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Showing posts with label Lindens. Show all posts
Showing posts with label Lindens. Show all posts

Wednesday, August 2, 2023

Photos From The Fandom Fashion Show

 
 Pictures by Gemma Cleanslate

 
Last week, Gemma Cleanslate dropped by the Fandom Fashion Show, and finding a number of Moles and Lindens took some pictures. This included Alotta Mole.


There was Wendi Linden. No word from Gemma on if anyone was saying "Bettlejuice" three times.


And there was Patch Linden, in a pink-stripped outfit.


There was Mini Mole in a sailor suit.


Ancient Mole looked a bit like a Murlock from "Warcraft" on a broom.


It wasn't clear what Jester Linden was trying to be.


Ador Mole was looking a little cheesy. 


They and others were having fun, dancing away at a pad.


At one point there was an "intruder on stage." If this guy was out to cause trouble, no doubt with all the blue tags around, he was taken care of in a hurry.

Gemma may have more on the con later. 

Bixyl Shuftan & Gemma Cleanslate

Monday, December 30, 2019

Nine Questions For Xiola Linden


By Bixyl Shuftan

1. What were you doing before time with Linden Lab?

I worked on social games, heading up the community and support teams for a popular Facebook game - but creator communities were always something I wanted to have the chance to get to be a part of as my job. Second Life was a perfect fit.

2. How did you first find out about Second Life? 

I had a friend from Live Journal who introduced me to Second Life, and I was so intrigued. I loved hanging out with these people I'd met online in Live Journal, MySpace, and other text-based social platforms. Suddenly we could run around in cool avatars, dance together, explore together, talk and have fun. We'd all chatted via Yahoo! Messenger, but suddenly it was just a more authentic and 'real' experience. More immersive, before immersive was cool kind of thing.

3. How was your time here as a resident?

As a Resident, it has been amazing. I talk a lot about wanting to find a sense of tribe. Second Life was that for me. As someone who struggles with anxiety and depression, Second Life was an opportunity for me to socialize more comfortably then I could do in the atomic world, at the time. The chance to build friendships that have lasted 13-plus years, with people who would let me crash at their place anytime, even though we might not have ever been in the same town, country, physical space - that's something you can not get in a lot of places. I will be very honest - the world can be a very scary place sometimes. It's also beautiful, but to be able to construct a world to my liking within Second Life is a way for me to imagine doing the same in the physical world. Moving through the chaos and focusing on something so specific as putting together 'a look' or taking a picture, or texturing and building or making something, or flying around visiting and exploring so many exciting and unknown places - that is therapeutic and magical. I look forward to continuing to enjoy all the things that Second Life has come to mean to me, even though I will not be doing so as a Linden. For me, that part -just being a Resident and loving what that is like - that has never changed. And it won't.

4. How did you end up joining Linden Lab?

After my friend had introduced me to Second Life, I was obsessed - so, I started watching the career page. It took about 5 years for the perfect job to come up. I applied and joined the Lab in November of 2011. I will never forget - when I came to interview, I'd been told by the recruiter that the office was a short walk from the train station. It's not. While it's just under a mile, I thought it was more like a few blocks - so I was actually five minutes late! I thought, for sure, that would cost me the job. Luckily it didn't!  

5. What has been your biggest surprise working at Linden Lab?

I like to crack jokes that after working on Second Life, that my surprise/shock radar is broken. But really, it's that something that has over 16 years of history is still so magical. The community is unparalleled. I understand why it means so much to so many people; that part isn't surprising at all. But that it exists in the first place, how much hard work has gone into it and continues to go into it both from the product side and from the community, that is surprising in the best possible way.  

6. What do you have to say to those who think the Lab cares nothing about the residents, aside from how to get their money?

I've always tried to find the middle ground in situations. Even before I worked at the Lab, I was always playing the part of the mediator, bringing people to common ground, searching for the compromise. I have this overwhelming desire for everyone to get along and for everyone to be taken care of. Customers, or in our case Residents, may not have access to the conversations and planning sessions, and development process that take place internally. Let's be honest, companies have to make a profit to continue to develop their product. No one is bathing in champagne or buying new cars every month (maybe inworld!) What they are doing is working very hard to make a product that is profitable and that continues to be profitable for a long time to come. They can not always get into the specifics about why many of the decisions are made (which I find frustrating too, but understand), but it really is about continuing to provide this incredible platform to people for as long as possible.

One thing I have come to learn (and not just in this community but others) is that when people feel so connected to something, even the smallest changes can seem impossibly major. I, on a personal level, am a creature of habit, and it is tough for me to adjust to changes sometimes. I think this community has such a strong connection to Second Life, that it can make smaller changes seem and feel much more drastic than they are. Conversely, I think there is always room to grow internally, to not just get better at communicating these changes, or admitting when a change needs to be revisited and fixed, but to also be more cautious about how those changes might emotionally impact the community. My personal philosophy has always been that I am here for you, not that you are here for me. The Linden 'SLebrity' thing has always been strange to me. What is special about Second Life and should be celebrated is the community. I've spent some of my time here trying to continue that message, and I hope that idea remains. I hope, in return, that the community might better understand that changes come from a desire to keep Second Life vibrant and vivacious for a long time to come. Keeping it that way is good for all of us!

Additionally, I think it is unfair to say the Lab does not care about Residents. It's simply not true. Caring for someone or something does not mean that you can always give them everything they want, or keep them happy 100% of the time. That's not caring, that isn't love. Caring is providing. It also does not always feel like it - I can think of all the times I told my parents that they didn't care about me when I was growing up. I was wrong, but at the time it felt like the case. I hope that anyone who feels that they are not cared for comes to understand the incredible amount of care that goes into developing this platform. Does it mean that mistakes aren't made? Absolutely not - but there is so much care and love that goes into this platform. That's part of how it continues to be amazing after 16.5 years. 

