Showing posts with label Philip Rosedale. Show all posts
Showing posts with label Philip Rosedale. Show all posts

Wednesday, June 8, 2022

Looking Back At The Newser: The First Years, 2010-2013

 
By Bixyl Shuftan

It was June 2010 in which the best newsletter covering Second Life folded, JamesT Juno and Dana Vanmoer's Second Life Newspaper, and a new one began, the Second Life Newser. It would consist of four writers, Gemma Cleanslate, Shellie Sands, Grey Lupindo, and myself, Bixyl Shuftan, with me as the Editor and owner. With the old SLN, I had been the "office manager," and updated the paper when Dana couldn't. So I had some experience. Still, I felt a lot of weight on my shoulders, and had some big shoes to fill.

People messaged me for days, asking what was gong on. The overall response was sadness, but there was some anger. One former minor sponsor was furious neither me or Dana told her about this, accusing her of selfishness. Our "arch rival" the Herald mentioned our closing in an article I felt was respectable, suggesting Dana was simply being practical.

Our first article was that of James and Dana's farewell party. After that, it was reporting on people, places, and events across the virtual world as we had done before. For the first several days, we had only one section: the front page. And just a few days in came a bombshell: the Lab was laying off a third of it's staff. Later that month, we would hear about the CEO M Linden stepping down, much to the cheers of some residents who blamed him for much of what had gone wrong in the past couple years. We would also cover the Second Life Seventh Birthday. Sadly we would also hear of a classic sim, the "Greenies" home closing down. Around the start of July was an Internet ad for Second Life emphasizing the vampire community, which I called an "ad with a little bite." It was an active month for Second Life news, and we had hit the ground running.

By Wednesday June 16, we would have two new sections, People and Events, with Places and Extra appearing later in the month. Just as with Dana's paper, I would provide screenshot cartoons, an average of two a week. Behind the scenes, two locations offered us space for an office: Book Island and the Sunweaver Estates. With the latter, Ranchan Weidman offered to make the office building. So it didn't take me long to decide. And on June 23, it was on the ground and we now had a (virtually) physical presence in Second Life. Gemma's partner at the time, Quark Allen, would provide us with chairs for the meeting room.

By the end of the month, it was clear we were providing the news just as well under the Newser as the Newspaper. We were still sad James and Dana were gone, but we were doing fine on our own. We would celebrate with a party at Covadonga Writer's island.

As the summer went on, we would write about the Relay for Life and the Passionate Redheads, the team many of the office's neighbors in the Sunweaver lands were part of. The return of Club Zero Gravity would be covered. Unfortunately, there was a bit of drama involving the Newser as it involved someone once interested in an ad who later would complain against both Dana's paper and the Sunweaver's Club Xanadu. Part of the response was to write about the Pan-Pacific Auditorium build, and shoot down the argument the party in question had an exclusive right on Xanadu's name and appearance. Club Fur, possibly the oldest club still around at the time, would be rebuilt on Sunweaver lands.

Philip Linden would say his goals were to make Second Life "fast, easy, and fun," and his slogan ended up the caption for women's t-shirts. One bit of news from the Lab stunned many, that the Teen Grid would be shut down and it's 16 and 17 year old residents could go about in General-rated areas. This disturbed many whom predicted having minors going about would soon lead to disaster, and was pretty much a move that few among the residents supported. In October, he would announce he was stepping down as interim CEO.

In October, we would get another section: Design. Breezes Babii, known for her "Breezes Thoughts" in the old paper would join the team. In the fall, so did Any1 Gynoid, noted for her cheerful and bubbly manner and having articles on CNN iReports. We would also get our first reporter with no connection to Dana, Samantha Nightfire. My friend Alleara Snoodle would do a picture of me, which remains in the office to this day. But there was sad news. In November, Delinda Dyrrsen, a former reporter for Dana's paper who would later work on the Tonight Life show and "Live n Kickin," suddenly passed away. 

Late November would get us our first sponsor, the Podex Exchange. They would sell you Linden dollars, as well as buy them. Not only would they do business in dollars, but also Euros and several other world currencies, some of which the Lab didn't deal with. Wanting to give them a mention every month, I would do advertorial stories for them. Half of the adverts featured tales of satisfied customers. Half were comical stories of a clumsy, hard-luck bandit whom kept trying to rob Podex with half-baked plans that never worked and usually failed spectacularly.

In later August came more shocking news. A member of Team Emerald, the people behind the most popular third-party viewer at the time, had used computers using it to launch a DDoS attack on the website of someone he didn't like. This would lead to the "Emeraldgate" scandal, and eventually lead to a number of the team breaking away and forming "Team Phoenix" with it's Phoenix viewer, with Emerald getting shut down by the Lab and a few of the people banned.

