SL ToS changes: Lab contacts TPEs; some get account suspensions

Update 17th May 18:45 BST: The Lab has launched an “Authorised Reseller of L$” programme. Initial report here.

Update: 17th May: Gwyneth Llewelwyn provides an interesting and thoughtful analysis on the entire situation. DXEchange has indicated it has received LL’s e-mail of a potential solution, and is considering the matter.

Update: 16:55 BST: The e-mail to TPEs is apparently light on details, but includes the following statement: “We have approached several organizations to discuss a potential solution that would allow them to serve their customers within the bounds of the updated Second Life Terms of Service. We will soon blog to share more information about this solution, which we plan to extend more broadly as well.” So it would appear that the “potential solution” may initially be made on a limited basis.

MBKash has also indicated it has received the e-mail from Linden Lab, as has Gyndex.

secondlifeThere appears to be new movement on the situation involving third-party exchanges dealing in Linden Dollars following the recent change to the Second Life Terms of Service, and movement of a most confusing kind.

On the one hand, blog posts have started appearing on various exchange websites noting that they have received further information from the Lab, and that matters may be resolved in a manner which would allow them to resume the provisioning and exchange of Linden Dollars to Second Life users.

ToS Change

On the other hand, some exchanges are indicating that the SL accounts they use to handle their in-world dealings have all been suspended by the Lab.

On May 7th 2013, Linden Lab updated section 5.3 of the Terms of Service, which deals with the buying / selling of Linden Dollars and third-party exchanges (TPEs). While the ToS appeared to indicate that while such exchanges were not “authorised” by the Lab, the re-wording gave the impression that users could still use such exchanges while re-emphasising that doing so was entirely at the user’s own risk.

However, a blog post announcing the updated ToS change stated the that use of third-party exchanges was “not allowed” under the new ToS, and shortly thereafter TPEs started to receive e-mails from Linden Lab ordering them to cease dealing in Linden Dollars and also to remove / disable all in-world ATMs from SL with immediate effect. Third-party viewer developers were also contacted and told to remove any links to TPEs within their viewers.

As well as leading to a lot of speculation as to the reasons behind the move, the combination of mis-matched ToS update and accompanying blog post, together with the e-mail to TPEs has led to a lot of confusion and upset.

The Good

However, a number of exchanges have indicated that they have had further communication from the Lab which may allow their to resume operations. These include, at the time of writing, VirWox, CrossWorlds and Virtuateq (the latter’s update is in Dutch).

The VirWox update reads in full:

Good News: Linden Lab has approached us with a potential solution that would allow us to serve our customers within the bounds of the updated Second Life Terms of Service. We are in discussions with them and look forward to being able to share more information very soon.

Similarly, CrossWorlds also  reported:

We have received an e-mail today with regards the problem from Linden Lab. It informs us that there may be a potential solution that would allow us to serve our customers within the bounds of the updated Second Life Terms of Service.

As soon as I hear more I will let you know… and fingers crossed we can fix this problem.

It is not currently clear how many other exchanges have received similar e-mails from Linden Lab, which appeared to start issuing them late on Wednesday the 15th May, PDT, and so it is possible that updates may be forthcoming from other exchanges as the day goes on.

Quite what the “potential solution” might be is unclear. There has already been some speculation that it could be for TPEs to register as MSBs with the US Treasury Department’s FinCEN or perhaps providing evidence that they are properly registered under / adhere to any corresponding requirements within their country of operation.

The Bad

Elsewhere the news is not so good. In the early hours of the morning on Thursday May 16th (European time), Jacek Shuftan reported on the Podex blog that:

Tonight  at 2.00 o’clock all my accounts related to Podex Exchange were put on hold by Linden Lab.

I really believed that the new ToS is meant to protect avatars from the risk of fraud.  That was my goal as well so I was looking forward to cooperate with Linden Lab. I could not imagine that over one night they would want to destroy our cooperation and everything what I built for 6 years of my virtual life. They did.

I believed that they would answer my requests to start discussion. They did not.