7. What would you say your biggest accomplishment in Second Life has been?

Coming into the Lab, at the time that I did, there was a lot of conflict because, frankly, the Lab had stopped communicating. It had moved from one extreme to another. I spent a good part of my early days trying to change that, to find a good middle ground. I made a lot of progress, but there was still some resistance. Fortunately, when Ebbe came to join, he really helped unblock some of the legacy ideas about being able to interact with our Residents more. It is an ongoing process. Like any relationship, it takes work to continue to move forward. I hope that I've contributed to this strive towards ongoing engagement with the community. To be told your first week on the job that you can't log in to talk to the community  - when you're the community manager? I wasn't going to be having any of that.

Also, I am really proud of some of the events I've brought into the mix. And I hope they continue. Music Fest, the Shop and Hops, Lab Gab, Creepy Crawl.  I hope to see those continue after I depart.

8. Can you say why you're leaving Linden Lab?

As I mentioned on Lab Gab, this has been my dream job. Because I am a creature of habit, it is very easy for me to settle into something familiar and I'd honestly have stayed here forever if I could. But, I needed a chance to grow and challenge myself in new ways. As I said, I needed to dream a new dream. It has been one of the hardest decisions I've ever made. I want the community to know that I spent sleepless nights thinking about this. I am very protective of you (the community). You were the one part of this decision that made it the most difficult to make. You are the reason that I still stay up and wonder if I've made the right decision. I need to explore what's next for me in my career path. I will still be working with a creative community, and I will still be able to enjoy the Second Life community from a Residents perspective. Believe me, though, I will still have a lot of thoughts to share with my friends on the inside of the Lab.

9. What do you think you'll be doing as a resident, or is it too soon to say? 

Nothing about that will change. As a Resident, I will continue to do what I've been doing all along on my non-Linden account. Maybe even more of it too since I will not be having it as both my job and my hobby. One thing my alt and Xiola share is a love of shopping. So of course, I'll be doing that. Hanging out, making stuff. I'd still love to learn how to mesh. I made one mesh thing with a TON of help from a friend and never made anything again after that. It is so hard! I have so much respect for those who not only take the time to learn it, but continue to better their skills and put out such great stuff. I would love to be able to visualize a look that I wanted in SL, and then have the skills to make it a reality. So maybe I will have time to try again at that. But really, just returning to enjoying SL as a Resident full time, all of the time - that is the part of this that makes my decision to move on a little less painful. Everything I love about Second Life is still there and I will still be able to enjoy all of it.

x0x0

~Xiola

Friday, July 3, 2015

SL12B Inteview: Danger and Troy Linden with Saffia and Draxtor


By DrFran Babcock

Full Disclosure – I Wasn’t There

I watched a video of this interview, because I was working in First Life when it took place in the Dreamitarium auditorium. The auditorium, one of my favorite builds at the birthday, was built by ADudeNamed Anthony. A tip of the hat to this Bay City regular on a creation that is form and function excellence. The quiet colors of the interior stage provide the perfect backdrop for the interviews being conducted.

Whom is Being Interviewed; Whom is Interviewing?

This interview was part of the Meet the Lindens series for SL12B. Saffia Widdershins was to be conducting these talks, but if you watch this video, or were there, and didn’t know this, you would most likely not identify her as the lead in the event.

The video I watched showed many technical difficulties, that the team there, headed by Uccie Poultry worked diligently to correct, but to this day it is difficult to amass large numbers of residents.

The oversized Draxtor Depres was on the stage from the start, and I was surprised to see him. I adore Drax, subscribe to his podcast, and watch all of his videos. However, that didn’t stop me from being unhappy with his performance here. If he was supposed to be there, then I am sorry, but I was not sure, and it was never stated during the video I watched. Is he a Linden now, but I don’t know it?

On to the Main Event

Danger Linden is the Senior Director of Product – Virtual Worlds and Troy Linden is a Senior Producer. Both worked many years in the game and tech industries, and they began working at Linden Lab within a few months of each other in 2007. Both have prior experience with EA and the Sims.

At present, neither of them are working on Project Sansar, but Danger was part of the original team.

Draxtor tended to ask very important questions, but instead of asking them directly he would give a long treatise on his own opinions and end with his question. He asked Danger and Troy how they juggled work on SL2.0 and SL. He asked it after he spoke for a while about how he manages this task, and went on and on.
I am not sure why his behavior irritated me so much, but I am sure it had something to do with the fact that it was Saffia’s interview, and I know her to be too much of a lady to get into a sparring match with Draxtor.

Danger was a reasoned responder who was able to speak from his experience and avoided speaking for others. He explained that he could manage many tasks because he is now solely working on SL. He gave kudos to Oz, who has put together a dedicated and experienced team to focus on SL.

Draxtor then asked about the onboarding process for new LL employees, and found that there was a Boot Camp. This is a specific program run by Char Linden. Danger stated that LL’s onboarding is the best he has seen in a new corporation.

There were many questions from the audience: “How many women work in SL?” Danger handled it deftly: “We have more than two genders here; it’s San Francisco, after all.” Draxtor added that the staff at LL seemed the most diverse he had ever encountered.

Finally, Saffia got a question in, and asked Troy about the experience tools in SL. Troy then lost his voice, and we waited for him to come back while Saffia listened to him in Skype. While waiting for Troy Saffia still spoke with Troy, but we could only hear her assenting with him, and nothing he said. The experience tools are still in beta, but users can try them out. Individuals like Loki Elliot, and groups such as MadPea have been using them to their advantage. Draxtor asked if it was OK to make them so difficult, and Danger gave the correct answer, which is that not everyone in a world wants to use these tools, the experience is different for everyone, and not everyone wants to create and build.

