#SecondLife improvement points

After I have examined the true state of Second Life (SL) (as I see it) and my perception of it, I tried to identify what Linden lab (LL) as a company could do and how the viewer could be improved.

The aim is to get new clients for Second Life in the cheapest way possible and in a way that they stay. This is my last post in the series as a couch manager. Only a month of frequent usage of SL is enough to start an addiction.

Two points I’d like to look at before looking at more cheap improvements/ changes.

The Avatar.
Ever since the introduction of foot appliers (fake feet for shoes) it has become more and more clear that the clients are screaming for a new Standard avatar. The current one has become insufficient.

Even Linden Lab created Mesh avatars stepping outside their own standard. Merchants fill the gaps with laggy wearables forcing high resolution images and laggy mesh through the viewers throat. (a skin always defaults to 512×512 no matter in what resolution is uploaded) The new ‘things’ are not compatible with just about anything. It is impossible to help clients that wear mesh body parts to explain why their clothing looks strange or doesn’t show up.

A new *standard* avatar is an absolute requirement. Unfortunately this can not be left to merchants, as those solutions are very non-standard and non-compatible. The standard must be more flexible and requires new standard clothing layers. A new standard will be a blessing for clothing creators that are not Blender aware. We can have tattoos back. The clothing industry will grow (back to what it was before), creativity will flourish and clothing addicts will add a new stockpile.

I fear this new standard won’t be implemented in this version of Second Life though there are work-arounds possible. Avatar type 1 (old) and Avatar type 2 (new, higher res mesh, more sliders for the shape, wearable (buyable) shape parts (bum, feet, breasts, nipples). In SLv2 Avatar type 3, with modifiable rig completely, optionally, replacing the standard avatar, can be introduced (Avatar type 2 remains the standard future Avatar and is a form of Avatar type 3).

Mesh.
Mesh has divided the creator community in quite a negative way. Many creators have stopped creating, many have seen their income drop to nothing, many have abandoned SL. A Mesh creator can create, off-line, an object with a LI value of 6 that would appear as a prim object with a LI value of 200. Mesh has divided the SL communities.
To make SLv2 compatible with SLv1 a tool is required that can also fill the prim creators gap of SLv1.

A prim wrapper.

This tool (server side) wraps around a linked prim object and creates the Mesh object including textures (for 40L$). After the introduction of SLv2 the (now) Mesh object can be exported towards SLv2.

Back to the more cheap improvements.

Cherish the old residents! We oldies have created and funded the way SL looks now. Prevent us leaving Second Life with an offer we can’t refuse. Increase the free-tier amount of land from 512 to 1536 for Active (and already owning more as 2048+512) Premium members that are older as 5 years. That won’t upset the rental market, most premium members don’t rent, it won’t upset the land market much as there is plenty of unused (and unpaid) land on the map (for that it won’t cost Linden Lab anything). The effect can be calculated forehand. Land prices would increase and abandoned main land would have appeal again and can be auctioned by Linden Lab creating additional income. If announced properly it will rush people to tier up to 15 us$ and above. Mainland would look much better without the holes of deadness. It can be as a one time deal but it would be cool to do this every year on a specific date.

Lowering tiers or Premium membership cost will not have much effect, it would cost LL money without making SL much cheaper nor better. As most have left Second Life due to the cost of it I looked at pricing and could not find easy-to-fill holes. Part of the problem is departure of clients (merchants) due to less SL income and that can only be fixed with new clients.

Bring back life-time-membership. (Combine with microshares)

Know your customers! I suspect that Linden Lab doesn’t know much about it’s clients. I assume that if ever Ebbe wanted to chat with me and he would want to know me forehand he would have a difficult task to know me. He would be able to see my profile, my account info and my Support history. What he would never find out is my interactions with employees and former employees. Did I cause a freeze in SL, did I make something flourish? Did I cause any changes? Linden Lab obviously knows some  about my finances, but won’t have a clue what I do every day. Ebbe would have to ask the (former) employees, each and every one of them: What is a Vick Forcella? The law of customer relations dictates a centralized (local) database that every employee is required to fill in each occasion, with each interaction, and only a few could read. The added bonus is prevention of FIC behaviour and preference treatment (as all must be recorded). Tracking clients (compliant with the privacy rules) is a requirement. Clients are more as a statistic, they are a cherished asset. Know them is to know how to keep them.

If somebody becomes inactive it would be known immediately (before the credit card fails) and the reason why would be known.

Market Second Life as it is. Don’t pretend it’s a kids playground. We want to meet, we want romance, want to have adult activities, we want to create and we want to have a break from RL. The time that we want to be wealthy and swim in L$ has gone long time ago. I don’t see any marketing activities coming from Linden Lab but that might be because I have several ad blockers on my browser. One of the best investments of Linden Lab was to support Drax (LL listens to me sometimes). Drax is doing a great job in changing the perception of Second Life. Perhaps Drax can be persuaded to shift his focus from individual creators towards the many communities, including the adult ones.

Find different ways to guide new clients towards what they seek. Perhaps lock them up in school until they have learned the ropes, make it a game experience, give rewards (Get an airplane if you know how to sit and stand up in two different ways). Identify places where there are *alive* clients and have the new clients explore those places first. A BIG complaint (reading the internet) is that new clients feel that Second Life is empty and that it’s close to impossible to meet other clients, unfortunately they are right. Parts of the destination guide could be traffic driven.

Make SL easy to use! Reduce options for new clients. Remove options, options on options and optional options on options but make damn sure it works as expected.

Clean up unwanted activities. Get rid of green dots in oceans, bots and inviter’s in meeting areas. If not moving (no movement input) for more as 30 (or 60) minutes on public land, eject home, add that also as a land option for private owners. If needed add an automated Q&A verification step (IM: Reply to this IM with an Oui/ Jahwohl etc). If a client wants to stand still for hours on end they can do that on their own land. Instaban griefers as they areth a pest. Disallow anybody to wear only one shoe on public land. Police new resident areas.

It is absolutely ridiculous that half of the green dots in world are inactive! I don’t want to pay for that!

If there is a serious application for non-active green dots, create an “off-line interface” to do that, so we don’t have to look in total confusion at the ocean dwellers.

Pamper new clients! Treat them as the most valuable asset as they are the future. Perhaps offer them, even the Basic ones, “Premium” support. Give them free access to games and exploration arena’s. Follow (and mentor) one every 100 new clients. Learn from that experience. Discover the pitfalls new clients encounter (griefing, harassment). Ask Drax to follow one new client for the duration of a month. Perhaps do a before and after improvements.

Discover that most new accounts are alts of alts (of alts)(and why). What happened with the rule that one client could have only five active avatars?