Similarly, DX Exchange are also reporting they have had accounts suspended:

Our avatars for our exchange activities are put on hold by Linden Lab, so there is no room for interpretation that Linden Lab wants to enforce the new TOS effective immediately.

That means that we are closed permanently as of today.We expect Linden Lab to enforce the TOS on all other exchanges today.

Defying the ToS?

There has been some speculation that Podex accounts may have been blocked as a result of a decision by the exchange to continue to offer L$ in defiance of the ToS change  / e-mail, with Podex citing the 30-day “grace” period prior to changes to the ToS coming into force.

What is interesting here is that DX Exchange appears to have suffered the same fate as Podex (at least for the moment) after they had initially suspended operations, and then, according to Hypergrid Business, decided to follow suit alongside of Podex and others. This move apparently led to Bart Bockhoudt, co-owner of Gyndex indicting to Hypergrid Business that he would be objecting to the move by DX Exchange and seeking further clarification from the Lab. Whether this prompted some exchanges receiving account suspensions or not is also unclear.

However, one of the other exchanges which also opted, according the Hypergrid Business, to continue to offer Linden Dollars under the 30-day grace period cited in the ToS was CrossWorlds – who are one of the exchanges who have received the e-mail citing a “potential solution” from Linden Lab. Again, whether this is indicative that the likes of Podex and DX Exchange have / will also receive similar e-mails, and that the current account suspensions will be lifted / are the result of confused communications within the Lab, remains to be seen.

Still Confused

Overall, the result of these moves appears to leave the entire situation as confused as ever, and doubtless open to further interpretation and speculation. Expect further updates  as / when matters become clearer either via the Lab or through contact with the various exchanges.

Related Links

Server-side Baking / Appearance: key questions answered by the Lab

On Monday May 13th 2013, Troy and Nyx Linden appeared on a segment of Designing Worlds to discuss Server-side Baking / Appearance (SSB/A), alongside Brooke and Oz Linden, who were there to discuss Materials Processing.

Troy Linden is a Senior Producer at Linden Lab, who has been working on high-level server-side baking, and Nyx Linden is a Senior Software Engineer at the Lab, who has been working with the technical aspects of SSB/A and has been very much the public face of the project. Together, they answered a series of questions on the project put to them on behalf of users (the questions having been requested in advance of the show being recorded) by the Designing Worlds hosts, Saffia Widdershins and Elrik Merlin.

The following is a summary of the questions asked and answers given.

Nyx Linden (l) and Troy Linden (r) on Designing Worlds
Nyx Linden (l) and Troy Linden (r) on Designing Worlds (image courtesy of Wildstar Beaumont / Designing Worlds)

Saffia Widdershins (SW): Let’s start with the basics: what is baking, and how is it being handled now?

Troy Linden (TL): Baking is a process where we take all the information that involves your avatar – how it looks – and we combine it to deliver a finished avatar. Currently, how it’s handled right now [is] your computer, the individual’s computer, handles all of the processing involved in determining your avatar’s appearance, and it sends all the result back to our servers. So it’s a pretty involved process and there’s a bunch of time that it takes to do all that.

SW: So how is that going to be changed in the future … and will it simplify it?

TL: Server-side baking is our new system. It’s where we actually stand up a new service that will handle all of the baking process on our end. And what this actually does is it takes the load away from your computer, the individual user’s computer, and the results are a faster, more consistent experience during the whole baking process in Second Life.

Elrik Merlin (EM): Just to be clear about this … in the new system, what will be handled by the server and what will be handled by the viewer, exactly?

TL: The new viewer will be sending the server and [be] the recipient of all the avatar data, while the server does all the calculations required. So your viewer will download the results [of the baking process] over a lot faster HTTP connection.

EM: So that’s the basics of how it works, so to speak; how would you summarise the benefits to users?

Designing Worlds hosts Saffia Widdershin and Elrik Merlin
Designing Worlds hosts Saffia Widdershin and Elrik Merlin (image courtesy of Wildstar Beaumont / Designing Worlds)

TL: Well, simply put, it’s a much faster, more reliable avatar rendering experience. So hopefully you’ll see less avatars being stuck in their clouded state as well as being stuck untextured. So they’ll actually appear the way the user actually intended much quicker.