When asked about what were the most enjoyable projects Danger spoke about how he loves the breaking down of silos so that SL is one place from the Welcome to the different sims. He looks at it as a system rather than disparate parts.

Troy mentioned the SL share project, and efforts to incorporate social media into SL. These are the tools that allow users to share from SL on FaceBook and Twitter and Flickr right from in world.

Of course this brought on a discussion about how much first life do people want in their second life, and how Facebook makes that difficult. Identity is a big topic in SL, and Saffia shared how she has solved this problem by creating a Saffia page in Facebook. This is not always possible.

There was an audience question about My.Second.Life, and Danger revealed that it was not going to be developed further.

Another question was about Oculus and Sansar. Danger said SL can barely support
It, because it is twelve year old legacy code, but Sansar is being built with the new tools in mind.

Sansar

This is what everyone wants to hear about, and I think that some of what was revealed on other blogs has been inaccurate.

Danger and Drax spoke about the burgeoning virtual reality awareness, and that it is a hot space right now. Danger wants to do it right. Here are some of the things that were said:

Terrain will be Voxel-based. There will be a system to allow non-registered guests to create without paying, lowering the entry bar. Many people (not the Lindens) talked about Cloud Party and how you could get land once you demonstrated that you could build). I did not really hear a Linden say there would be free land, but that has been touted about the grid since this interview.

Danger did state that SL will still be viable in five years, and will not die when Sansar opens its doors. He added that a long life is ahead for SL, and many will use both.

Saffia asked audience questions.  How will animations work in Sansar? The animation system in Sansar will be a full professional system with avatars and objects, Havok plus.

Will people be able to own land? Yes. You will be able to own lands and rent land.

The first invitees will be Maya users, although all tools will eventually work in Sansar. It will be invitation-only.

Draxtor: To what extent will it be possible to build in world? 
Danger: that is the goal, to build collaboratively and in world.
Saffia joked about everyone getting two acres and a cow, and Marianne McCann quipped: “1024 and a hippo. “

A member of the audience asked if hypergridding is being considered, and Danger said not at this time.
Saffia and others wanted to know if there will be last names?  Danger said he couldn’t answer now. The main login will be your email, but you will be able to have many accounts under that address, and you should be able to share inventories amongst the accounts. There will be text and voice chat, but probably not a build for Linux.

Will Sansar be anonymous? The current vision for this is to have a hierarchy of permissions in Sansar, that relate to how much information you share with Linden Lab. The more they know you as a person, the more abilities you will have. Danger said this is to combat griefing. Trust will build user rights.

To close Danger revealed that the first invitees were being spoken to at this time. I guess all will be answered once Project Sansar opens its doors to alpha.

So, thanks to the Lindens for this improved transparency under Ebbe’s leadership, and thanks to Saffia for remaining level-headed, and thanks even to Draxtor Depres, who asked the right questions, but should have done it on his show.



DrFran Babcock

Monday, June 29, 2015

Meeting the Lindens at the SL12B


By Gemma Cleanslate

All the interviews with Lindens at the SL12B at the Dreamatorium have been so enjoyable this week. Each has brought a wonderful  perspective to the thoughts and aspirations for the continued improvement and continued progress in Second Life . I am very encouraged that SL is not going anywhere. Saffia Widdershins with different co-hosts every day did done a remarkable job of interviewing each day and keeping everyone on topic and actually digging into their thoughts. She also took some questions from the audience.  
 
Friday was the pinnacle moment as Astound and Enchantment regions filled up to the max to hear Ebbe Linden. Some who wanted to come in lingered on the edges of Wonderous and cammed in to watch and listen. The crowd was so overwhelming that it took a while to get the voices and cameras synced. As they started, Ebbe was happy to let us know he feels a better comeraderie among the lab and the residents and is happy about that. He spoke of continuing improvements in Second Life. They are working on several new projects besides Sansar: some virtual world games for children, a focus on  cashing out Lindens, and making it safer and easier for residents. 
 
Ebbe enjoys traveling around sl meeting people and talking with them as himself . Virtual Reality  is going to be around a long time and is still being invented in so many ways that Sansar is taking time to be ready to last many years. Second Life has been around 12 years and has a  future. Sansar will be approached to last as many years and longer and is more than a year before it is ready for prime time.

The Lab is working on how to make land less expensive and packages and products for Second Life and other ways to raise revenue. There are so many things going on at the Lab . Ebbe Linden has impressed me as a real leader who is keeping it all going.  I hope you will take the time to watch all the interviews of this past week. All the Lindens who visited at the Dreamatorium had lots to say. Try to watch all the videos . I have heard so many comments that when Sansar arrives the Second Life will become a has been. I have been so encouraged to hear over and over this week that Second Life is not going anywhere. It will continue to develop and be developed. It sounds like Ebbe is willing to do more questions and answers with the residents and committed that to Saffia.  Watch and see!
 

Monday 22nd June – Oz Linden, Engineering Director, Second Life.
https://www.youtube.com/watch?v=lPmpchJ6yfM
 
Tuesday 23rd June – Patch Linden, Senior Manager, Product Operations, and Dee Linden, Land Product Specialist.
https://www.youtube.com/watch?v=h2UD-8ipFRc
 
Wednesday 24th June – Xiola Linden, Lead Community Manager, and Pete Linden, Senior Director, Global Communications at Linden Lab.
https://www.youtube.com/watch?v=qf3HN9wywbc

Thursday 25th June – Danger Linden, Sr. Director, Product, Virtual Worlds and Troy Linden, Senior Producer.
https://www.youtube.com/watch?v=qf3HN9wywbc
 
Friday 26th June - Ebbe Linden, CEO of Linden Lab. 
 