For Pete’s sake give them noobs an AO! Replace the wiggle walk that is 100 years old and proof of a non progressing static world.

Find positive publicity! Follow my (closed by Linden Lab) Jira request to use Donation Linden and donate “In the name of the clients” millions (!!) of dollars to charity and donate the fees you would normally ask for a cash out. It is an absolute shame that Linden Lab makes profit from our donations. A donation from Linden Lab in the name of it’s clients would be the ultimate proof that Second Life is active and well alive.
LEA does not receive sufficient (out of world) attention. There have been truly amazing LEA installations that were not recorded and now are lost for ever.  This is something Drax and Torley should look at. LEA should be experienced by everybody (not just SL) and should be preserved with a good video!

The current effort Linden Lab makes can be divided into 80% for old residents and 20% for new residents. That effort *must* be swapped around. Defer actions if required, we oldies don’t need much.

We now have 20.000 active clients a day (and 20.000 bots), make it 40.000 active clients in the next year! A Target that I know is possible.

 

And that my friends concludes my thoughts about Second Life and my suggestions on how to make it more appealing for new clients.
Can I have cookies now? Is it too late to discuss my fees (one lifetime free mainland region)? Dear Linden Lab, feel free to contact me if you have questions. (bribe hint: chocolate)

Oh, by the way, I speak of Clients since Clients have a choice on where they are, what they do and how to spend their cash. Residents is in my opinion a degenerating term for locked up addicts that have no choice (I know what I am…).

Posted in Linden Lab, Second Life | 3 Comments

Suggestions for the #SecondLife Viewer

After my suggestions for the corporation Linden Lab I want to look at a critical part of the new user experience, the viewer.

The viewer is the second point of entry for a new resident, the first being the website.

As far as I know the website, despite poorly maintained, is effective in helping new residents getting into Second Life. The viewer has some flaws that could be improved. I consider the viewer as easy modifiable, and a cheap way to help new residents.

The first problem that must be tackled is Help. It’s outdated, incorrect and inefficient. Help is a complete jungle and it’s close to impossible to find what you search for, specially if you are new.

The new user has no idea how to name what so the search terms used will not be what an experienced user would search for. Is there a statistic that lists search terms? If so, is it used to improve Help?

One of the reasons why the Knowledge Base and the Jira, and other Helpers, is so poorly updated is because it isn’t used much. Reality check guys: it isn’t used much because we don’t get enough new residents (and when they come they find a broken help system).

Update and improve help, make it easy accessible, keep it updated. That is top priority!

Place a movable ? top-right so that the client can point towards the query and learn. Or use a Help Hover Text system. Add the option, Learn More. If possible make it as much as possible locale dependable as 1/2 of the clients are not native English speakers. (47% US+UK, 5% Germany, 5% Brazil, 3.5% Japan) Avoid using many different resources for help, try and combine that into one easy maintainable system, make the Q&A forum an integral part. No, Ebbe, don’t bring Clippy to the Second Life viewer.

The new client must learn in an easy way on how to move, how to sit and stand up, how to look around, how to customise it’s appearance, how to find other residents, how to teleport, how to receive items, how to use items. And what are the terms/ names most people use.

The gap between a new client and an old client is more as huge and is a real put-off for new clients. A good and effective Help can close that gap faster.

The current viewer is much more modular as it was before v2. Linden Lab has used that to make it easier for new clients but it has become bloated again with more than a thousand options and option on options and optional options on options. The viewer that was intended for new users has become an Expert tool again. The new user confusion is high no matter what viewer is used.

The viewer should be layered with addable/ detachable parts. The more experienced a user, the more layers and the more fine-tuning of the experience. When a new user starts it should receive only one option [ man | woman | none ] and no more. Out should come a greenish looking humanoid. And it’s up the the client on what to do about that. Or start the first viewer experience with a Q and A and then cast the answers in putty, until the client discovers more options. As an example, the NVIDIA options start off with a simple Q and A, Quality or Speed?.

The layers can be optional downloads, plug-ins/ plug-ons.

Imagine a layer “My Appearance”, a separate download on top of the basic viewer. Or a layer “Advanced Settings”. Or a layer “Advance Building”. A layer “Graphics”. A layer “Viewer Appearance”.

A new user will always try and test all possible options not knowing what they mean and what they do. That should be avoided as much as possible so to offer a uniform (amazing) experience during the first stay in Second Life.

Input should be reviewed, perhaps make that a layer too. Touch/Tilt should be supported as more and more Touch/Tilt machines enter the world. Ever tried using a joystick to control SL? Don’t, it’s too difficult to setup.

SL should be able to run in native mode on Pads and Tablets, W8.1 can be run in native mode on tablets, but SL on a W8.1 tablet is quite a challenge. Tablets of today are stronger as PC’s 5 years ago.

Network, Graphics and Input should be automated as much as possible. Please avoid using tables but use capacity testing, a table can conflict with client graphics settings. Add a click, “Test My Rig”, perhaps add some Q&A’s (Did you see a bouncing box?), offer to set options after the test.

Start with a layered viewer, make it stable. Invite (and support) third parties to participate. One download for new users, added layers and downloads for more experienced users.

Third parties can offer plugins and additional layers. Imagine the plugin “Renderer” coming from the Firestorm team.

As the latest viewer is more modular (as has been stated by Linden Lab) this approach should not be a massive undertaking, it requires a new approach towards the user experience and optimise settings for them.

The new users should get some options, but as less as possible. The aim is to provide easy access, a most uniform experience and to lure new clients to stay and explore more.

Sidetracking a bit, perhaps reward experience with added improvements.

The viewer was a beast, has become a beast and should become a puppy.

Next I’ll ponder about loose ends and attention points in the mission to get and keep new users.

Posted in Linden Lab, Second Life | Tagged | 3 Comments

Suggestions for the corporation Linden Lab #SecondLife

As a sequence to my previous posts, where I described the state of Second Life as I see it, I’ll try to identify options with the aim to increase the number of permanent Second Life clients, in the cheapest way possible. Second Life is not doing bad, nor good. Saving Second Life is not needed however it would be nice to get new clients that stay.

The basis of our Second Life is Linden Lab, a group of gods with immense powers. Linden Lab (LL) is the sole provider of our addiction, therefore it is in the interest of the clients that Linden Lab is doing good.

Linden Lab is a technical provider. It knows about bits and bytes. One thing Linden Lab is not good at is it’s cognitive capabilities. Human behaviour and human processing is not a strong point of Linden Lab.

On it’s own that is not a flaw as it is a technical provider, comparable with providers of electricity or your Internet Service provider. When it works and doesn’t break down, we (LL) did ok, next problem.