SW: So it will be an end to that problem where you half-rez but, (laughs) your make-up is blurred so you look as though you’ve been having a really heavy night!

TL: (Laughing) That’s the plan. We’re actually seeing some great results so far, so we’re very excited.

SW: Are there likely to be any downsides? There will be less impact on peoples’ machines, is that what you’re saying, or could there me more?

Nyx Linden (NL): The one downside to the new system is, because it is such a big change from how we have done things in the past, everyone is going to have to update their viewer. It will be a mandatory update. Users who don’t update will start to see even more avatars fail to load. Fortunately, we have the viewer that people need to download released, and users who use any actively maintained third-party viewer should be able to download an update presently as well. As long as users do update, they won’t see any downsides.

EM: This is obviously nearing completion and we’re nearing implementation. Can you tell us a little about where the project is, what its current status is, and what the time scales are for introduction are going to be?

NL: Absolutely! So, we’re in a multi-stage release; at this point we have our first viewer out the door. So the next stage is that we’re going to be standing-up the service that is going to be doing all the work for rezzing your avatar. Over time we will slowly roll-out the new system across the grid. That’s going to take some time, and we’re going to be following-up through our blogs and forums to let people know how that process is going, but we want to take our time with that process, to make sure that everything is working as well as we think it is.

Continue reading “Server-side Baking / Appearance: key questions answered by the Lab”

Lab updates SL’s Terms of Service

secondlifeThose logging-in the Second Life on Tuesday May 7th, 2013 were confronted with the need to accept the platform’s terms Terms of Service (ToS) once more. An official blog post on the matter states:

When you log in to the Second Life Viewer today, you’ll be asked to accept an updated Terms of Service. As with any legal document, it’s important to read in its entirety before accepting, but we wanted to highlight one of the changes we’ve made in this update: to better protect Second Life users against fraud, the updated Terms of Service make it clear that trading of Linden dollars (L$) on exchanges other than the LindeX, Second Life’s official L$ exchange, is not authorized or allowed.

 As the official exchange owned and operated by Linden Lab, the LindeX is the best place to buy and sell L$ for use in Second Life. It consistently offers the best rates for both buyers and sellers, and by limiting L$ trading to the exchange we operate, we are better able to protect users against fraudulent activity.

 The majority of Second Life users who purchase L$ do so through the Second Life Viewer by clicking on the “Buy L$” button. There will be no change to that function, as these orders are placed directly through the LindeX. Similarly, shopping on Marketplace will not be impacted.

The post also includes a link to the Knowledge Base article on the LindeX and the Quick Tips video on getting and spending Linden Dollars.

The core change to the ToS is section 5.3, which has been revised to read:

Third party exchanges are not authorized by Linden Lab and Buying or Selling Linden dollars on third-party exchanges are not authorized transactions. Third party exchanges are wholly distinct from both the LindeX exchange and Linden Lab and they have no affiliation with Linden Lab. We do not endorse or otherwise guarantee the legitimacy of the Linden dollar transfers offered on them, and we are not liable for purchases of such Linden dollars. Buying or Selling Linden dollars anywhere other than the LindeX is done so solely at your own risk. If you Buy Linden dollars that are traced to unauthorized credit card activity or other fraudulent activity, we will recoup these Linden dollars from your Account. The only authorized exchange is the LindeX.

All reference to any third-party exchanges using the Lab’s “Risk API” tool has been removed from the ToS, and the Risk API wiki page has been removed from the SL wiki, although the deletion log is retained for reference purposes.

Related Links

LL announce revamp to the viewer release process

secondlifeLinden Lab have announced a revamp to the way in which they will be releasing viewer updates in future.

Currently, the process for the majority of viewer changes is that they go through a progression – generally being seen first in the development channel (or sometimes prior to that in a project viewer), before moving through to the beat viewer (where updates go through what is effectively a final validation  / user test) prior to being adopted into the SL release viewer.