That summer, there would be fundraisers to help people affected by an oil spill in the news, as well as to help fund the cleanup. In November,  Universal Studios would ask the Lab to shut down "Battlestar Galactica" roleplays. Later on, the two sides came to an agreement, the roleplays would continue, but nothing involving copyrighted material could be sold by content creators. But there would be no such deal for the Frank Lloyd Wright Museum as the Wright Foundation in real life ordered them to close or go to court. So they shut down, though later would be replaced with the Virtual Museum of Architecture. There would be more legal trouble as Ozimals, known for their pet bunnies, would take the Amarentto Ranch company, known for their horses to court.

The Newser would write some about the WW2 Combat RP that fall and winter, as well as write about World of Warcraft's "Cataclysm" expansion, and it's Worgen and Goblins.

By year's end, we felt we had reasons to celebrate. Second Life had gone through some tough times, but it seemed the worst was over, and were optimistic about the new Lab CEO Rod Humble. And after six months, we not only had a larger crew, but were continuing to publish every weekday and most weekends. Once again, we threw a party to celebrate.

In January 2011, we would start a weekly "Events This Week" article in "Events" which contained times for things like club parties to weekly book readings to science discussions. Xymbers Slade would sign up in February and would do horoscopes and various articles such as games in and out of Second Life, as well as contribute some cartoons. Sam Nightfire would leave the Newser to concentrate on her "Virtual Tonight" TV show, and I would appear on there in early February. It would last for several episodes. Any1 would also depart, and shut down her CNN iReports page.

Rod Humble came on as CEO around the start of the year. We were optimistic about him at first as he made visible efforts to go about Second Life and understand how it was for an avatar. There was further optimism when the number of groups was raised to 42 in later January. One move that caused worry was moving some teen accounts from the old Teen Grid to Second Life. There were predictions of legal trouble, and perhaps places getting shut down. But those would not come to pass as the teens either moved on to other places online such as games, or went around undercover fibbing about their age.

In late February and early March came the most controversial story since Emeraldgate: Redzone. Promoted as an alt detector, it got people nervous with fears of privacy concerns and stalking. But the Lab would soon act against it, and it's creator was banned. The IBM corporation had once funded dozens of sims in Second Life. But in April they closed their last three, a simbolic move that reminded people real-life business had all but departed Second Life. Blue Mars, once touted as the "Second Life Killer" would end up laying off many of it's staff, and announce it would be concentrating on mobile apps, a move many felt was a gamble that was most likely doomed.

Of real-life events, in February, the Arab Spring was covered in the Egypt sim as it's country's leader stepped down, as well as anti-Kadaffi demonstrations elsewhere. In March, there were fundraisers to help bring relief to those in Japan affected by an earthquake. In May, the arch-terrorist Osama Bin Laden was killed by Navy Seals, and later that month some builders made a build of his Abbottabad compound.

Of the Sunweaver community, Nydia Tungsten would create KVXN Radio in February. Club Xanadu would start having events again in March after being closed for over a year. When the Relay season started, the Passionate Redheads began as usual, but in April team co-Captain Daaneth Kivioq had a stroke. He persevered, and the team went on with many fundraisers, myself doing a "Bid Me Human" that had me without my fox avatar for a month. The best fundraiser was Sunweaver community leader Rita Mariner's own Bid Me Human that netted 75,000 Lindens ($300 USD).

Early June would be our first anniversary. It had been much hard work, but we made it. We celebrated with not one party, but two, both at Covadonga Writer's Cove, and The Lighttower where DJ Quark played his most attended sets. A plane made by Jessicabelle Dayafter was given as the prize to one lucky contest winner. We were feeling on top of the world, well, the virtual world.

June would see another successful SL Birthday. July would see the Relay for Life's Weekend Walk, with the Passionate Redheads celebrating their Co-Captain Daaneth's recover and a successful season. The Relay committee was proud too, honoring him with the individual Spirit of Relay award. It was perhaps the high point of the Passionate Redheads. Unfortunately, the good times for the Redheads would not last. That autumn would see the opening of the community's beach club, the Happy Vixen.

In July, Paisley Bebee would end her popular Tonight Live show. Treet TV, once a popular programing broadcasting network for Second Life based shows, would also shut down that month. Earlier in the year, a pony community had sprung up with the new pony avatars in the sim of Bronyville. In July, Bronyville was taking down due to it's creator being a ban-evasion alt. Undaunted, the ponies got other sims and rebuilt.

August would see the Newser get a new sponsor: the Steelhead steampunk-themed community. We would cover events there such as it's annual blowing up of Mt. Saint Hellens. We would also write about the LEA's "Avatar Games." In September, we would write about Aero Pines' 9/11 Stairclimb tribute to firefighters. Sadly in September, one of our favorite hangouts, The Lighttower, would close. Founding member Shellie Sands would also go on hiatus, never to return. In October, we would write about the "1000 Avatar Project," one artist's documenting over a thousand resident pictures. In November, we wrote on the disappearance of the Vietnam Wall. December had us writing about Linden Realms, the Lab's efforts to make an inworld game in Second Life. At the end of the year, CNN would close it's iReports area inworld.