The business model has changed a few times. With diversification LL tried to tap into other streams of income to discover their model doesn’t support that. Islands that are far away and don’t provide a combined strength.

Linden Lab has no idea what potential it has, that small group of nerds can do much more as to please those Nasty Second Life (SL) Clients (NSLC).

To have LL as an employer is not a safe bet. If you are hired for a project, then you will be dumped. You know that forehand and your fees reflect that.

The project has a defined ending and once that is reached you go. Maintenance and after-project activities are handed over to the LL core.

What if Linden Lab would start a Competency Centre? What could LL have earned if they had done that on time?
-The Market Place has been scaled up a few times and is up to a good standard. LL could have kept the coders and sold their competencies to other companies like Amazon, E-Bay or smaller private companies that wanted a webstore.
-The web profile including my.secondlife (The Feed) could have been sold to larger companies as a Twitter type of internal communication. I’m sure there would have been a market for that.
-The dashboard (secondlife.my) could have made some profit outside Second Life.
If LL would have kept the competencies they could have sold it to outside companies, provide maintenance to them *and* provide maintenance to Second Life.

And if the competencies would have remained in-house LL would not have to rely on external providers to do stuffs, like Lithium. And abandoned projects would have received maintenance and improvement.

Project Shining, as a competency, is well worth to keep in-house and sell it to other data intensive companies.
I so hope LL did copy-write their competencies surrounding the Oculus Rift. It could find an application in the Defence industry. Sounds very DARPA to me.
Think about the security competencies Linden Lab has build.
If I were Linden Lab I would evaluate competencies and keep them when they are marketable. I would start a subsidiary under a different name and make a fortune.

I find it strange that the advertising industry hasn’t discovered Second Life as a cheap way to render parts of an ad, more specific, The Logo. There are plenty of examples available on YouTube to display the capabilities of Second Life but it hasn’t been picked up by the ad industry.

To market that capability should be a responsibility of the clients however most clients have an issue to market their skills to Real Life, they like their privacy.

This is an option where Linden Lab could step in and support it’s product, it’s clients and their platform. Linden Lab has the capability to market that competency, become an alternative (sub provider) to many advertising companies. They could tap into the massive creativity of it’s clients. Be an alternative to Pixar. Provide 3d logo-s, rendering and animations within Second Life. For advertising, but also for company internal training video’s and presentations.

Linden Lab could organise a competition where residents can create a high res GIF to display the Logo in Second Life. Linden Lab could tap into the ad network and then hire residents to create a product (a video). That product would cost a fraction of rendering it in alternative renderers.

Linden Lab has a track record on not knowing what is going on. It doesn’t know what motivates us, doesn’t know what our activities are, can’t predict our behaviour. It doesn’t know how to respond to the General Public and it doesn’t know how to market it’s products. It’s not that they don’t care, it’s they feel that it’s the responsibility of someone else. They would reply: We have a marketing manager, we have a community manager, we have a CEO. Let them deal with that.

Did Linden Lab know what effect the introduction of the Marketplace was? Did they know what consequences Mesh had? What effect the New and Improved Search had? Pathfinding? No they did not. They approached the idea as a technical challenge and dumped it onto us, to discover that the Marketplace caused a massive reduction of in-world stores, to discover Mesh is more as lag machine (the great divider), to discover search is incapable of finding a meeting place. And Pathfinding, well, its something nice to have.

Linden Lab needs to have someone on-board that is well trained in human behaviour and that knows about the inner workings of Second Life. That someone should be part of the fabric of Linden Lab and should be a reference point for each and every change so to predict what the masses will do in response, and take preventive measures. Perhaps delay a project and have counter measures in place so to prevent unwanted effects. Second Life is stabilized thanks to a large and loyal userbase but the clients do have a choice.

Get a group of psychology students, let them define a few interesting projects. Pursue one of those, let them blog. Keep the one of the group as an advisor.

Comparing with an electrical provider, the electrical provider has learned that some matches have a direct influence on the electricity needs and they are now trying to predict and anticipate that sort of behaviour.

Though Linden Lab is privately owned it should open it’s doors for a special type of investor, the clients of Second Life. Micro shares in Linden Lab should be made possible. The effect could benefit both management and the clients. Management could learn more about it’s clients and the clients could learn some of the inner workings of management. Of coarse there should be safeguards to protect Linden Lab from a hostile take over or the risk of passing sensitive data to external parties. Personal involvement is good, politics, FIC and personal gain not. But there are ways to prevent that from happening. An additional motivation is, the clients want continuity. There is a risk of a Twitter or Facebook takeover. There is a risk that current investors sell off shares to hostile parties. Micro-client-shares could have a very positive effect. Besides, the publicity gain would be immense.

As I am not a Linden Lab employee I have no idea what other options are open, nor do I know if I am correct in my assumptions, but I bet it’s much more as the suggestion I just gave. Just find a good TAO to work with.

Linden Lab, to provide is to be strong, honest and creative.

The viewer, erm, let’s look at that the next time.

Posted in Linden Lab, Second Life | 2 Comments

My perception of Second Life

In my previous article I gave you the state of Second Life, a reality check. Here I’ll try to explain some strong and some weak points of Second Life as a product. How I perceive it.

At days I am quite sad exploring Second Life. I see such beautiful sculpted lands created to please the eye and to provide an experience for users, yet there are no, new, users to experience it, it’s empty.

I’m trying to paint the picture of Second Life today, the new starting point.

Linden Lab has responded to our suggestions and has provided well. Our suggestions did make Second Life better, but did not provide us with new users.

In many levels Second Life is a better product as ever before. We now have Mesh, we have the ability to let prims walk, we can access the Internet from within Second Life, we have more control over the experience of a user, our sim crossings have improved, we have Materials, Games and the Internet speed is causing less lag.

These technical changes did not bring us the crowds of new users, it has satisfied the old users that still complain that things can, and should, be better.

The main weapon to improve the New User Experience (NUE) was Viewer 2. We know about the debacle around V2, that alienated many clients and caused quite a lot to abandon Second Life.

Viewer 2 was a good initiative. It was a viewer good for new users. Linden Lab, being a technical provider, made a big mistake after the introduction of V2. It has added to it.

Any psychologist will tell you that humans have problems with making choices. We will go to the stand with 30 different ice cream flavours, as it offers 20 more flavours as the normal ice cream stand. But we stand for an hour trying to decide what to buy and end up buying the normal taste.

The Linden Lab viewer is bloated again. And for the new user, it’s quite poorly maintained.

It has been ages since I created my last alt so I have no clue how the NUE is. I also have no idea what motivation a new user has to try out Second Life.
It’s is my bet that the NUE is filled with total confusion.