 
 
Gemma Cleanslate

Wednesday, June 24, 2015

Oz Linden at the SL12B


By Bixyl Shuftan

On Monday at 1PM SL time, Oz Linden spoke to an audience at the SL12B Auditorium about his experiences in Second Life. He was interviewed by Saffia Widdershins of "Designing Worlds," and Jessica Lyon, the head of Team Firestorm, Saffia asking most of the questions.

When asked bout what he did before Second Life, Oz answered that he did a number of jobs related to communications and the Internet, hs last job doing "voice-overs" for IP Phone systems. which he called educational, but not as much fun as Second Life. When asked if it was less challenging, Oz remarked "that depends" as with the voice-over, he could just do things with a phone call while with Second Life, not always, "Here I get to do things, people get to create all kinds of crazy ... unpredictable things."

He described his coming to Second Life as he was interested in a fun set of challenges and a fun environment to work in. Asking someone at the Lab if there was anything interesting going on, as it turned out, Linden Lab's Vice President of Engineering was trying to get someone in a certain position at the Lab, and he was hired. He described his role as having "evolved" from there, eventually ending up where he is now, "Mostly I manage what's going on."

When his job was compared to "herding cats," Oz laughed, saying he'd probably have more control over cats, "actually, I have a terrific team." He explained the engineers were there because they wanted to work in Second Life and found the work challenging, "It's a great team to work with."

Jessica commented it must be a challenge balancing new features that work across all platforms. Oz responded, "That's definatley an issue." He commented people sometimes give him ideas that they feel would work well, but it turns out they would only for about five percent of the residents and degrade the expereince for everyone else. When commented that everything done has an impact, Oz answered, "That's certainly true. Anything we do, we can count on some people liking it, many people being indiferent, and some people disliking it." Oz commented the number of complements and complaints was a motivation, "their level of intensity means they care about the product we're working on ... it's no fun to build something no one cares about." Oz was happy to be working on Second Life, and couldn't imagine working on anything else.

Oz mentioned that "We'll be bringing out some terrific nre features and changes that the users are really going to like." Jessica commented from her experiences earlier as a Third Party viewer developer that it could sometimes be hit or miss in what features would be popular for users. She asked Oz if the Lindens get discouraged when they come out with a new feature and the response is flat? Oz answered, "No, I don't think so." He did acknowledge that it could be a challenge for the residents to understand why the Lindens do what they do, "I don't think there have been any ... early in my tenure at he Lab that have been very unpopular, except for those that cause a performance problem."

It was about this point that Oz crashed, getting a few chuckles from the audience about the seemingly all powerful Lindens crashing like everyone else. But he soon came back. Oz remarked that this was one thing that he found very challenging, having come from a field "where if you only have 99.999 reliability, your product is junk." Whereas in Second Life, while people complained about the crashes, they were more or less accepted as part of the Second Life experience, "I've always worked in worlds where crashing 1% of the time is disastrous, and here I am in a world where the best crash rates are much higher. It's very challenging." The Lindens themselves, Oz explained, were not taking this acceptance as a reason not to improve the crash rate, "none of us thinks it's okay just because the viewers ... " Someone suggested that the tolerance was because many Second Life residents had memories of the dial-up days of the Internet in which getting on and getting anywhere could sometimes take a while. Oz commented, "That's an interesting theory."

Of the projects he's worked on, Oz felt one of his favorites were the Windlight settings. He commented in the official viewer, the default was to use region settings, "I've got quite a list of things that ought to be part of ... settings." When asked if they could get the light differently at different levels in a sim, such as sunrise on the ground and Midnight in the skybox, Oz didn't think they would be doing that, at least not anytime soon. He stated there were several reasons for that. When asked if the day and night cycle could be made into a 24 hour one instead of about every four hours, Oz answered "Maybe," but he couldn't say when, saying the cycles were currernly "bakes in." He did say it would make things easier for him in some ways, bringing up inworld meetings, "I would like it whenever I hold it to be daytime."

"I run the development team," Oz stated, "beneath and around us is the operations team. They're the ones who really keep it going. We're the ones who change it every now and then." The operations team had to take care of "thousands and thousands" of simulators, "they do an amazing job." He talked about "just the other day" when they were rolling in new software on a rack of servers when there was a "catastrophic failure. ... a whole rack of stuff went down, and Second Life users did not notice." Jessica commented things had changed a lot since the old days when the Grid had to be taken offline when there was an update.

When asked if he used a non-Linden avatar, Oz stated almost all the time he spent inworld was as Oz Linden. He went on to say that employees of Linden Lab besides the Linden avatar also get a premium one, but he had forgotten the password to it. But he did have an ordinary one from "a few years" before he joined the company, "I use that one for testing when I need another avatar." He commented when he started, he seemed to get more anxious responses from the residents than he does now. He wasn't sure if that meant a change in the population, or if residents were more relaxed. He had been going around "as Brad Pitt with a flak jacket," and these days people are generally excited to see him.

When asked about any hobbies, Oz Linden did say that he had tried the Linden Realms game. He had also tried some one the games that the residents had come up with, though didn't say which ones. He did say he didn't have any building skills, adding when he was setting up his account, he handled the appearance part of the process to his son, "make this somewhat like me."

When asked about if there was anything upcoming he was looking forward to, he commented, "I'm going to leave most of the leaking to Ebbe, he seems to enjoy it." He stated there would be some experiences handed out that people should enjoy, though it would take some time. There were also other projects, "genuinely new stuff for Second Life. ... I'm not giving any hints though, we are working with some residents."

