someone to go to a URL and launch an instance of the viewer and access Second Life. As such, it has limitations (which I note below for reference). However, Linden Lab intend to start iterating on the capability pretty rapidly, utilising the experience they’ve gained through other projects, to build on the browser experience and improve it – particularly  in regards to the UI.

We’re going to re-do the interface completely, in the same way that we did with the Mobile client. We’re going to start by streaming the existing interface, but then very quickly – probably sometime in January – you’ll see us turning off the UI layers that are in the [browser] client and switch them out into a modern HTML / React style web UI on top of the viewer which should look and feel a little bit like what we’ve done with Mobile, where we’ve only been implementing the features we absolutely need, and then implementing them cleaner than they were before and in a way anybody coming into Second Life today, no matter what their age so just look at it and go, “oh yeah, that looks like a sensible UI.”

– Philip Rosedale, in conversation with me, December 23rd, 2024

Once these core elements of using SL are working within an overlay-style of presentation, the plan is to move on to the more challenging aspects of the UI and using SL – such as avatar customisation. And here things start to get revolutionary, as the Lab will be looking for input and assistance from content creators.

We’ll move upstream in terms of difficulty level towards the kinds of things that people need to do to get acclimated inside Second Life. We view the dressing problem to get the avatar to look the way you want to be the penultimate challenge here; that is the thing we need to get both greatly improved in its usability, and then moved on to an entirely new UI approach.
We’re going to do that UI design in partnership with others; we’re going to do things like put different default avatars in there which we’re going to build in partnership with content creators; we’re going to sit down with content creators who have complex things like HUDs  and say, “OK, if we started from scratch, how would we make your experience perfect accessible to a new user?”, and do that co-design with them and rapidly push that into the pipeline of the actual code-base of this new viewer

– Philip Rosedale, in conversation with me, December 23rd, 2024

Second Life streaming through Firefox

Does This Mean The Viewer is Going Away?

No. The intent with streaming Second Life / Project Zero might be summed up as being about:

  • Trying  to try to ensure a new user first experiences Second Life to in as friction-free and as friendly a way as possible before eventually graduating to more advanced Viewer options.
  • To give those on lower-specifications a cost-effective means of experiencing Second Life at its fullest, should the wish to do so.

The familiar viewer – official and TPVs  – is not going away, and the Lab emphasises that is is not in any way  downshifting any development of, or support for, its own and  third party viewers. In fact, LL are open to talking to TPVs and adding them to the streaming capability as it is developed and enhanced.

The best way to thing of streaming and the installable viewer is that they compliment one another – although it is possible that some of the refactor of the UI could be ported back to the installable viewer, if they are seen as particularly beneficial.

Of Costs and Philosophy

As noted, the ability to stream SL through your viewer is at this point in time, both a test and is being offered free of charge. However, the elephant in the room is that like it or not, streaming something as complex as Second Life does cost money. As such, the need to cover those costs has to be considered – and here again, the Lab is trying to be flexible.

What we’re trying to build long-term, is a browser-based interaction with Second Life. Right now, it has to be streamed. That’s the technology to do it NOW and do it FAST, and we’re going to learn a lot. Clearly, streaming is expensive; so we’re looking at this as an investment in a way to build down the road.
But, Second Life is big, and people spend a lot of time in-world, so if we get charged on an hourly basis, we can’t get into a situation where we’re spending $100,000 a day. So yes, we’re going to explore all different ways. Right now, it’s free; we’ll probably explore “what if we give it away to Premium Plus? What if we come up with a subscription fee? What if we do it per hour? Would you get a better deal if it is a completely new [Second Life] subscription?” We’ll test all of that to figure out what the residents want; but to be clear, we’re not looking to make money on it.

– Brad Oberwager in conversation with me, December 23rd, 2024

There is also something of a value proposition here for those using lower-specification systems which are more than adequate for everything else they want to do on a computer, but would like to experience a smooth, more immersive Second Life: is paying a fee / subscription for streaming SL more preferable that the up-front cost of buying a new high-end computer just to enjoy SL’s full graphic fidelity? This is something of an imponderable – but it is one the Lab is looking at.

We recognise that today, some of the most trivial pay-as-you-go  set-ups are just too expensive to just let everybody in Second Life on; but hopefully, between Brad and myself and the overall technologies changes, we’ll be able to drive that price down. So it’s kind-of tricky, because we can’t put ourselves out of business in the short-term, but we also know that we’ll be able to get the price down quickly. 

– Philip Rosedale in conversation with me, December 23rd, 2024

Exactly where that price-point lands remains to be seen. In the meantime, the streaming option is now available to test.