The last close encounter with a noob with an age of two weeks give me in insight. Though I didn’t question her about her NUE I could see and notice her wanderings.

The noob, let’s name her Janet, is running around Second Life in the waggle run mode. Janet left-clicks on every object, and when a menu pops up Janet will try each menu option. Janet doesn’t talk much, she observes.

Janet has no real idea on how to control the avatar, she uses WASD and doesn’t know about clicking the avatar and let the mouse control her directions.
Janet also doesn’t know about Mouse View. ATL-Mouse is too complicated to explain.
I tried to explain Janet about Right Click and Sit (or named action) on certain objects but that was too complicated.
Janet has discovered IM but has no idea on how to send a TP.
She has discovered the Destination Guide but can’t relay a link to another user.
Janet is wearing a Mesh body, two wigs and several layers of clothing of various types.
I assume Janet can unpack a box.
Janet is lonely, she can’t find people and when she does she becomes nervous fearing to be ejected for being a noob.

I have no idea why she entered Second Life and what is motivating her.
I can’t help her much as I refuse to use the Linden Lab (for ever beta) viewer and I have no idea what her controls are.

Her Second Life is quite sad and I don’t think she will stay.

The Second Life Userbase has a hole at the age 25 to 45 years of age. New clients are typical at an age below 25, old clients have a typical age above 45 years. The level of education is not a factor.

On the financial side there is a great division. Most clients don’t have a dime to spare. Second Life can be run on a poor computer and still give good results. Most land owners try and keep costs low and try to stay below 30 us$ a month.
Then there are a few wealthy people. To have a sim that costs about 200 us$ a month you either are retired with a damn good pension plan, you have won the lottery or you are a Second Life entrepreneur that knows how to play the game.
There are not many users between the 30 and 200 us$ mark.

The number of creators has reduced drastically mostly thanks to Mesh. In the pre-mesh era anyone could build their own home.
The most active, but silent, clients come here for adult activities.
The remainder of clients come here because they have nothing else to do. They see Second Life as a replacement for a vacation, an escape, something to do.

The Second Life economy has collapsed some time ago. Only a few can sustain an interesting Second Life style thanks to their sales. The amount of items for sale on The Marketplace is large, the prices are either ridiculous low or ridiculous high, the price is no indication of quality. There are not many successful stores in Second Life itself.

The best sales are still for clients that don’t need land. Clothes.

Now this article might sound depressing but it’s not. This is how I see Second Life now. Reality might not be perfect but it is what it is. For me it’s ok, but it can be better.
If we know where we are and when we know where we want to go, we can draw a map on how to get there.

I’ll try and ponder about that in a next article.

Posted in Linden Lab, Second Life | 2 Comments

The State Of Second Life

The clients of Second Life (SL) have become used to the situation that clients disappear to never come back. Islands that vanish. Land for sale. Land abandoned.

What is the state of Second Life?

Roughly 40.000 clients become active each day. About half of them are uncontrolled, they are bots and do stuff in SL and do not actively participate. They are placed near info-hubs, places where new clients gather, to spam them with messages or they are placed in water where they do off-line tasks like games and communications.

Land covers about 25.000 grids of 255×255 meters. About 1/3 of that amount is owned by an active client. The rest is abandoned or the client has vanished and has stopped paying. Linden Lab (LL), the owner of SL, does not remove islands immediately when a client vanishes.

In it’s best days SL had well over 60.000 active clients and 32.000 paid grids.

*grabs calculator*

Now: 20.000 clients approx 1/2 Premium => 10.000 x 12us$ x 12 months = us$ 1.440.000 a year
25.000 grids /3 = 8.333 | 8.333 grids x 195us$ x 12 months = us$ 19.499.220 a year
Total= us$ 20.939.220 a year

Was: 60.000 clients approx 1/2 Premium= >30.000 x 12 us$ x 12 months = us$ 4.320.000 a year
32.000 grids x 195us$ x 12 months = us$ 74.880.000 a year
Total = us$ 79.200.000 a year.

That is a massive decrease of about (80-20)x 100%/80= 75% !!

The decrease has not stopped, each day clients vanish.

For a healthy economy there should be an increase. One client will buy one item once, that’s the max.

The decrease has a few causes, one mayor cause is outside Second Life.

The 2008 recession hit the USA hardest and first and had a mayor effect in SL. It was compensated with an influx of clients from Europe (EU) since the recession wasn’t felt in the EU as hard and the us$ was low. Since 2011 the recession was really felt in the EU and clients from the EU started leaving too. There comes a small compensation from residents out of the (former) Russian states.

Despite firm voices from the finance industry, the recession isn’t over yet and it’s effects continue.

Mesh has divided Second Life. Amazing creators had to stop creating since they could not master Mesh. They lost their income and many have abandoned Second Life. The ones that could survive create for a ridiculous low price since there are no buyers left for their creations. Because Linden Lab was not able to provide a new standard Avatar there is a mix of Mesh bodies around Second Life some that are compatible with layers and attachments, some are not. Causing even more polarization between creators, and confusion between clients.

The Internet has changed, again. We now live in a world that is mobile. Filled with Apps and many of them are free. Though ad driven, most Internet services are for free.

Second Life has one advantage and one disadvantage with the same name, immersion. People stay in SL because of immersion. Others will never be frequent clients because of immersion. For that Second Life will never be mainstream. And for that the Oculus Rift will never ever be mainstream.

Clients of Second Life are the worst ambassadors of Second Life. They are too vocal, too critical and too emotional towards Linden Lab, for obvious reasons as Linden Lab is their sole provider of Second Life. The ambassadors provide the perception of Second Life.

So, what is the state of Second Life?

Could be better. We can’t undo the past, we can define a new starting point. Let’s start with Today.

What are your feelings about the state of Second Life? Let me know.

Posted in Linden Lab, Second Life | 3 Comments

Complete transcript of my speech

After I published my thoughts on Second Life V2  Draxtor Depres asked me to put some of my thoughts into wording to contribute to the frequent podcasts he creates.

I scanned the text I had blogged down and picked three items to talk about. Normally when I do a speech  I just write down some keywords and invent the rest as I go along, but this time, as I wasn’t intent to do twenty speeches and pick the best one, I wrote down the complete text that I wanted to speak. It took just two go’s to record the speech. The most fighting was with my PC to get it record correctly. After the recording I crunched the 4Mb WMA file into a 2Mb MP3 file and dropped it to Drax.

Drax warned me he would do some cutting before publication but promised to leave context intact. He did as promised.

Yesterday Drax has send me a notice that my speech was included into his podcast. You can find the podcast here [ http://draxfiles.com/2014/09/05/show-35-jacki-morie/ ] and find my words starting from about 1h 09 minutes. No need to skip through the rest as the podcast is quite interesting to listen to with many contributions from others.