When asked if he had anything to do with the new grid in development, Oz commented he has a tendency "to ignore what foes on Project Sansar ... unless it's an all hands company meeting," saying they generally have some announcement about it then.

When asked if he intended to stay in his "current role," Oz commented, "I have no plans to change, I love my current role." He stated he wasn't much of a job hopper, but also, "this one's the most fun I've had in a long time."

Following that were some questions from the audience. These included the new Grid, "We'll see if in the end they manage to outdo everything we have in Second Life." Issues with Windows, such as support for XP discontinued after Microsoft no longer would, and testing Windows 10 for eventually support for that later, as the official viewer was "not officially supporting it just yet." When asked if the official viewer would soon have a 64 bit option,

Oz answered "at some point, I will try to carve out some resources. He did have one bit of advice for residents. He commented better memory for graphics would be better for the Second Life experience than a graphics card. It was at this point Oz crashed again, "You jinxed him Jess."

After Oz came back, he was asked if Linden Lab was working on it's own streaming version of Second Life with SL Go discontinued. Oz answered, "actually when SL go was shutting now, we had some discussions about whether we could pick up a streaming interface." But as one or two more companies seemed to be "making a go at it," they decided to wait and see. It was his observation that although this was intended for tablets, those who used SL Go to improve the performance on older computers, "that was the real loyal audience."

It was soon after that it was time for the discussion to end. "Thank you Oz for joining us," Saffia told him. Oz answered, "It was a lot of fun."

Chakat Northspring of Team Firestorm would later upload a video of the event. As of the writing of this article, no transcript was available.



(Click here if the video fails to play)

Bixyl Shuftan

Monday, August 18, 2014

Interview with Prokofy Neva, Part Two


By Bixyl Shuftan

This is the second part of an interview with Prokofy Neva, a longtime resident in Second Life whom is best known for being a sometimes controversial commentator on his "Second Thoughts" blog and various Second Life related forums. In the first part of the interview, he discussed his earlier days on the Grid and his opinions on how conflict and debate shaped it's evolution over time. In the second part, he had a few comments about more recent issues in Second Life, such as content creator rights, the temporary ban of third party currency exchange services, and the announcement of a new grid in development. He also talked some about his idea of "virtuality," and why Second Life truly hasn't succeeded in appealing to the masses with it's version of it.

To read the first part of the interview: Click Here.

To one of Prokofy's earlier comments about Linden Lab, I asked, "You thought they were trying to wreck businesses rather than a case of 'It seemed like a good idea?' "

Prokofy's answer was, "With Ebbe Linden's announcement of a new world, we are going to be dealing with a larger whack than we've ever been given. This is like telehubs, island discounts, homesteads, VAT -- all those scandals -- copybot -- all rolled into one. The Lindens have only one goal: how to make money from land long enough to get rid of land as a business model so that they can move to content fees and currency fees instead. It's also about power-sharing in my view, as I said about the thread on SL Universe (forums)."

"Yes," I responded, "many, including my old boss, wondered just what the Lindens are up to."

Prokofy continued, "Instead of saying to their customers with rental communities, 'Advertise in our welcome areas, help us with our new customers,' or saying to clubs and live music venues 'Advertise in our welcome areas and our splash screen, help us with our customers,' they do completely different things to serve their interests which are short-sighted for the world itself. They create special builder and scripter dev groups and throw them out-world business, they put in Linden Homes and give special contracts to certain designers to build for them, so their business is helped even as ours is screwed, because they really don't believe in the user community outside their own very special and trusted friends who are coders/designers. They can't share power with a class alien to them in values. There isn't a parliament or a constitutional court to solve these things through law. There is only warfare."

"So they put in the Linden homes to try to drive people to buy premium accounts which languished, and to guide newbies toward content purchases. In the end, they couldn't completely ruin the low cost newbies rentals business, or I wouldn't be here or others wouldn't be here."

I brought up, "Two controversies in the past year were the third party linden exchanges, and the Terms of Service change in reguards to content creators. Anything to say about those?" (Note, SL Newser is partialy sponsored by the Podex Exchange)

Prokofy answered, "Well to take it backwards, the content creator stuff is in a way standard Silicon Valley legal boilerplate in Instagram or anywhere, and done deliberately so that the platform can retain the ability to first display your content as a technical matter but then also reserve the right to grab it for advertising or ultimately any reason or no reason. And it's about failure to share power even with their own FIC. Qarl nailed it on the forums although he sounds like a whiner."

"But here's how they will solve it, and I don't think it will be pretty. They will create a privileged class that has license to create, but must supply SS number and ID, or passport number let's say. They have a huge problem on their hands of liability themselves. The world is filled with content swiped from the Internet, textures and pictures and ideas." He drew my attention to the floor, "say, look at this rug here I make and sell! It comes from Malevich's painting for example, which is public domain. But not every thing is. So the Lindens already got some lawsuits from real-life furniture makers. They can't share power and give rights to people who may themselves have violated other rights."

"Now to the third party exchanges. My own view is that this was an evil and vile move, and it significantly depressed my interest, involvement, and purchases of content and land in SL. Why? because I couldn't cash out instantly. In the past, I could do business and instantly pay a bill that came up in real-life, instantly buy groceries for my family if my real-life contractors were slow in payments. Now, I have to set it up to wait 5-7 or more business days. So I really mourn that loss. It was also a huge boon to my customers. I don't think any fraud vulnerability justified it because they had given out essentially licenses or risk APIs to people. I don't know what your take on it is."

I mentioned two opinions I kept hearing, "Some thought it was Linden Lab's legal department overracting to the Treasury Department's sudden interest in virtual currency. Others thought it was a simple power grab."