August would see the introduction of something new in Second Life: Mesh. Touted as a more efficient and better way to build, it was a little slow to catch on at first as only the most recent viewers would see it. The "Flufee on a Meshion" videos by Pooky Amsterdam and Draxtor Despres would both prove popular and ease people's minds a little more. Unfortunately, Mesh would require the use of offworld tools, and some established builders would find themselves at a disadvantage as it caught on.

In real life, this July would have the last of NASA's space shuttle missions. Here in Second Life, a replica would go up at the same time. The landing would be broadcasted at the ISM. A massacre in Norway of dozens of children resulted in residents paying their respects in a church at Second Norway. In October, the Occupy Wall Street protests would be reflected inworld as well. 

One issue annoying residents, especially newer ones, was Linden Lab having done away with last names for accounts. It had done so in late 2010 for several reasons, such as people being confused as to why they couldn't simply use their real life name and not liking any of the several names offered at the time as options, while offering residents a "display name" or more or less whatever they wanted as an option. Trouble was, with the default surname of "Resident," newcomers felt like second-class citizens. And they were sometimes treated as such as they were instantly identified as new, some venues not allowing them in, thinking they might be griefers. In December 2011, Rod Humble stated Linden Lab was looking for a way to bring back surnames. But a few months later in March 2012, the Lab announced they couldn't find a way that was fair for everyone involved. While some acknowledged the new system was a better one than the old overall, the general feeling was that the Lab could have easily made some improvement.

In February 2012, Club Cutlass would get a makeover and change from the "Pyramid" to something round that became known as "The Donut." In March, the Sunweavers got started at the Relay for Life as the Passionate Redheads with a number of events. But in May, trouble erupted behind the scenes. Daaneth and Sabine would step down as co-captains, Daaneth leaving the team, and Dusk Griswold and Lomgren Smalls would assume temporary leadership.

Winter 2012 would see a couple events in which the residents interacted with the residents vanish, the Linden Snowball Fight, and "Kiss A Linden." But the Lab would enact a new Third Party Viewer policy that required more standardization of other viewers. So features like Phoenix's showing what other viewers residents were using had to go. In March, Linden Lab closed down it's Welcome and Discovery Islands for new residents, and replaced it with a simplistic area that would likely confuse them. In April came a bombshell: Linden Lab would not be organizing a Second Life Birthday event. And in July, it was announced that the Second Life Community Convention, it's annual real-life convention was cancelled.

Why was Linden Lab doing this? While there were a few people wondering if this was their was of trying to avoid drama, another newsletter expressed an opinion shared by more, "Linden Lab has lost any real interest in being involved with the user community." Fortunately in the case of the Second Life Birthday, a number of residents got together and organized their own Second Life Birthday celebration, with sponsors paying for the sims.

In April was one of the Newser's more controversial stories, an investigation of the maker of the Voodoo Security system threatening the members of a privacy group. Also in April, the 100th anniversary of the sinking of the Titanic was marked by events on the replica of the ship in Second Life.

While not a Second Life topic, the SOPA and PIPA Internet bills would get numerous protests online. Several Sunweaver clubs would protest it by closing for a week. As the year went on, there would be various proposals for increased regulations, including a proposal to turn the Internet over to a UN agency, which would have allowed repressive nations to censor content with it's blessing.

June 2012 would be a happy month for the Newser. It celebrated it's second anniversary, yours truly recalling the large bash our predecessor paper had for it's second. And for the first time it wouldn't just cover the Second Life Birthday, but it would be part of it, with an office exhibit made by Quark Allen. July 2012 would see more good news. Despite the troubles earlier, the Passionate Redheads rallied and came out as a leading team once more. But unfortunately this would be their last hurrah.

In July, the Summer Olympics took place. While there were inworld tributes, the Duran Duran band did an Olympic concert with displays of Second Life avatars on stage screens. In August, one of the last media corporations to have an inworld presence, the Australia Broadcasting Corporation, would close ABC Island. 2012 had a US Presidential Election. But this one drew less excitement and attention than the one four years ago, both in and out of Second Life. This wasn't so much the case with Hurricane Sandy that summer, in which a number of residents were knocked offline for a while.

In August, Nydia and a number of other Sunweavers took an interest in Minecraft and started building on a server. In October, World of Warcraft would launch "Mists of Pandara," and the Pandaren as a player race, which got the attention of some gamers I knew.