For completeness I have here the complete transcript of my speech.

”  First of all, Second life is a unique product in many ways.
It is well maintained and home to many loyal clients.

However it was build on a concept that is now 12 years old.
It has limitations that were introduced at that time, that cause problems with scalability and flexibility now.
Those problems become more and more obvious.

It’s just a matter of time before someone explores these limitations and builds a better product.
I am glad Linden Lab is the one that has started building Second Life Version 2

In my mind I have taken away the limitations and have explored, on my blog, how that world could be.
I’ll highlight three of my thoughts. The avatar, land co-ordinates and simulators.

Avatars
The current avatar is quite flexible. It lasted 12 years for that reason.
However there are limitations.
Limitations on avatar mesh, that can look quite ugly at times, and the avatar skeleton.
Both are based on an animated humanoid figure.

A new standard has to be set.
A skeleton with limitations on bone movement and a new avatar mesh.
Movement will be based on skeleton limitations and user input, much less on animations.
But it doesn’t stop there.
Creators can create completely new avatars. They can create a skeleton, they can create the avatar mesh.
They will set options and the clients can change the appearance of the avatar making each unique.
Amazing avatars will be possible. For instance a spider avatar with six legs.

Let’s think about land
Humans need land, we are used to it by nature. We need maps to know where we are and to find our way.
But that doesn’t mean Linden Lab should continue to use the current 3 co-ordinate system to map the world.

It would be easy to add another co-ordinate.  So, a layered world build on four co-ordinates.
Or, even more flexible, a vector co-ordinate system, or a combination of the two.

Land as we know it would remain where it is now.
But there would be invisible layers on top of that.
Those layers also hold land, land that could interconnect.
From the ground those layers would be invisible.
You would have to teleport there to get to another layer.
A complete sim could be placed on a small section of the map.

In my vision there will only be mainland, no more separate sims, as that’s quite ugly.
A sim owner, any landowner, will receive land on a continent.
The lowest layer will have building limitations so to keep that world appealing.
Limitations on building in the sky and on coast lines.

However on the levels above that, the land owner will receive total freedom.
Create land, set waterlevels, landscaping, set access control, maturity levels and giving a sim name etc.

Talking about simulators.
The current world is simulated on a grid,
As we all know that causes problems when an avatar moves from one grid to another.

Second Life version two will be different.
It will be avatar based. Each avatar that logs on will receive a portion of server time and the visible world is created around the avatar.

No more lag when crossing a sim border as there are none.
Speed will be taken into account, realistic flight simulators will be possible.
The avatar view will be taken into account rendering the world with a resolution that does not depend on the resolution of the viewable items.

At first glance Second Life version two will look familiar. The same continents will re-appear, but other continents will also appear to hold the private sims.
Zindra will be there but Adult will be up one level.
We will own the same land and the same equivalent of prims.

Linden Lab needs us to make it all happen.
We have paid for it,
we have created Second Life,
we have the creativity to re-invent this new world,
we are a ready-to-go community.

So when Linden Lab presents the new version to the broader public it will not be an empty place. We will be there!

I have no idea if Linden Lab will follow my thoughts. I could be completely wrong.
Glad Linden Lab has taken this challenge and not one of the competition.

It’s an exiting time and I’m very curious on what the future will bring.  “

Posted in Blog, Linden Lab, Second Life | 2 Comments

Second Life v2, codename Rumble.

Linden Lab, by the voice of Ebbe Altberg, has made the announcement that they are working on making another virtual world.

Many clients of Linden Lab, the residents of Second Life, see this as a reason to panic and shout that the sky is falling. Sell off land and leave for ever, again.

From my point of view, seeing what could be possible and what is offered, this is long overdue.

Let’s go back a long long time.
Grab a wordprocessor from the time that ASCII was drafted. You could write a document as large as the RAM memory could hold. Any bigger and weird things would happen. The next generation lifted that limitation and used tape or disk for partial storage of the document.

Control codes were inserted into the text to change the typeface, insert linefeeds and returns. Later those controls appeared in a menu named Format and the change was visible on screen, what you see is what you get on paper, wysiwyg.

In the time that spreadsheets were invented they were perfect for a database. Except that database could not be bigger as the RAM of the computer. Spreadsheets for that purpose have been completely replaced with database software that could hold an infinite amount of records.

Talking about tape and disk. The first storage was tape, the first databases were build around tape using C as the language for that. That imposed huge limitations, once a record was designed it could not be changed. It was impossible to increase the length of a field from 25 to 50 characters or add characters to numbers in a field.

(I fear this is going to be a long article, sit tight)

The above demonstrates problems in scalability and flexibility from a very early age.

Linden Lab offers their service named Second Life in a multitude of layers. Databases, customer service, network streams, servers, maintenance just to name a few.

The clients celebrate 11 years of Second Life and for 11 years Second Life has changed and improved. However the problems with scalability and flexibility become more and more visible. It was a matter of time before someone noticed that and created another virtual world without those problems. I am glad Linden Lab took that challenge and has start working on a new version of Second Life, Second Life v2.

All changes in 11 years are based onto the original v1 concept envisioned 12 years ago and build upon the limitations set at that time.

Second Life as a product is a human based world on a grid of 255×255 meters. The content of that world is streamed to the user with the same protocol as a video stream. The server calculates where stuff is and how to display that. Scripts run on the server to manipulate items. Clients build and display items in total freedom. The viewer receives the data, does some massive calculations and displays the world.

Now what if we take away the problems in scalability and flexibility and create a new world without imposed limitations?

The avatar was created 12 years ago. It’s a simple Mesh figurine that is sufficient in most cases. The sliders change the mesh giving each avatar a unique look. The limitations are the mesh, the bones, the joints, the attachment points and the amount of them. A new avatar should have no limitations at all.

A creator, and Linden Lab, can make an avatar that looks like a spider without using 100 tricks to do that. The amount of bones is without limits, each leg of the spider can move realistic. The mesh is wrapped around, it can stretch at certain places and is rigid at others. The amount of vertices is high at some points giving good curves and is low at other points, or Philip adds his HiFi code to make it even more realistic. Each leg of the spider can wear an attachment.
Users can use sliders to change the appearance of the spider. The avatar can have amazing physics, it can walk on the ceiling. The avatar can move using a variety of inputs from the user, hand gestures, eye movement, mouse wiggles, touch and tilt and what other devices can be invented. Parts of the spider will change appearance on certain events, the legs can get wet when walking through water.
Attachments don’t stick on but get incorperated into the avatar mesh.

Is that all possible? Yes!