Prokofy answered, "I think the latter quite frankly, because the reality is that the Treasury Dept never defined the currency inworld as taxable. It's a game point, a limited license to use inworld game currency, if you will, like a Mycokerewards.com bottle cap, not true currency. So they can't tax my bucket of Mycokerewards.com bottle caps I turned into a coupon for Olive Restaurant yet. If I turned that into $5 real money, they could tax it if it built up. And everything cashed out of SL they should tax. I personally and other business people have put SL revenue as revenue in my tax return. It's not much after costs but it's something. So maybe they were gun-shy, but I think they just hated the idea that people were getting a revenue stream they didn't have. Any money cashed out through those other services paid THOSE people currency fees, not Lindens.  Lindens need a non-land revenue stream model. Their hope was currency exchange fees, subscriptions, and content charges would carry it. But it's like all media that can't live by subscriptions or classified ads alone. All media needs advertising, and buying sims is the equivalent of big advertising revenue for any media property."

I brought up, "After their initial decision, there was a particuarly large outcry from overseas residents. I heard of one entire German community talking about up and leaving."

"Well that's just it," Prokofy told me, "I used to use that European company myself, can't recall its name. It had the option to buy Euros and even bitcoins. I thought it would be a place I could put Euros that I earn in Europe from my RL business which lose so much on transfers here. But it was not to be as they had to close, or rather, I think they sell Lindens but they can't cash them out now or something. No one can provide the cash-out service, correct? That's just it, it hugely retards business progress."

"The Lindens are not here to help your business. They are not here to promote the inworld economy. They are here to run their own business. Their interests and ours do not harmonize. They clash. That is the harsh reality that no one has solved, and won't solve as long as you have those with either a techocommunist view about mass culture or mass free economies in charge, or technolibertarians that only care about their own business and not how their customers make a living."

"Google with its Google buses taking over cities, driving up rents, and not caring how the non-Google people will live. I understand Ebbe is now saying something about making the transition to the new world smooth with regard to land. But sorry, that's not specific. I call for 1:1 transfers of sims or compensation of X pennies on the dollar, to be negotiated. But we don't even know if there will *BE* sims in this new world, sims as we know them."

"so -- right click, SELL LAND for Prokofy, while that lack of clarity and that self-interest on the part of (the) Lindens prevails. And remember, I'm just a tiny self-aware unit in this economy who thinks and blogs, there are hundreds more who don't blog and maybe even don't think about this issue, but they have thousands of dollars at stake not tens or hundreds, and they will act, and that action will influence the outcome."

I followed his comment about the Linden Lab CEO, "Yes, at the third party viewer developer meeting the other day, Ebbe Linden mentioned the development of a next generation virtual world."

"Yes, and it was immediately bruited about as good news that it was closed source," Prokovy commented, "but bad news because no backwards compatibility. None of the things in this room could come with me. Pr let's say I could get their builders to re-rez them as mesh. But what about my outfit? It's made by Osprey Therein, who died in real life. Now there's no way to port it," he frowned, "Sure, I could possibly copybot it or something. But it's not the same."

I sadly nodded, having attended and written about Osprey's funeral.

"Or my Moth King staff Osprey made. Let me show you." Prokovy got it from his inventory, "See the staff?"

"Yes," I answered, "When did she make those clothes?"

"These are very old school clothes," Prokofy told me, "made on that original avatar outfit maker, which is why I like them. Look at what she did with this. Even fur-lined boots, Russian style, all on that old thing. I tend to like the old things better and I only have recently started putting in prim or mesh hair. I think this is prim hair."

"It does look unique," I told him about the outfit.

Prokofy went on, "I don't like mesh. Occasionally I'll find a good house made out of mesh my customers have. I haven't bought them because I can't *see* them half the time-- they don't rez right, even with my computer and new FIOS blazing Internet."

"That's something I've heard from many content creators," I spoke of his dislike of mesh, "and more than one who aren't buying it."

"Well again, to speak of classes," Prokovy commented, "and mind you, I'm certainly not a Marxist and not a European, I'm American and for a more democratic and classless society and upward mobility. But there are classes in SL, and there are those who can see mesh and those who can't. There are entire groups of people living still only with prims not even sculpties, like aboriginals. It's hard to make the world develop uniformly, the 'future is here, only unevenly distributed.' This new world of Ebbe's is definitely one of those futures arriving unevenly distributed. We don't know if we will have graphic cards to view it. We don't know if we will have to buy Oculus Rift headsets to view it, etc."

"So basically, 'It's being developed, that's all we know?' " I asked.

"Well read the latest," Prokofy suggested, "lots of happy speak shy of details. But here's the thing, the model for the economy, which tends to then dictate governance and new user experience is 'the customer is the creator.' The creator class (is) what is top and most important, NOT the consumer class or amateur creator. So what that means, tools for high-end creativity are featured. Which means I can't rez a prim, or edit a prim. Those things are important to rental agents who adjust everything constantly, for customers, ordinary people."

"So basically, it means we are mere spectators at the Renaissance Faire. We're to buy some of the guilds' expensive items and  put them in our homes which are under limited control. That is incredibly dull for me. I could watch TV if that were my purpose. I don't want to watch, I want to interact, as an amateur."

"So what I see then is that once again, they can't conceive of how to make a world mass-user friendly, except by their very old formula, which is 'have a privileged class of people or the game devs themselves make content, bring in the rubes.'"

"And when I talk about compensating those of us who were not in that class and still made the world what it is. Lordfly says 'Game designers don't give you free stuff in the next sequel.' To which I can say, this isn't a game, it's a platform. I can also point out what is coming then for those fancy creators, which they themselves don't seem to realize, which is the other Silicon Valley model that goes with the prosumer model: HUGE FEES, like Amazon, where I sell my e-book."