Trying SL in a Browser

The updated Second Life web login-in screen

To try out the streaming version of the viewer for yourself:

  • Go to https://zero.secondlife.com/
  • If you have not logged-in to Second Life via the web for some time (e.g. to your dashboard at secondlife.com), you will be asked to log-in via the updated web log-in page.
  • Read the notes on the Second Life in a Browser splash screen
  • Click the Play button.
  • The viewer should then launch through your browser (I tested on Chrome, Firefox, Opera and Edge with Windows, and all worked for me, Brave, Vivaldi and Gener8 did not).

Things to Note When Trying the Option

  1. This is a free-to-try test, intended to offer LL a demonstration that they have the core capabilities working: the viewer is streamed smoothly, and overall performance (frame rates, etc.), is at least as good as seen when running Second Life on reasonably high specification computers.
  2. As it is a test, there are limits on the number of users who can concurrently access the service – LL are hoping to support several thousand per day, but depending on demand, you may find you have to wait to try.
  3. Individual sessions are limited to just one hour (as of January 9th, 2025), after which you will be disconnected.
    • There is no warning of any impending disconnection; you are simply logged-out of SL and pushed to the official viewer download page in your browser.
    • If you were testing something at the time of disconnect, you can start a new session. However, from my personal testing, I would recommend waiting a few minutes before doing so, rather than immediately trying to re-launch a viewer instance in your browser, as the log out process seems to lag behind redirecting you to the viewer download page.
  4. In addition, whilst it is hoped that people will not repeatedly log-in to the service (so as to give as many as possible the opportunity to try it) please note:
    • The viewer is being streamed at a 1080p resolution. If your display does not support this, you may have to use you browser’s zoom and full screen options to display the viewer in its entirety, or use the browser scroll bars.
    • As the viewer is being streamed, there are limits on what can be done: personal preferences and settings are not saved; you cannot upload textures, etc., if you use MFA you will have to provide a token with each session. Further, Voice chat is not currently available.
      • However, all of the above will be changing as the service iterates.
  5. Please do not create ALT accounts use multiple accounts when trying the streaming service, just keep it to one existing account when trying it.
  6. Whilst it should be possible to access the streaming option on Tablet devices (subject to the notes above) it is not intended to be accessed via mobile devices like ‘phones, etc., with small screens: these remain the purview of SL Mobile.

If you do try the service out, please give feedback to help LL in the design process. For this first phase, we are most interested in finding any failure cases where you are unable to connect at all, and if so-minded, join the conversation in the designated forum post for this topic.

Personal Experience

I accessed Second Life via the browser option using a laptop with the following specifications: Intel Core i31.8 Ghz; Intel HD 4000 integrated graphics (up to 1.8 Gb shared memory); 8Gb DDR memory. Outside of the resolution issues referenced above (the screen was 1366×768 resolution). The experience was not too far off that of running a viewer on my primary PC (AMD 5800X 8-core processor with 16 Gb DDR4 and Nvidia RTX 3060 12Gb), and both PC and laptop using wired connections rather than wifi.

Footnotes

    1. You can read more about the history of SL Go in this series of articles.
    2. Some of Bright Canopy’s development and history is covered in this series of articles.

A holiday gift from the Lab: 6 months access to MadPea Unlimited in Second Life

MadPea Unlimited – free access to all SL residents for 6 months

Update: January 1st, 2025, MadPea Unlimited is now open.

On Monday, December 23rd, 2024, Linden Lab announced a special holiday gift for all Second Life users: six months access to the upcoming 2025 seasons 1 and 2 of MadPea Unlimited, which commences on January 1st, 2025.

MadPea is well-known name within Second Life, producing a wide range of interactive games, adventures and experiences in Second Life, some of which I’ve covered in these pages. Unlimited is MadPea’s subscription premium group, providing members with early access to games and experiences, product releases, gifts, and hunts. Membership costs L$6,000 for three months.

With the gift from Linden Lab, residents get 6 months access to MadPea Unlimited – that’s two Seasons of Unlimited activities normally valued at L$12,000 – from Wednesday, January 1st, 2025 through until the end of June 2025. As such, the package includes all of the membership benefits through the first two seasons of MadPea Unlimited 2025.