A blob avatar is possible, a walking 6 story house, an excavator and a fire-truck avatar (with expendable ladder, spraying water and speed dependent wheels). Sure it’s possible to make a fire-truck avatar in Second Life v1 but that would be based on am invisible humanoid shape and would require heavy scripting to make it look vaguely realistic.

The world is a grid of squares with the size 255 x 255 x 4000 meters. The number 255 should tell you enough, it’s build onto an ancient concept. Is the real world based on grids? No. Humans have tried to make the world manageable with grids, GPS and WGS84. The world is based on water, wind, small particles (sand), gravity and geothermic activity. It is always changing.

Imagine a virtual world not based on a 255 grid. It could have different shapes, it could change over time, if could be upside-down, it could be influenced in ways we can not yet imagine.

The land can have a number of settings far beyond what is possible now. For instance it can be set to multiple groups. Settings can be applied not only in 2d but also upwards in 3d. One layer can be set to the group Management another to the group Visitors. On the ground you can have normal gravity, higher up you have a decreased gravity or the reverse.

When we move from one grid to another we move from one simulator to another. Though the vision of the near grid is visible we, our avatar, attachments and vehicles, have to be transferred into the new grid. That’s a lot of work.

The world is based on a static grid. Even when there are no visitors the world has to be simulated. So each server can hold only a limit of grids. Currently four and a half grid per server.

Imagine that you receive one server (partition) per avatar. The world could be build around you and what you see. It can take in your speed and predict where you will be and prepare that vision for you in advance. There will be no transfer of avatar, attachments and vehicles. There will be no lag when moving from one grid to another. Realistic vehicle use would be possible, even a realistic flightsimulator could be run inside this world.

(Not tired of reading yet? Great!)

When the first clients entered Second Life they were told: Do what you want to do, we (Linden Lab) won’t impose any rules and regulations. That was short lived. Bean sprouts went up, ads flew around, casino’s and OMG nipples showed up, land flew up to be used as a barrier and giant texture sizes were used. Bit by bit rules were introduced to get a hold back and keep the world enjoyable and less fun for griefers. Limitations reduced the size of textures and new land could no longer be landscaped that high.

Sim owners went a step further since they could introduce their own, additional, set of rules. No builds higher as 100 meters and no builds between 100 meters and 300 meters. It would be impossible for Linden Lab to set such rules for the mainland now. In Second Life v2 new rules can be introduced.

A texture of 2048 can have legitimate use but it has been banned because of the way Second Life displays the world to you. It showed the world around the avatar. That has changed, it now shows the world around the camera point of the avatar. However, Second Life has no real clue on how accurate it should show you the world so it shows you all in the highest resolution. Suppose Second Life knows not only where the camera is but also what zoom you have and what portion of the world it is you are looking at. Then it would be possible to use textures of any size without lag.

(Grab a drink, then come back. I’ll wait)

Don’t you hate ban lines? Could there be another solution? Sure. Linden Lab introduced the land option not see and communicate with avatars outside the parcel border. Suppose we would have a setting that is applied to clients and prims, not on land. Ponder about that for a while.

Yes, we could fly over land we are banned from! We would not be able to see avatars or prims and the avatars there would not see you or the vehicle you are using. We could rezz anything there, including the most scary griefer tools, but nobody would be able to see it except you. You can build a house onto the land of your neighbour or anywhere else.

Land ownership and membership would be different. We will rent from Linden lab two things, land and an allotment of prims. So if you are a griefer, your allotment of prims would soon diminish. Basic members can wear less attachments and can rezz less prims. Even if you would own 16 sqm you still would be able to create and own a world the size of four sims.

Yes, any Premium member can own a sim.

(Einstein, Schrödinger and a cat didn’t seen that coming)

People adore mainland since it gives a sense of “world”. Isolated squares on the map look artificial. In the future there will be only mainland. A simowner can however create land in the sky, deep in the ground or in another dimension. The owner will have full sim powers. All landowners will have simpowers. Why not? No installation fees.

Land will be at the same height as now, but it is possible to place walkable land, at the cost of a few prims at any height. Even multiple layers of land are possible. Visibility will be set by the land owner. There could be land at a height of 1 meter holding many prims and clients but at height 0 it could be completely invisible.

The map is just a tool to find worlds. If you would own the equivalent of four sims it would be a good idea to have four sims of mainland on the map but that is no requirement.

It is difficult to create games in Second Life for two reasons. The current userbase is more interested in human interaction and rarely enters games. But there is a big market for games we can tap into. For games you need limitations beyond what Second Life offers. With all the removed limitations I describe, there is an absolute need for certain areas with strict limitations if you like games.

In certain areas certain tools won’t work. Certain avatars can not be used. The game creator will have full control using the tools Second Life v2 will provide. For instance, you can only use a generic set of avatars supplied by the game creator. You can only attach what the game creator supplies.

The Linden dollar will have no value in that game, the game creator can supply its own currency. The game creator can supply a web portal and make something that appears as not being part of Second Life.

A MUD game completely in Second Life v2 but the gamer would have no clue that they are using Second Life. Temporary avatars are available to the game creator. Avatars that can not visit Second Life.

All optional and set by the game creator that can enter that world with Second Life to make and control it.

(Geez, thats are a lot of words. Perhaps the need to make up for lack of blog activity, dunno.)

When second life was introduced 11 years ago there were assumptions on the hardware clients would use. OpenGL is the basis for the viewer, keyboard and mouse input is assumed. It’s not easy to plug in a different device. Even a joystick will give problems.
The most complicated scene pushes my graphics card to 50% use. Second Life doesn’t run a blip faster on a quatrocore 3000 Mhz compared with a single core 3000 Mhz computer. Second life is not aware of the machine and does not use it to it’s full potential.

Second Life will sense what machine it is run on. It will see the possible input devices and configure it for you. It will decide to run servercode on your machine if you have a fast one, if you allow it.

Predictions on hardware are not easy. Who would have thought people now want to be able to run Second Life from a phone? A phone has the speed and computing power of a computer decades ago. SLGo shows it is possible. SLGo server could run on your fast computer and network serving another client without you knowing it. Membership fees will depend on your hardware and network speed. When you have a top-of-the-line machine with an ultra fast ISP, you will pay less for your prims. When you run Second Life from your Windows Mobile CE device you will pay more. When you have multiple machines or even your own server rack no fees at all.

Talking about prims, sorry, they will go. Your old prims however can be exported to Second Life v2 and will be used as a mold to create mesh or HiFi-sand.

Creating in Second Life will return. There will be no need for Blender. On the contrary. People using Blender will start to use Second Life as the ultimate creation and rendering tool. Architects will love Second Life, they can show their vision across the globe to clients, walk through the building. Creators with a 3d printer will use Second Life to create a concept before printing, use Second Life to share, sell and transfer creations across the globe.