In August came one certain change in the Newser that those looking for older articles in the archives appreciated. We had been following Dana's example of just linking sections to story headers. A reader suggested linking the story itself whenever another one replaced it on the top of a section. So we started doing that. In November, Gemma and Quark would have their fifth anniversary party. Also in November, DrFran Babcock would join up with the Newser. Grease Coakes would join about a month later. 

In December, the original office from June 2010 was retired and replaced with a much improved that continues to stand almost ten years later.

In September, Linden Lab would get into something other than Second Life, and launch it's sandbox game "Patterns," described as a Minecraft spinoff. Alongside the iPad app "Creatorverse," some wondered if this marked the start of a shift away from a focus on Second Life by Linden Lab. On a more amusing note, a group of people came up with a Second Life version of the popular "Gangnam Style" video, one that would inspire a number of inworld parodies such as "Hamster Style." Soon after, it became normal practice for the Newser to show a video on Saturday, usually a music video.

November 2012,  the Ozimal lawsuit against Amaretto is ruled in favor of the horse maker. About the same time, CBS ordered Linden Lab to enforce copyright protection of Trek items, and some content creators were suspended. This left some roleplayers concerned if CBS was trying to shut them down as well. It wouldn't be until February in which CBS would give them a clear answer. They had no problem with Trek roleplays and stated they wanted them to continue, but would still take action against anyone selling.

In December, Team Firestorm, formerly Team Phoenix, announced it was stopping support of the older Phoenix viewer at the end of the year, citing the increasing difficulty in updating the Viewer 1-based viewer.

December 21 was the end of the "Long Count" Mayan calendar, and the day a few thought the world would end. A few places inworld would react by having "Apocolypse Not" and "End of the World" parties in jest. It was one of our more amusing stories at the end of the year.

Bu things soon got a little more serious. In January 2013, for one club, Junkyard Blues, the issue of griefing turned serious with a group hitting the place with a series of "graphics card crasher" attacks, and threatening more unless money was paid. With the Lab offering little help, their reaction would be a "hunker down" strategy to outlast the blackmailers. It led to questions about the dismissal of Oskar Linden a few months earlier, supposedly it being partially due to his taking action against a griefer, and now other Lindens were hesitant to take action.

In legal matters, In February,  the US Treasury Department's Financial Crimes Enforcement Network (FinCEN) issued a report on guidelines for the regulation of virtual currencies. Discussion about it the following month had people wondering if the Lab would need to hire additional lawyers to figure things out. A couple months later in April, there would be a Bitcoin crash, raising more questions about regulations. Also in April, the CISPA bill that looked to many like a threat to Internet privacy passed the House. In June, PRISM, a secret Government  program that gave the NSA unprecedented access to major tech company servers, was exposed. In August, there was a proposal to declare unauthorized streaming a felony, based on part of the SOPA bill from the previous year.

Grease Coakes would go from news writing to published fiction with his "Ginny" story in January. Starting in March, DrFran began a series of articles describing what the first sims in Second Life looked like today. She would also interview some notable personalities such as Pookymedia's Pooky Amsterdam, Marianne McCann of Bay City, and Doc Gasoigne, the head of the Second Life Birthday team.

For our neighbors in the Sunweaver community, January would bring sad news with the decision to disband the Passionate Redheads RFL team. Fortunately a new team would rise in it's place: the Sunbeamers with Rita Mariner as the team captain. Nydia and friends would have some more Minecraft adventures. Club Zero Gravity would get renovated, though some would say they preferred the old look.

Draxtor Despres' work on the "Flufee" videos would end in January with the last one. But he would soon be back with "The Drax Files: World Makers" videos. Philip Rosedale had created another company: High Fidelity. In May, it would make news with the announcement of a new VR Rig: Occulus Rift.

Linden Lab's diversification would continue, buying the sandbox world Blocksworld in January. Soon after it released Dio, a "creative and social experience." In February came "Versu," which was an interactive fiction reader. In July, it would by Desura, a game distribution program that focused more on independent, or indie, games than Steam. But while Blocksworld would prove to be a financial success, the others would not be. Some wondered if the Lab was just throwing things against the wall to try and see what stuck instead of making extra effort to build up a fanbase around a product.

In February, Linden Lab would state they were offering a "surprise gift" for residents. It turned out to be ten Linden dollars for each resident, a tiny amount. Confused, some residents stated they would have preferred the return of the "Kiss a Linden" events. They were somewhat more approving when in March the Lab started to bring back it's 50% discount for nonprofit sims, beginning with offering it to some groups to bring back expired sims, though naturally some were still irritated for the discount being taken away to begin with. Only in July would it bring back the discount in full.

Then in May came a bombshell. Linden Lab was ordering all third party Linden dollar currency exchangers to shut down, including the Newser's first sponsor Podex. Trouble was, this left people in some countries overseas without means to buy Linden dollars, and there was talk about some entire communities up and moving out. 