What MadPea Unlimited brings you
Why We’re Doing This
Second Life is all about celebrating creativity, community, and connection. By teaming up with MadPea Productions, we’re giving our residents the opportunity to experience some of the most innovative and engaging content available in our virtual world. Since 2008, MadPea and its talented crew of designers, writers, developers and artists from all around the world have been creating immersive and thrilling fun across over 100 gaming experiences with a large and active ‘Pea’ Community of well over 26,000 players. Whether you’re a seasoned explorer or new to Second Life, this gift is our way of saying thank you for being part of our vibrant community.

– From the Linden Lab blog post about the MadPea gift

An important note with the gift is that is does not require any sign-up or commitment to any on-going subscription; to participate, all residents need to do is hop along to the MadPea Unlimited region from January 1st, 2025 (the region and its SLurl will be be public on the 1st) and join the fun.

This is NOT one of those things where we give it to you, you sign-up, and then six months later, you’re automatically going to get dinged every month or something like that. This is a pure gift. They’re [MadPea] taking down the paywall for all of our residents for six months. At the end of the six months, we may continue it; at the end of the six months we may stop it – but there’s no obligation; it’s purely a gift, and hopefully people will enjoy it. 

– Linden Lab Executive Chair, Brad Oberwager, discussing the MadPea Unlimited gift with me

From the MadPea Unlimited Season 1 2025 page

Obviously, even should the offer not be extended, anyone who has joined in the fun and enjoyed themselves through the six month gift period can always opt to take out an Unlimited subscription directly with MadPea at the end of that time if they want; but the key thing here is that for the duration of the gift period, no sign-up is required.

As a former MadPea player, I’ll be looking forward to the opportunity to renew my involvement in MadPea’s adventures – so maybe I’ll see you there!

Related Information

Second Life: $1.3B to build; $1.1B paid to creators

Frost Peak, Second Life, November 2024

During the December 6th, 2024 Blogger Town Hall, the company’s co-owner and Executive Chair Brad Oberwager, revealed some outstanding facts concerning the platform: how much, cumulatively, Linden Lab has spent on building Second Life, how much has been paid out to creators, and how much money the company’s various owners have taken out of the company over the years.

At the time he revealed these figures, he did so under and embargo preventing them from being reported until such time as the number were officially released – which occurred on December 20th, 2024, with the publication of an article by VentureBeat’s always excellent Dean Takahashi – see: Linden Lab has spent $1.3B building Second Life and paid $1.1B to creators.

In summary, the figures Mr. Oberwager revealed were that:

  • Linden Lab has spent in excess of $1.3 billion in building Second Life over 20 years, and
  • $1.1 billion over the above, paid out to creators in that time, and
  • $0.0 taken out of the company by shareholders / owners (presumably outside of buy-outs).
That is not a company that strips out profits. That is a company that puts its residents first. 1.3 billion dollars building Second Life. That is something I’m incredibly proud of, and I want the rest of the world to know.

– Brad Oberwager, December 6th Blogger Town Hall Zoom event

However, in talking numbers, the VentureBeat article goes much further, presenting some interesting comparisons between Second Life and Roblox (a platform which also published its own economic summary), are made. These include:

  • A breakdown of pay-outs the two platforms made to their respective creator communities in 2023 (shown below).
2023 pay-out comparison, Second Life and Roblox. Credit: Linden Lab via VentureBeat
  • Despite increasing the costs of cashing-out over the last 8 years, Second Life still only takes some 10% in fees; with Roblox taking an estimated 27%.
  • When taking the comparative size of the two platforms creator communities, it is estimated that a creator in Second Life is 100 times more likely to achieve $10,000 pa income (or greater) than a creator in Roblox.
  • Given the relative sizes of the platforms’ creator pools  / active user counts, the Second Life figures on creator pay-outs are not that far removed from those for Roblox. This is something Philip Rosedale ruminated on (in a wider context) during the December 6th Zoom round table.
Second Life has generated about as much economic opportunity for its community as Roblox has. The population of Roblox, though, is about 50 to 100 times higher than Second Life; so one of the other things it suggests is the ability that a community needs to participate economically in its own activities is probably a lot higher with Roblox … People have made that much money [as those in Roblox], but they’ve done it in a much smaller community in Second Life,  and that’s probably what’s necessary to get the virtual world looking more like the real world. 

– Philip Rosedale, December 6th, 2024

And if the 14 people cashing out US $1 million (or more) comes as a surprise, keep in mind that the SL mesh body / fashion market is huge (and has even led to ventures involving physical world fashion designers); thus, the earning potential within this particular market segment is potentially equally high for gifted creators.

Further, the article notes that the Second Life economy continues to equate to some US $650 million a year, with $78 million paid out to creators in 2023 (up $10 million compared to 2017). And whilst the number of engaged users remains smaller than Roblox, individually, those users have on average been involved in Second Life for some 14 years. All of which offers food for thought – and I recommend reading the VentureBeat article in full.