Mesh prims in custom shapes can be stacked and combined, then wrapped, punched and ironed into a new mesh shape. Vertices can be seen, selected, taken out, or inserted. Textures can come from the mother-prims if you want to. You can build a complete mesh house with rezzing one stone, make copies and stacking them. The nice thing is, there is no real need to convert the pile of stones into a single mesh object. The “weight” will be about the same.

With placing lights you can render and bake textures to create material shading.

That is all possible and more when you take away the limitations, tackle scalability and flexibility.

Linden Lab has the experience to do this and more if they set their mind to it. Will it all be as I describe? No. Some steps are too big for one incarnation but the basics can be laid down. This will not be the ultra last incarnation of Second Life. There will be more and that is good.

There is a good motivation to do this. If Linden Lab doesn’t liberate Second Life, somebody else will. I’d rather have Linden Lab do this, as we get to keep, as much as possible, what we already own. And I’d like to keep my friends too.

Because Second Life has a loyal userbase the new incarnation, Second Life v2, will be ready to go when it is introduced. The clients of Linden Lab have paid a fortune for the privilege to use Second Life. They will not have to pay any additional fees to use Second Life v2 since they have funded it.

Back to basics.

Second Life is about people, about creation, about immersion and about sex.

Take one out of the equation and it will fail.

People are the basis, when there are people new people will come. For a healthy business a steady stream of new clients are essential.

Creation only has purpose when there is good IP protection. People are needed to see and buy stuff. A healthy economy can provide a RL income.

Immersion sets this world apart from e-mail, forums, Skype and all the other stuff internet throws at us. Immersion takes the user out of the world and offers a second life.

Sex is the ultimate pleaser. If fuels handsome avatars and the required purchases for that. It fuels passionate conversations, music, events and meeting places.

Looking at the basics, there isn’t much need for Second Life v2. However the userbase is getting geriatric, we desperately need new residents, Linden Lab clients that stay. We like our community a lot, we would hate to see our friends leave towards a competitor of Linden Lab like Google, Facebook or World of Warcraft that all have to power to make Second Life v2.

As one world won’t be compatible with the other, how to do this?

Dropping Second Life v2 in the wild will not work. It might get a buzz but if it’s empty nobody will follow. Current users will get access, they receive an equivalent of prims and land in Second Life v2. Sim owners will receive land as a placeholder in new continents. The old continents will have the same outline as the old continents, but there will be no objects on the land. Clients receive the same place as before, except land (and waterways) claimed by Linden lab to keep the continents appealing.

The inventory of Second Life v1 will be available as an importation tool. Objects can be injected into an extraction tool. A molded mesh copy will appear with the script in place, with the same security properties as the original.

The economy will be the same. The Marketplace will have another flag, Second Life v2 compatible and the buyer will be able to deliver in either v1 or v2.

Communications will be possible across the two worlds. IM and group functionality will be similar. The two worlds will co-exist for at least a year. Second Life v2 can be accessed with the same sort of computers as the previous version. Some older machines can use the Linden Lab version of SLGo for a small symbolic additional fee.

After a year or so Second Life v1 will be archived. After a support ticket certain items can be retrieved.

My little (…) article isn’t complete. Ponder about scripting, viewer, network communication, Open GL, DirectX, customer service, web, exports, enforcement, peering and all other aspects that give limitations. There is much possible.

What can we imagine if we take away limitations?

(All new ideas are (c) me and so, only to be used by Linden Lab if they follow some simple rules, the clients get what we have in Second Life v2. Motivation: the clients funded it, we made it, we will make it again.)

Posted in Linden Lab, Second Life | Tagged , , | 6 Comments

Second Life’s 10th Birthday, Resident Input Required

9043595989_d8ccc89c9e_oDue to negative experiences I’m not a fan of celebrating birthdays, not my own, nor of others. I thought I would grow over it but I still dislike birthdays. A forced moment to be happy and cheerful, the rest of the time we are free to ignore and dislike, perhaps show our true feelings.

But that’s me.

What is more important is today, and tomorrow. Celebrate this moment in time no matter the date. Show your feelings today. Tomorrow is too far away. Capture the good memories since that is all what we receive.

Second Life is now 10 years old. For me it’s less, I wasn’t there when Stellar build her mansion, I didn’t see The Man being build. I arrived end of 2006 so for me 10 years is still far away.

I can not reflect on 10 years of Second Life as I wasn’t interested to see The Big Picture. When I entered the mainland was barren and incoherent. Some roads were there, some welcome area’s where you could set home, but I wasn’t impressed.

After I entered I explored in 100 different directions. The world was big but I did not explore the world. I explored myself and the things Second Life did with me, did for me.

Later I revisited some places to discover how places have changed, for the better. The barren spots were build on. The roads and waterways are now connected making mainland one giant world. Places to discover, places to explore. Much more as when I first entered.

When I started my feelings about Mainland were like: been there, done that, don’t need the T-shirt. My feelings now are totally different. Been there, need to see more, I make my own T-shirt.

Se9043606781_9ea8693904_ocond Life was sprouted out of a few mad men. It was build on complete madness.

An impossible idea that was moulded slowly by a handful of mad coders and crazy idea makers.

The original ideas have been dumped long ago. New and better ideas came, some stayed, some were abandoned again.

When the code was able to produce some, trust was given to an individual with a handshake combined with a check. The world was ready to be spawned.

The idea to have Second Life being build by the clients was a radical idea. With unforeseen consequences. The coders handed over the world to the creators for them to fill. And we filled it al-right!

9043548209_5aa9947d71_oWhat we perceive now is based on just a few pillars, things the world of creativity has been build on. Servers where our stuff is kept safe, servers that simulate the world, viewers of various types that show what is found on the servers and the money that motivates.

Land owners, public work (moles) and Windlight paint the world as we see it. The creations, the buildings, landscapes, hills, valleys, seas and lakes, the sun, the clouds and the moon, all create the vision around us.

Creators of various plumage take off from that to create the avatars, their attachments, their buildings, the interiors. Players contribute, characters and individuals. All is combined, our mind boggles trying to gasp it all in.

The user experience, the perception we receive, the world what we see as being real, is different for each and everyone of us. For one it’s Sci-Fi, the other medieval, or typical 50’s, for some it’s colours, for others movement. It’s surroundings and people. We all experience it different.

9045781026_066283e422_oAnd it all begins, today and yesterday, with a spree of creativity, an idea.

Please visit the exhibition Resident Input Required perceived and build by Linsey Carter.

9043499221_acd383ed17_oIt’s at the corner of East 33rd Street and Busch Boulevard, in the region Magnificent. In the midst of other amazing creations to celebrate Second Life’s 10th birthday.