Why was the Lab doing this? Some felt the Lab was beign greedy without thinking of what might happen. Others thought it was a panicked reaction to the proposed Federal regulations of virtual currency. Podex's Jacek Shuftan tried to negotiate, but the Lab would suspend his account, shutting down Podex. Finally in mid-May, Linden Lab would do a partial reversal. They would allow the exchangers to do business as "authorized resellers," but they could only sell Linden dollars, not buy them. Several were authorized at the announcement, but for some reason would drag their feet with Podex which wouldn't get it's authorization until June 2.

So with our third anniversary party, we had reasons to celebrate. While one of our sponsors had a close call, they were still around. We would be in the upcoming SL10B, and soon after were featured in an inworld magazine, "Unforgettable."

The Second Life Tenth Birthday went well, with exhibits such as Loki Eliot's "The Behemoth," which was described as a metaphor for Second Life. Linden Lab had better luck with it's gift to the residents for the SL10B, a bear avatar, than other notable recent moves. More friends of mine showed up at this SLB than previous ones too.

In August we covered the Steelhead elections, which unlike the CDS's were mostly an RP one. Steelhead was a fun place to write about, and I would write articles such as the Sharknado party. In October, Luskwood, the oldest active community in Second Life, would celebrate it's tenth anniversary.

There was an SL game based on the anime "Attack on Titan." However, it made money by selling gear needed to play. So the owners of the anime complained, and the gear was taken off the market, closing the game to new players. Some called this a missed opportunity, feeling a deal could have been worked out between the game's creator and the anime's owner. Linden Lab would introduce a second game to the Grid of it's own in July: Magellan's Grid. This one would have a plot in which players would try to foil a villian.

In September came another bombshell. Linden Lab changed it's Terms of Service in regards to content creators, making the language vague and interpreted by some as saying the Lab reserved the right to take and claim someone's content as their own and sell it. The Lab would issue a statement saying this wasn't their intention, but would not change the language. So websites for 3D artists began disallowing the use of their textures in Second Life. Also, Tuna Oddfellow would take his noted "Odd Ball" and move the show to Inworldz, "you just broke the social contract with me as a creator in Second Life BIG TIME." Others began heading to InWorldz, either moving or at least giving the place a look.

Why was Linden Labs doing this? There was a little speculation that this was part of an "exit strategy" by the Lab's CEO Rod Humble, the content of the virtual world being a potential "gold mine" to the indie game developers on the Lab's new Desura platform. More often, people felt the Lab wasn't out to take people's content, but the ToS change was very poorly written and the Lab didn't realize how upset people were or the situation it and Second Life were in, "Linden Lab's refusal to understand the needs of its customer base is far more troubling to me than its poor contract drafting," one lawyer would comment.

A United Content Creators of Second Life group was formed with the intention of getting the Lab to listen to their concerns and remove the iffy ToS language. There were panels with discussions involving lawyers. But the Lab's response was, "We believe that it would be more fruitful to avoid further debate of the assertions made to date regarding the intent and effect of our updated Terms of Service." At the end of December, UCCSL's founder Kylie Sabra announced she was sending a letter to Linden Lab. But at the end of January, she stated she had gotten no answer, and had concluded the Lab had no intention of correcting the Terms of Service.

Inworldz in May passed 75,000 users. And in November it passed the 100,000 mark. With more people looking at InWorldz, the Newser did as well, yours truly covering Tuna Oddfellow's debut of the Odd Ball in this world, getting Wingless furry avatars offered there, and covering a Relay for Life in Inworldz event. With more game reviews in recent months, it was decided in November to make a new section: Other Grids and MMOs, later changed to Other Grids MMOs and Games. Also in November, yours truly got a new computer, the one I already had was around since before writing for Dana's paper. 

Among the things I was covering was the formation of the InWorldz/Second Life connection center to promote travel between the two worlds. This culminated in a meeting taking place in both virtual worlds, hosted by Nydia Tungsten and sponsored in part by the Newser. In late December, we would interview InWorldz founder Elenia Llewellyn. The Sunweaver community, the neighbors of the Newser office, would make the decision to get a couple sims in InWorldz as a "lifeboat" in case something happened to Second Life. In January, the Newser's sponsor Podex started doing business in InWorldz, and Luskwood was offering free avatars in InWorlds to users who had them with their Second Life accounts.

InWorldz it seems was going from a curiosity to starting to become a competitor to Second Life, thanks in part to Linden Lab's distancing themselves from and failing to understand it's customers.

In November, Linden Lab would settle a property-rights case out of court. It would also pressure Team Firestorm to block older versions of it's viewers, and eventually the team relented.