This system has generally worked, but can cause problems, particularly when there is a lot going on in terms of projects and updates, and things end up being “queued up” for the release (as is currently the case, where CHUI, Server-side Baking / Appearance, and a host of other updates / fixes are concerned all being “queued” awaiting their turn in the beta viewer release channel.

Another problem – as seen at the end of last year – can be that should a significant issue occur within the beta viewer code, it can completely block further viewer releases until such time as the problem can be tracked down and effectively fixed. Last year this meant that viewer updates were effectively stalled for around a two month period while LL sought to isolate and fix the problem.

To try to overcome any bottlenecks which might occur with viewer releases, the Lab is adopting a similar process to that used by the server-side code release mechanism, as the blog post explains:

We’ll release more than one new version at the same time in parallel to subsets of users for final validation, and then promote the most important of the best of those to the default Release Viewer when that testing shows it to be ready.

If a development project wants to put out an early version for testing prior to it being ready for the Release channel, a channel specific to that project (either ‘Project <project>’ for very early versions, or ‘Beta <project>’ for more mature ones) will be created, just like we do today. These will be shut down when the project is ready to move to final testing in the Release channel, and users in the early project test channels will automatically be upgraded to the corresponding Release candidate version.

This means that in the coming weeks, we’ll start to see different versions of the viewer start to appear in parallel in their own “release candidate” channels, and people will be able to choose which versions they want to download and try-out. Once it is deemed the code from a specific “release candidate” viewer is ready for release, it will be integrated into the SL viewer and made available to the community through the established mechanism. As such, the beta viewer channel will be vanishing in the near future.

Quite how well different flavours of the viewer will run together on a single computer for those who want to try-out more than one upcoming release remains to be seen. Generally, different versions of the SL viewer tend to play nicely together. However, as was seen with the 3.4 and 3.5 code base changes problems can occur. In that particularly instance, running a development or beta viewer using the 3.5 code and then swapping back to the SL release viewer on the 3.4 code resulted in all the toolbar buttons vanishing from the latter.

The overall hope is that this change will mean that specific features and updates will reach the release version of the viewer at a greater pace than can be achieved with the current process, which in turn should not only smooth the path for new capabilities and features to reach users quicker (allowing for the inevitable bugs and hiccups such projects tend to encounter anyway), but perhaps also help in get fixes for significant issues and problems out to the mainstream viewer.

BobbekinWorld: building interactive children’s stories in SL

Last week, Dawny Daviau (Sylvia Thevissen in rl) nudged me about a project she’s involved in, and which is being developed by a team led by SL machinima maker Chantal Harvey and the creator of R2D2, Tony Dyson, working under their Netdreamer Publications brand. At the time I made a note of things – and then promptly forgot in the rush to sort-out bits and bobs for Fantasy Faire coverage.

Fortunately, Saffia Widdershins over at Prim Perfect didn’t, and she has a good write-up on the project, which Chantal and Tony call BobbekinWorld.

This is a series of children’s e-books which use advanced animation and combine video, music and still images of cute little characters called Bobbekins. The team use a range of media – including Second Life –  in which to create the stories, with “Toy City” being an actual sim inside SL.

The books are designed to be immersive, fun and have a teaching exercise or theme to the stories, the idea being to make full use of the digital medium to engage children in a visual, interactive style.

Currently, the first book in the series has been developed, and an Indiegogo kickstarter has been set-up to help with financing the project. Some $15,000 is required to bring the project to life. Those donating to the cause receive a range of benefits according to their level of contribution. The indiegogo page includes an excellent Q&A to the project, featuring Tony Dyson. In it, he not only explains why the team believe that e-books are an ideal medium for children, he also explains why the team has turned to Indiegogo rather than presenting the concept to a large publishing house:

Over the last 2 years, we have invested a considerable amount of money and time in this project. It has been very difficult to stay independent. We know that if we sell to the large publishers too early, we will most definitely lose control over matters we find very important and are close to our heart.

The cover of the first BobbekinsWorld e-book, designed by Dawny Daviau (image courtesy of Netdreamer Publications)

We now need to market and develop the full range of e-Books and printed material. At Indiegogo we have the perfect opportunity not only to pre-sell our publications, but to also offer exciting bonuses to families and teachers who share and appreciate our concept.