Use the provided Windlight setting, you will see it dark at midnight. Don’t be tempted by the red button, it works…..  Look up and see the creativity, perhaps even see the machine at work.

Take home the freebees, and the rotating art installation “created” by Philip Linden.

Linsey Carter speaks: “I want to take a moment to thank a few people who helped me out greatly. First, Pygar Bu, the sim coordinator for SL10B Magnificent. He can also dig a great looking pool, which he did for my exhibit. Second, Sage Pexie, for making a truly unique gift for SL10B. Lastly, and certainly not least, Vick Forcella, without him I would have never gotten this exhibit finished.”

Thank you Linsey for letting me participate on a unique build, you certainly pushed my creativity button.

Ah, what the heck. Happy Birthday Second Life!

Cudo’s for the ones that spot the two Easter Eggs I have hidden! Post links to your images on http://my.secondlife.com/vick.forcella/

Posted in Linden Lab, Places, Second Life | Tagged , , , , , , , , , , , , , | Leave a comment

Seven reasons why Second Life is my second life

original_5140fcae41e1a04042000001From my blog and others it might appear Second Life is a bad product but the reason for that attitude is simple: We Love Second Life and we could not do without it.  We are addicted and we are that for some very good reasons. To counter-balance the negative here is my list on why I love Second Life and why others should join us.

Immersive.
Second Life is in 3D. It runs on low-end machines, even better at high end machines. All you need is a reliable internet connection and you are ready to go. The visions are amazing and combined with the sounds it feels you are “out of this world” and into this one. It’s easy to get “lost” and if it wasn’t for nature-calls one could easy stay in this world days on end. Second Life draws you in.

People.
The people in Second Life are approachable. Most will respond to your call. Only if you are new you could think Second Life is a lonely place but once you learn how easy it is to meet and greet you will soon find you will have many friends that want to share time with you, help you, teach you. Modern people use Second Life, people that know how the real world works and looks. One would expect only nerds and geeks but the opposite is true. You can chat in public, there are several ways to chat one-on-one, you can use VOIP, there are groups for all interests, you can share thoughts and images using forums and http://my.secondlife.com . Second Life is about the people, the community.

Creativity.
If you like to create, Second Life is perfect. Making 3D objects is easy. There is a programming language with a low learning curve, Linden Scripting Language. With those programs many things can be done ranging from simple object movement to interaction with internet content. All content in Second Life can be created by the users. The images, the sounds, the animations, the objects, the vehicles, even the skies. If you are creative, Second Life is the place to be.

original_513661cbf95ac1611e000001Wealth.
Second Life is completely free. You do not need a single us$ to be in this world yet you can do almost everything. Thousands of good items are offered for free, clothes, houses, cars. To upload an image to Second Life costs a massive amount of about 0.04 us$. It is not difficult to make money in this world. If you can create, you can sell your creations. If you have time on your hand you could be hired to do jobs. If you can make music you could entertain a crowd. Getting us$ into Second Life is easy. Depending on the country where you live just an SMS can be sufficient to bring us$ into Second Life, having a Credit Card or PayPal makes it easier. For ten us$ you get the giant amount of about 2,500 Linden Dollars (L$). Most good items cost around 300 L$ so if you have 2,500 L$ you are wealthy. If you register for Premium Membership you pay about twelve us$ a month, it can be less. For that you get a house, land, frequent special items and each month 300L$. If you are creative and can sell, you can earn enough money and transfer that into your bank. You will feel like a millionaire in Second Life.

Diversity.
You will meet people from al continents. I have friends from Brazil, USA, Canada, Romania, Russia, China, UK, Germany, Sweden, Turkey and many more countries. Once in Second Life countries become irrelevant, only time zones have importance. There are many worlds to discover. The seasons spring, summer, autumn and winter can be found. But also alien worlds, pirates, zombies, vampires. You will find ugly places, you will find places that will amaze you, inspire you. There are games to play, dungeons and ladders, shooting zombies, racing cars, if you can think of it, it’s there to be discovered, or, you can make it yourself. Every day is different in Second Life.

Freedom.
Religion and politics become irrelevant in this world, we have Linden Lab. There isn’t much that isn’t allowed and the people around you won’t judge you as the community around you outside Second Life. You can become whatever you want to be. You can be a man, a woman and all shades in between. You can be a vampire, a locomotive, a parrot, a kitten, have tattoos, piercings, be beautiful, ugly, anything is possible and others won’t be surprised or judge you. Becoming outcast is close to impossible since even the outcast have loyal friends. Second Life gives freedom.

Erotica.
In this world most are beautiful. With the “camera” it’s possible to examine, in all angels, close-up even from a distance. People spend a small fortune to look amazing. Erotica is everywhere. Hidden desires can become true in this world. Visual stimulation combined with strong words can touch in the most intimate places, and it’s real, very real. You are not alone with your desires. Meeting and having fun is what brings many to this world. Ranging from mild to the extreme, you will find your fantasy in Second Life. Romances from Second Life can extend to meet-ups and more. Be desired in Second Life.

There is no competition that has this combination. Second Life is unique.

What are your reasons to come to Second Life so often? What is your list of positive?

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Seven SL Facts of Vick Forcella

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Stepping onto the bandwagon Strawberry Singh started with her article My Seven SL Facts Meme some known or lesser known SL Facts of Vick Forcella.

I have read some of the articles of others and I try to forget what they wrote so it won’t be a copy of them.

OK, here it goes:

  1. When I entered Second Life I already had Blender, Ogre and Newton. Second Life was just another way to play with 3d content. It became a bit more as that.
  2. I’m one of those “I want to have done that at least once” people. Submerged into texturing, building, scripting, machinima, selling and much more, name it and I’ve done it. But once done I loose interest, then it becomes work and then I step back.
  3. I am busy, much too busy. I don’t IM friends and when they IM me, and I’m not alone, I have to break off the IM. I have lost friends that way. Despite that, I love to receive IM’s so invite yourself to join me so you will have my full attention.
  4. I see the good in people. With that I seldom meet people that are not good, I only hear about those.
  5. Shortly after starting Second Life I submerged too deep too long. I became dead tired and detached from the meat world. I broke. Since then I limit my time in Second Life. Only in the evenings after dinner and I log-off half an hour before bed.
  6. I have learned much from Second Life. I see people in the meat world different, they could be similar to my valuable friends in SL. That includes the ugly, the disabled, the shy etc. My perception of RL people has changed. That change had started before SL but was intensified by it.
  7. I feel that SL throws you challenges you don’t want but will receive over and over until you learn how to deal with it. No matter how many alts you go through, the challenges come back.
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