By the beginning of 2014, the Newser was in good shape. It had sponsors. It had a team of great reporters. We had plenty to write about and cover, posting about a thousand articles, briefs, announcements, and cartoons in the previous year. And most important, we had a large and growing following of readers who looked to us as a source of news about Second Life. However, some of what we wrote about was Linden Lab's questionable moves. Second Life was still in good shape after ten years. But it was still going through a long-term decline in the amount of virtual land being owned by the residents, and the Lab's actions certainly didn't encourage things there. With Linden Lab increasingly unable or unwilling to understand it's customers, it was starting to look like more of our future efforts would be covering other virtual worlds and games as they spent less time in Second Life and more in InWorldz.

But 2014 would bring about more stories to cover.

Bixyl Shuftan
 

Friday, February 26, 2021

Philip Rosedale's "Ask Me Anything" on Reddit

 
By Bixyl Shuftan

On Wednesday Feb 24 at 11 AM, Philip Rosedale, the founder of Linden Lab and Second Life (still remembered here as Philip Linden) held an "Ask Me Anything" session. While he was more interested in his current company, High Fidelity, he was still willing to accept questions about "the virtual civilization ... populated by one million active users."

Hi Reddit!

I am the founder of the virtual civilization Second Life, populated by one million active users, and am now CEO and co-founder of High Fidelity — which has just released a real-time spatial audio API for apps, games, and websites. If you want to check it out, I’d love to hear what you think: highfidelity.com/api

High Fidelity’s Spatial Audio was initially built for our VR platform — we have been obsessive about audio quality from day one, spending our resources lowering latency and nailing spatialization.

Ask me about immersive spatial audio, VR, virtual worlds and spaces, avatars, and … anything.

Some of the questions were irrelevant ones, "What are your thoughts on flying penises?" But there were plenty of relevant ones, many of which he answered. Here are the majority of them.


DrNarf

Philip, I have tried your High Fidelity 3D sound many times, and it's stunning. I wonder, however, if you still have dreams/plans for another metaverse? Thanks. DrFran

PhilipRosedale

I love virtual worlds and plan to keep working on them in one form or another until I die!

 

Grimegang_Cody

Whats going to be the next big step in vr?

PhilipRosedale

Typing at normal speed (probably by using see-through camera to show you a real keyboard) is the biggest change that would make VR devices usable for general computing.

Next would be reduced weight and greater comfort for longer sessions.

The 'big step' is simply to get to something that everyone is comfortable using.

 

SenatusSPQR

Hey Philip. Cool to see you doing an AMA. If you were rebuilding a virtual world today, would you be including cryptocurrencies in there? What's your take on the timeline to making virtual worlds so realistic that people start being unable to distinguish them from reality?

PhilipRosedale

Yes I would use cryptocurrencies, but NOT using proof-of-work as the consensus mechanism, since this puts the environment at risk. The consensus mechanism cannot trade units of the currency for electrical power - that is a recipe for global disaster. Fortunately there are many other ways of maintaining a distributed record-keeping system.

 

Trigit_VR

Do you think a shift in consciousness (social or spiritual) could be triggered through VR? Did you see any signs of something like that yet?

PhilipRosedale

The internet (and VR specifically) has the potential to deeply connect people. But it can also disconnect and separate people. The difference is in the choices we all make about the products we build. But sometimes maximizing profit does not maximize public good. We are going to have to make the decision to use it for good, at a cost.

 

TRIZnik

Why do you think Facebook is keeping Horizon so closed in testing?

Could they be worried about anti-trust action if/when social VR starts dominating the VR software market?

(I've been bullish on social VR engines "swallowing" games since at least 2012)

PhilipRosedale

I don't know.

Social VR needs to be larger than one app or company or we are all at great risk.

 

bubblesort

I love virtual worlds, and I've been an SL resident since the early years. My work study in college was in SL.

This probably sounds like a dumb question, but... one thing I don't get is why HMD adoption is such a big deal.

I've used HMDs, I think they are cool, but I can't think of any content I really want to use an HMD for. Maybe a flight simulator, where my head can be another axis of control for guns as my hands control the space ship, but other than that... I just don't think it's necessary.

Why should I make the jump from developing content in SecondLife to develop for HMD platforms?

PhilipRosedale

You should wait until there is a large diverse set of people using HMDs. There isn't yet. HMDs need to be accessible and comfortable for everyone: across age, gender, and race. They aren't yet.

 

VRMeg

Years ago I saw you do an interview where you created an avatar in AOL and jumped into the Sims I think. But your goal at the time was to make it so people could have avatars to jump from site to site. In second life, people jumped from unique created world like the sims to sim. And in high fidelity it was more jumping specifically to a URL. Are your creations getting you closer to that end goal?

Also, in High fidelity with spatial audio, how do you make a grid with entities horizontal and vertical where depending on where an avatar stands, they would sound different in reference to another avatar. Or the sound of a fountain as you get closer to it gets louder. These are all perceptions to make things seem more real as we know it. What will be the new reality we will experience in a virtual world. i.e. what is next?