As a part of the team, Dawny is the Graphics Artist, responsible for designing the cover of the first book in the series. Another long-term SLer, Slim Warrior (or “Slimmie” to her friends – Leo Wolff in RL) is responsible for the music within the books.

In terms of Second Life, the project – as Saffia points out in the headline to her piece – highlights another unique way in which environments such as Second Life can be used to help develop real-world projects.

As well as incorporating the team’s own belief in the digital medium in which to engage young children, the project has received support and input from a panel of advisors, including Dr Tracy Harwood, a National Teacher Fellow and a Senior Researcher at the Institute of Creative Technologies, De Montfort University, UK, Dr. Phylis Johnson (PhD, Instructional Technology), a professor of media in the College of Mass Communication & Media Arts at Southern Illinois University and Elizabeth Spezia, education services and community engagement manager at WSIU, the public television and radio stations for southern Illinois, who leads the station’s Ready To Learn initiative, which reaches thousands of local children and families each year through media-based learning.

A scene from the first Bobbekins book, using a set created in Second Life (courtesy of Netdreamer Publishing)

Related links

With thanks to Saffia Widdershins, and sincere thanks and an apology (for the late write-up) to Dawny Daviau.

Become your avatar. Again.

secondlifeThey say there is no such thing as an original idea.

In the Lab’s case, there appears to be no such thing as an original marketing campaign.

Three years ago, they ran a campaign “Become Your Avatar“, asking people to “star” in ads which put them up with their avatar in an attempt to draw-in new users.

It was a campaign which was – both within and without SL – somewhat ridiculed. The message itself, to the uninitiated, appeared confusing and ultimately and the whole thing appeared to be something of a flop in most people’s eyes.

The original campaign
The original campaign

Nevertheless, that didn’t stop the Lab trying it again in late 2011 – and it received about as much “positive” feedback from observers at the time as the original.

Now in fairness, we don’t really have any way of gauging how well either campaign actually did; they could actually have done remarkably well, despite the jaundiced eye many of us (myself included) cast over them.

be your avatarWell, guess what? The Lab are looking to run it a third time, and are calling for people willing to “star” alongside their avatar in a new campaign to be launched in the near future.

The announcement reads in part:

We are now casting both humans and their avatars for a new promotional campaign that will be featured on SecondLife.com and across the web.

For this campaign, we’re looking for people who are comfortable revealing their “human side” alongside their avatars in Second Life, like in the image above. Specifically, we are looking for those whose avatars do not physically resemble their owners.

This promotion aims to spotlight the diverse and creative communities in Second Life, so please apply if you’d like to share your passion for Second Life with the world!

To be considered, please fill out this application form by 11:59 PM Pacific on Wednesday, May 1, 2013. All submissions will be reviewed by the creative production team for the campaign, but no personal information provided will be disclosed publicly unless you are selected and specifically consent to participate.

We look forward to hearing from you!

I’m not sure what to make of this – other than the fact I won’t be applying. As noted above, just how well the original and follow-up campaigns did is hard to say; we just don’t get enough data on sign-ups and retained users nowadays to make a realistic assessment. This means it is easy to err on the “not very” side of the success equation.

For my part, however, I just wish that someone at the Lab would put more thought into finding something that is fresh and original and which might find broad-range appeal rather than constantly re-running the same ideas. The talent pool within SL is as deep as it is broad, and there would seem to be plenty of opportunities for the Lab to work more collaboratively with users to promote the platform than this approach, as I’ve mentioned myself in the past and also more recently.

While “tried and trusted” may appear to be the safe / easy / assured option for the Lab, it does tend to come with a problem beyond its perceived success. A problem I would hope the Lab take time to note.

Many out in the world – gamers, pundits, et al, already regard Second Life as one of “dead”, “dying” or “past it and not worth the effort. In constantly re-treading the same ol’, same ol’ by way of marketing efforts, the Lab is actually doing very little to dispel such views.

Still, if you feel like having a go – don’t forget the application form and the closing date of 23:59 SLT on Wednesday, May 1st.