"Sure, I sell my ebook for $2.99 a pop and buy my family groceries. It actually sells everyday, it's about Snowden. But Amazon takes out 30%-70% of every sale, huge cuts."

"Oh, What's the title?" I asked.

" 'Privacy for Me and Not for Thee' -  http://www.amazon.com/Privacy-Not-Thee-Invincible-Transparency-ebook/dp/B00I2CJKI6 . So sure, be a seller on Amazon or be a merchant on Third Life -- but pay huge fees then, guys"

"Snowden's certainly sparked no shortage of conversation," I commented.

"Yes, well I know a lot about the Snowden story as Russia is my field of expertise," Prokofy told me. "So I have unique materials there translated from the Russian press. But more importantly, I write about hacker culture, which I learned about in SL. And I have two chapters just on SL in that book. So it might be interesting to you."

"I'm sure it would," I thought out loud.

"What I hope is that there will be an outcry and a debate about how the new world is made," Prokvy expressed, "so that it is not all decided by LL itself. But I see little opportunity for that frankly. If it were Philip doing it, there would be. But it's not. I have a whole theory about virtual worlds in general I've written about."

My next question, "I was going to ask if you felt today's Linden Lab was less interested in
the residents' opinions than the early one."

"Oh no question," Prokofy answered, "Philip was integrated into the world, he did Town Halls, walkabouts, he answered mail. M Linden was more removed, he started by making his name impossible to pull up in search. Then the one before Ebbe, he was completely incommunicado. He didn't have a tweet or a blog hardly the entire time. I honestly don't know what he did all day with this world. He developed LL's OTHER products to be sure, so they could say now they are a game company with multiple products. I don't think those products do terribly well, but then, I don't have a tablet. Like most people, a computer and a phone in the family for each member already strains the budget. (A) tablet -- just too expensive."

"Anyway, Ebbe makes a show of communicating with the swells on Sluniverse.com. Call me when he holds an inworld town meeting with the top land barons. Of course, I may be in the dark, they may have already had secret meetings. Who the hell knows? But let him have meetings with furry or Gor or elves or fairies or whatever communities. All of these people sink money into SL, they pay his bills, what do they think? They aren't on sluniverse.com as creators necessarily, although some of the key power brokers are. In any event, I have tried to write to Ebbe multiple times, no answer, no bear, no nothing. And I am busy in real-life so I can't chase him as I used to other Lindens."

"But here's my concept of virtuality in a nutshell: Virtual worlds as a destination is an obsolete concept and will fail as a new project. The direction of the future is virtualization of reality itself, not destination worlds. Destination worlds will remain niches of course for half a million or 500 million. But not billions like Facebook or Twitter. People don't avatarize and immerse well and the learning curve and technology is too hard. We don't realize that, we're acclimated. Most people can't acclimate. They can't live in the mountains with less oxygen."

"In my real-life jobs, I use Twitter, Facebook, Skype, Google Maps, and other various chat clients. And I live in a virtual world that is the sum total of those tools, it's the virtual world called 'The War in Ukraine.' With the tools, in that virtualized space, I can ... watch the tragedy of the Odessa fire live. I can interview people with Skye standing at a demonstration in Kharkiv. I can chat with my colleagues and translate the news. I can watch Twitter and see a citizen journalist has uploaded a picture of a Russian tank not in Russia, but Ukraine, where it should not be, and find experts who can confirm, yes, that's a Russian tank. I can geolocate that tank using Google Street View even for little towns in Ukraine."

"This *is* the virtual world, not a destination called "Second Life" with a sim called 'Ukraine.' So eventually 3D will enter that space by Facebook or by somebody, Google or Yahoo or whoever, so that we can manage those tools, those images, those chats, those experiences. And not as a destination but as a kind of rolling layer over things. Does that make sense?"

I nodded, "It does."

Prokofy went on, "Somebody in Ukraine can't log on to SL because either Internet is spotty or graphics poor on their laptop, but they can use their cell phone and call on Skype. They can set up a stream, so eventually less heavy virtualization where you can avatarize or project yourself into the interstices of these outworld tools will create worlds of sorts. That's how I see it."


"Also I've written about how the Internet of Things will play out as a virtualized world you control with a console. This is the analogy I think of from my father's business. He was a ceramic engineer. He used to explain that bricks are very heavy, very old fashioned, too expensive to move, to build, to maintain. So going into the brick business was a very heavy, expensive old fashioned thing to do. But if you worked on carrier beads in Xerox machines, they weren't heavy. And people were motivated to buy and move the Xerox machines themselves. So I realize that those of us who made bricks are obsolete in a world that wants carrier beads which have ceramic components for Xerox toner. You may not have realized that what happens with a Xerox copy, ceramic pieces of toner are fused to paper, i.e. toner is a kind of ceramics, if you will."

"But even Xeroxes are going out of style in a world of mobile phones with pictures. On the other hand, the metaphor works both ways. People who make destination worlds are in a sense obsolete too, because people need much more portability. And frankly I don't mean having open source and free content, which is how everyone understands this issue. I think permissions systems can and should be built into every world and every virtuality -- it could have been built into Instagram but wasn't for ideological reasons."

"What I mean by portability is usability in everyday life across various platforms and settings. Google Street view is easy to port, Twitter is easy to port, Skype too. Second Life isn't, even if on a phone. It's about culture and about settings and expectations and not just technology. It's about user control. People join things on mass that have two features, 1) devs provide enough of the bare bones so you don't have to fight the platform to use it, 2) but you can easily generate your user content.  Twitter really hits that sweet spot and so does Facebook. SL doesn't."