Looking Ahead

When revealing the numbers on expenditure and total pay-outs to creators on December 6th, Mr. Oberwager noted that since starting his tenure as a co-owner of the Lab in 2020, he has placed the emphasis on spending almost entirely on investment within the platform and it services – and going into 2025, this will be changing.

I can tell you [that] over 20 years, investors have not taken money out of this company. Now the company is worth money [but] everything that we’re making, we’re putting back in.
What I am going to do, is I’m going to start changing where I’m putting that money; and I’m going to start to put that money into marketing dollars, because I want to bring folks into the world – a re-energising of that. It’s not going on be a $100 million dollar marketing campaign, but I think that [with] Second Life, there’s an imperative that it continues, and that it is extremely valuable for folks out there to learn about and come in. 

– Brad Oberwager, December 6th Blogger Town Hall Zoom event

The marketing effort will primarily be focused on attracting users to Second Life through the desktop (as I’ve previously noted – see here and here – the SL Mobile app is currently seen as more as supporting existing users rather than a tool with which to engage new users). Some of this spending actually started in December 2024, but it will become more involved from January 2025.

However, it’s not going to be a case of throwing money in the hope of generating an immediate return in terms of new users (although that would obviously be nice!), but rather a case of spend, review and extend / change, depending on how initiatives work. That said, one potential interesting aspect with the upcoming marketing drive is that it will be synced to the likes of product releases and “new things” LL plan to release in 2025, thus potentially generating more of an interest in those to whom the Lab is marketing in actually signing-up and giving SL a go.

Obviously, how successful these marketing initiatives are remains to be seen. And there will doubtless be more to report on them in the future. For more however, I’ll close with a further recommendation to read Dean’s article over at VentureBeat. Meanwhile, the numbers mentioned above make for interesting reading for the curious and interested; while the VentureBeat article makes for positive reading above Second Life as a whole as Linden Lab commences a new drive towards marketing and (hopefully) growth within the platform’s user base.

Related Links

Linden Lab leverage Convai for AI character generation in Second Life

via Linden Lab

Update, December 21st: this alpha experiment has been suspended for the time being – read more here.

On December 18th, 2024, Linden Lab announced the Alpha release of a new Character Designer, a toolset for the creation and management of AI-backed NPCs (non-player characters) for in-world use.

Access to the new Character Designer is, at the time of writing, limited to Premium Plus account holders only – as was originally the case with access to the Second Life Mobile app; so expect access to be expanded over time in a similar manner to that seen with the SL Mobile app.

The Character Designer provides a solid foundation for immersive roleplay, offering a range of features that let you shape and refine the personalities and behaviours of your inworld characters. Current capabilities include:
  • Early-Stage Roleplay Support – Characters respond intelligently through IM, adapting and evolving as you interact.
  • Custom Personalities and Backstories – Define unique histories, preferences, and communication styles to bring your characters to life.
  • Integration with Existing SL Systems – Connect through a dedicated alt account, set arrival points, and fine-tune behaviour filters for a seamless inworld experience.
For a comprehensive overview of all options and detailed instructions, please see the Getting Started with the AI Character Designer guide.

– from the Second Life blog post on the Character Designer

Character Designer is being developed in collaboration with Convai, a platform for developers and creators proving an intuitive approach to designing characters with multimodal perception abilities in both virtual and real world environments.

Precisely how much of the Convai interface and workflow has been incorporated into the Second Life Character Designer flow is unclear to me (primarily because I do not have a Premium Plus account, and so am currently ineligible for the alpha trial). However, aspects of Convai’s ability to build character backstories and personalities appears to have been utilised, and will potentially be built upon, with knowledge and situational awareness capabilities recorded among a list of “planned enhancements” for the toolset.

With multiple experiments already in progress within Second Life in the use of AI alongside in-world NPCs, the development of the Character Generator and the noted work on an upcoming NPC functionality specifically to compliment its use could be of interest to many in developing NPCs for a range of NPC-related capabilites: for utilisation in actual immersive role-play environments, to shopping assistants, tour guides, to assist with simulations and training, education, and more.

Soon, you will be able to place multiple dynamic NPCs that welcome visitors, provide assistance, and enrich the overall atmosphere of your regions. By combining rule-based behaviour tools with Convai’s Narrative Design system, you can craft evolving narratives that adapt to your visitors’ actions and choices.