PhilipRosedale

The hard question, I think, is why we will want to jump between these worlds or share a larger world. Most games are intentionally holistic - it doesn't really make sense to jump between them. You don't want to drive a car from GTA into Among Us. So the big question about "what is the metaverse" is what sort of space(s) we want to share, and why? I don't think anyone has very good answers to this, myself included!

 

mrvladnov

What are your thoughts on the dapp economy right now? From your experience in Second Life, do you see a world in Earth's future where people sustain themselves by making income as worker-consumers in a virtual world fulltime?

PhilipRosedale

Yes: A few thousand people make their living today in Second Life, and that is a place that typically has around 50,000 people online. So absolutely people will sustain themselves increasingly as time goes by from work in virtual worlds.

 

westrajc

Greetings Philip! There is a ton of 'buzz' lately about NFTs and Virtual Worlds. As someone who has created virtual economies from scratch and understands the desire of creators to control and derive value from their work, do you see a future where there is a standard, secure, privacy-focused #Metaverse currency? If yes, how can we avoid the negative ecological effects of current Crypto offerings?

PhilipRosedale

Love the idea of NTFs as a durable way for art to move around and create more income for artists. Have seen similar things already in Second Life, which had transferrable/resellable secure digital assets from day one and a really big GDP in part because of that.

But... we can't use cryptocurrencies with Proof-of-work move them around because of the ecological impact. But of course there are alternatives to POW so that's great. Strictly speaking, a provable NFT doesn't strictly require a blockchain. Web of trust + signed proofs would suffice. But I love the overall progress so far and idea.

 

timf5758

My question is:

  1. Apple is developing AR technologies. Do you think VR will eventually replace AR or do you think they can coexist in harmony.

  2. Do you think VR is essential to virtual worlds? And how far away are we in terms of technologies to develop a fully rendered real-life-like cities that players can join.

PhilipRosedale

I think AR and VR are very different things. AR requires approaches that blend information with the real world and balance attention. VR is the opposite - total immersion. Both the hardware, software, and economic/social/moderation implications are very different for the two.

I don't think VR (if by that you mean HMDs) are essential to virtual worlds. We interact with virtual worlds with whatever interfaces we care to. We will probably never be 'natives' to those worlds through our interfaces, however good, btw.

 

dale_glass

There's one thing I wondered for a while: how on earth did you manage to make High Fidelity (the original, 3D one) happen? I mean, it was a platform that was fully open both on the client and server side, heavily distributed, with a cryptocurrency and made in such a way that made central control difficult. I have a very hard time imagining how one makes a business pitch for that. How do you convince people to invest in something you're allowing people to just take and do whatever they please with?

But however it happened though I'm very happy it did -- there's some excellent work in there, and we hope to keep it going.

PhilipRosedale

Thanks! For a while there (2013-2019) it seemed like we would have hundreds of millions of people with immersive VR devices by 2020. That was a sound thesis for investing in a project like High Fidelity - especially given the success of Second Life in delivering many of those things to the desktop.

The failure of the VR HMD to reach mass-market (I think it is going to take about another 5 years) made it too long a project to keep pushing forward. And this kind of open / social experience would require mass adoption of the headsets.

 

patrapp

What's a good entry point for VR gear that will work with High Fidelity?

PhilipRosedale

The current version of High Fidelity is audio-only, so you only need a browser and (hopefully) some good wired headphones. We work on mobile and desktop, too.

 

Voicebotai

Hey Philip. I had the chance to try out an HF demo last summer and think it is a very interesting concept for developers to build immersive, interactive spaces. I have two questions, you can decide if they are related.

- You oversaw the creation of one of the most immersive interactive spaces to date. Why do you think someone else will come up with something better than you as opposed to just building it yourself using your technology?

- We are seeing a rapid rise of virtual humans along with easier methods for people to create their own avatars and an increased interest in spending time in virtual spaces. When should we expect a new space where humans via avatars and virtual humans congregate and interact on a regular basis and when do you expect that space to reach some significant scale?

PhilipRosedale

I think these are different questions:

There are 100+ apps/sites right now that are trying to create social spaces of one kind or another with a ton of highly specific features for different verticals, like customized buildable objects or shared whiteboards, or avatar pickers. That's a ton of people working on new worlds - hard to compete with them all. But none of them have audio that is even close to doing what we do with spatial audio. So enabling all of them to move forward faster (with our API) seems like the right move overall if we want to see more spaces out there.

As to virtual humans (powered by AI) - I think that AI is emerging as the most important and potentially dangerous area of human progress. We've done work on virtual humans and there are a ton of big problems still - we are very early. Visual representations can still be very uncanny. Another huge problem is bias, racism, and polarization coming through in their behavior and communication. As much as with AI as with ourselves, this is something we must address before moving forward. So I don't think we want to congregate with our digital children,

 

VRMeg

You have been working on sound, curious what other senses might be added in future to make a fuller experience? Many times I wish I could smell a candle, or a campfire or rain on pavement. Do you think some day we will be able to smell things, because as someone create a candle they could add the smell of watermelon to it in creation?