– from the Second Life blog post on the Character Designer

Convai promotional video. Note that not all capabilities shown may be applicable to the current SL Character Designer

Further information on the new capability can be found within the official blog post announcement, and the links below. I hope to be able to report more on the capability as I gain access to it with other Premium subscribers in due course.

Related Links

Linden Lab relaunches Second Life Blogger Network with enhanced mission

via Linden Lab. Used with permission

On September 26th, 2019, Linden Lab launched the Second Life Blogger Network (SLBN), a referral service for bloggers producing high-quality, independent blog content to have their work promoted by Linden Lab through a new curated SLBN feed on the Second Life Community Pages and via Linden Lab’s high-visibility Second Life social media feeds and on the Official Second Life Viewer log-in page (see: Second Life: Blogger Network launches).

In July 2024, that version of the service was placed on hiatus, to allow the Lab “to dedicate resources to upcoming changes and enhancements designed to enrich our community’s experience even further”.

On Friday, November 22nd, the Lab announced the nature of some of those enhancements with the launch of the Second Life Blogger Network 2.0  (SLBN 2.0). To quote from the announcement:

Since its inception, the SLBN has been a platform to amplify high-quality, independent blog content through our official channels, including social media. This aspect will remain a core focus as we relaunch and refine this initiative, but SLBN 2.0 brings an exciting new element: exclusive insider access to Second Life executives and early previews of upcoming features.
In addition to showcasing your incredible content to the broader Second Life community, SLBN 2.0 will now include:
  • Direct Access to Executives: Gain insider insights with occasional opportunities to meet directly with Second Life executives in a group setting to discuss platform news, updates, and strategic initiatives.
  • Early Feature Previews: Be among the first to learn about and discuss new features before they are publicly released. This means you’ll have a head start in sharing timely and relevant updates with your audience.
  • Exclusive Conversations: Participate in closed discussions that allow you to provide feedback and shape conversations about the future of Second Life.

– from the official blog post on SLBN 2.0

Participation in SLBN 2.0 remains free and non-exclusive.

  • Those who were a part of the original SLBN and who are actively blogging, are automatically eligible for participation in SLBN 2.0, and do not have to re-apply.
  • Those not previously a part of SLBN, but who wish to sign-up should review the SLBN Terms & Conditions and Content Guidelines.
  • Complete the Submission Form.
  • In addition, bloggers can optionally include the SLBN logo in their blog.

Those intending to participate should also read the official blog post on SLBN 2.0 in full.

Lab announces Philip Rosedale appointed as CTO

via Linden Lab

The event venue has been given as Linden Estate Services Meeting Area.

On Tuesday, October 29th, 2024, Linden Lab announced that the company’s founder, Philip Rosedale has been appointed to the full-time role of Chief Technology Officer (CTO), in a move that will undoubtedly cause excitement in some quarters.

As well as founding the company, Rosedale served as its CEO through until 2010, when he departed the company to work on various new ventures,  including Coffee and Power and, most notable, the VR-centric virtual world / social spaces company, High Fidelity.

The latter actually became an investor in Linden Lab / Second Life in January 2022 in a deal which included the transfer of some staff from High Fidelity to Linden Lab, together distributed computing patents held by High Fidelity, which has transitioned by that time toy working on solutions focused on spatial audio that would allow people to work collaboratively whilst geographically separate. Also as a part of that deal, Rosedale took up the role as a special advisor to the Second Life management team and the Board at Linden Lab.

In this role he has spent the last 2+ years providing advice and support to the Lab’s Board under Executive Chairman Brad Oberwager and the executive team, and has been visible at a number of Lab-led town hall meetings and similar events as well as participating in various Lab Gab events.

In his new role as CTO, Rosedale “will guide technology and product strategy daily” alongside the executive management team, and he will also resume a seat on the company’s Board.

Over the last four years since the acquisition, Linden Lab has re-focused itself on improving and serving Second Life. We’ve divested ourselves of unnecessary projects, streamlined our operations, increased the quality of customer support, and grown our overall revenues and profitability. We’re now in a unique position to define the future of virtual worlds, and Philip is returning to help myself and the exec team achieve that goal.

– Brad Oberwager, Linden Lab Executive Chair, via the announcement

Philip Rosedale Round Table Event

The announcement also indicated the Lab will be holding a Community Round Table event on Friday, November 1st, 2024, at 10:00 SLT featuring Philip Rosedale. At the time of writing, the venue for the event was TBA – this post will be updated with details when available. However, questions are being sought from Second Life users, so if you have a question for Philip Rosedale, you can submit it via this form.

Related Links