PhilipRosedale

I love the idea, but I think the physics of simulating smell may never be possible.

But an even bigger problem is touch: We can't use our body's largest sense in virtual worlds. We can't 'feel' our bodies there. Our body is basically a part of our brain - pretty inseparable - when it comes to feeling things and moving around. I think there are some ideas yet to try (we built one called 'the rig' that was actually the first project at Linden Lab, before Second Life), but this is what we really need to make work - touch.

 

Badger_Druid

What good things do you do with your wealth, power and influence in the real world? Or are you just another member of the self preservation society?

PhilipRosedale

I give to local charities to help people near San Francisco get by during and beyond the pandemic.

I am also devoted to using both money (funding) and my time and skills to make virtual spaces that are of a benefit to people, particularly in addressing racism and polarization.

I think that it is vital that those who have any degree of influence or power use them now and use them carefully to help steer the world toward greater compassion and connection.

 

zenzealot

What surprised you about how people acted in second life?

PhilipRosedale

Lots! But I was deeply moved by how people came to know each other through their avatars, despite being unable to hear or see each other. I built Second Life with a focus on the 'lego kit' / Minecraft dream of building a simulated world and seeing what people would make, but I came to regard the connections between people it enabled as the most important thing.

 

DaemonBlackflag

Hey Philip! I'm an entrepreneur since 18 (33 now), and most of my successful business ventures reside within Second Life (Fennux, Fawns, Kreatures.)

Do you ever have a vision for something that no one else seems to really grasp? Maybe you find it hard locating others that share that same vision?

If so, how do you deal with that? (Clearly you still make things happen.)

If that's not an issue, what's your secret to attracting those that share your vision? Thanks!

PhilipRosedale

Don't let it get you down. Sometimes you can see something (or an opportunity) that others can't see. When I was younger I would blame myself for being unable to communicate it, or get mad at people for not hearing me, or funding me, or whatever.

Now I relax and realize that we all have gifts to offer, we're all different, my gift is (sometimes) to have these strange ideas, and it's OK if those gifts are not always accepted.

 

Usernombreuno

Thanks for taking questions, Philip. I’m curious what you think about the potential for using VR spaces in education, particularly in support of students with exceptional needs (e.g. non verbal, students with autism)? If a teacher and student(s) can have avatars interacting in a virtual world, I presume we could eliminate a number of limitations we have in the real world. Do you have any insight into who might be already doing this well or where the technology is going in terms of serving students with special needs?

PhilipRosedale

There were remarkable studies done in SL with adults with autism that you might want to look up. A guy named John Lester, aka Pathfinder Linden did some of the early work, but you will find numerous academic papers on the subject.

 

financeandf*cks

What are three core features / capabilities that you would like to see built out in Second Life over the next few years, and why?

PhilipRosedale

I'm not running Second Life, so I don't have specific answers there. Some good recent changes have made it faster at the simulation layer (things like faster region crossing) - I know that is something people value and that I'd like to see get faster and faster.

 

SirNicksAlong

What do you think of Decentraland?

PhilipRosedale

It's an amazing experiment to watch! For simulation, I definitely think that long-term there will be a distributed compute model that makes the physics of the virtual world some sort of inviolable consensus. I'd like to see Decentraland add our spatial audio API!

 

goblix

Have you ever watched Sword Art Online?

PhilipRosedale

Yep. The idea of being 'trapped in the simulation' is resonant for me. I think the 'boundary value problem' of how to make a consistent virtual world that nevertheless is acted upon by outside agents may turn out to be very problematic.

Look for example at things like Stephenson's 'Fall' - where a lot of how the world works is contingent on there being no way to influence the world. Important to think about.

 

MatterShim

Do you think a new virtual world will ever come along with a large focus on creating in the same way SL does? Why hasn't anything come along yet that overtakes SL in that way?

PhilipRosedale

Creating programmable objects that you can edit live in a big world where things can both move and teleport around at will is a really hard problem. We wrote a lot more code to do it than people think - and as SL people will tell you there are still lots of bugs and edge cases. I think this is why we haven't seen more things like it - we were really ahead of our time. I bet we'll see some amazing new projects soon (but I guess I've said that before and been wrong).

 

day7seven

When is Third Life going to be released?

PhilipRosedale

Not in my life. :)

 

DrNarf

Why not do some of this AMA in High Fidelity? It would be a great way to demo the tool for others.

PhilipRosedale

Great idea - We will do that toward the end so it's not distraction to typing fast!

 

 For the rest of the AMA, which includes after-event chatter, Click Here.

Bixyl Shuftan