"Anyway," Prokofy relaxed a bit, "I've bored you with my theories quite a bit, I should get back to work."

"Well, you mentioned where the outfit came from," I brought up, "But one other question about what you're wearing," I directed my attention to an ornimentation he had with a number of country's flags in small cicular disks, "What kind of necklace is that?"

"Oh this is my Peace on Earth hunt necklace found a few years ago," Prokofy informed, "I like it because it has all the countries on it, their flags. It's part of my International Bazaar, which is a project I have where you can get notecards to go to all real-life foreign country sims. It's what I had set up in the infohub for years and years, which sadly I just had to remove because of ridiculous buggy Land Impact issues. But I will get it back. I still maintain the main hall for it with the notecards, so you can go to Russia, China, France, etc. My hope was to encourage exploration. I used to have a discussion group called Council on Virtual Relations to discuss foreign affairs and those sims. But like all things in SL it got griefed, had problems, etc so I had to suspend it."

"Oh, sorry," I told him.

"Well as I noted to you," he went on, "I used to spend a lot more hours on SL. I would average say 4 hours a day. I would make things, explore, think up ways to improve my business, etc. I made a tutorial for new businesses. I would help people in various ways. But since various real-life challenges occured, I had to suspend this and limit myself now to pure customer service, and perhaps occasionally some card updating. I can't say when I will be back to normal as I have a rare illness now and the treatment is worse than the disease. And all my energy has to go into my real-life work to make a living. But I'm sure it will get better in a few months. I certainly understand better now what Osprey went through, what a brave brave and creative soul."

"Sounds like you were both good friends," I expressed.

"No," Prokofy corrected, "I wouldn't say we were such close friends or anything like that. It was more like this, she was a very kind person and even though she was among the oldbies who hated me, she was very kind to me personally. And we got together around the Moth Temple years ago. I was the one who thought up the idea of the Moth Swarms. She then immediately picked it up and made the moth feelers, moth wings, and this kind outfit. Yes I thought it up actually, although people think she did, but we were creative partners, I had the idea, she made it work. So she was a creative partner. We did those moth swarms and other moth things, including the moth lanterns that she made to replace the Linden ones that mysteriously disappeared."

"Then the other area where we collaborated was the Resident Developed Infohubs. I ran two of them and she ran one of them. We made a group of like 10-12 of us doing that, tried to make some uniform content for them like newbie help, and tried to lobby Lindens on their issues. So we did that for several years. Hers was Ambat. I hope they didn't take it down, it's probably still there."

"What I like about SL is that you don't have to be friends with someone, they don't have to be your best buddy, you don't have to share real-life news, etc. But you can meet as minds and souls and make something and share a deep connection and then move on. They could be your enemies, politically or lifestyle wise, but they are shared collaborators in the business of making the world. So I have furry or BDSM tenants, or neighbours who may be antithetical to my world views, let's say. But in SL we could collaborate on some shared interest like 'let's keep the view nice,' 'let's make nice builds,' 'let's help newbies,'  'let's have live music.' And those things can be done without having to even know that person votes Republican or Democrat or whatever, which real life does not enable."

"I don't mean to idealize that shared creative existence as it is frail and can rip and be in tatters soon enough. But it's an interesting basis for community. And that's why I liked the foreign sims idea, or 'international sims' as foreign implies they are foreign to us, but they aren't foreign to themselves. So when the London terrorist attack happened, I could TP and say 'I'm sorry,' Or the Poles lost an entire planeload of leaders -- I could say 'I'm sorry,' or the Egyptians were killed in demonstrations, I could say 'I'm sorry' with a translator. Or just show up to light a candle or buy something or whatever. The virtual world enables things like that which are interesting, not part of real life, but to make them work better."

"Lindens have to establish better governance tools. The thing they care about the least is managing the world as a world society. They do not want to be in the governance business. They want a customer service state and that's it. And you can't blame them. World governance is endless as a proposition, especially with open source cult ideals."

Prokofy chuckled, "Anyway I've babbled on quite a bit. Hope that was interesting."

"It was," I told him, "Thank you for your time."

"Sure," Prokofy bade farewell, "nice to talk to you."

I tipped my hat, and we went our separate ways.

To check up on the latest from Prokovy, he continues to post in his blog "Second Thoughts" (http://3dblogger.typepad.com/second_thoughts/) under the avatar's real-life identity Catherine Fitzpatrick, occasionally a long commentary, sometimes just a picture. He also has a Twitter account: https://twitter.com/Prokofy .

Bixyl Shuftan

Wednesday, June 16, 2010

The 30%

I have been making a daily stop at the Memorial created by CodeBastard Redgrave to the memory of the Lindens who have lost their jobs . Bixyl has already reported on the facts. It was spontaneously built, and I am afraid it will soon spontaneously disappear.

There are always avatars visiting, walking around, and saying “oh no! Not her” or him … it is amazing. Most of the conversations in chat over the years, or even in the news at times, is critical of the Linden Lab for various reasons. But now, the warmth toward the Linden individuals who have been laid off is so evident.

The Lindens who visit the memorial are seeing empty chairs and friends gone in RL and missing them. We inhabitants of SL are seeing names of some of those we threw snowballs at, or dunked at the Dreams Sim, or kissed on appreciation day. They were fun people! Some are especially revered for their camaraderie.

I was glad to see one there for Pathfinder Linden. He “resigned” a while ago because his job disappeared, and there was none other suitable for his skills and talents and compassion. Linden Lab is a business, and I guess must put business first.

It makes one wonder though ... What is coming next?

Visit the Memorial while you have time: http://slurl.com/secondlife/Rouge/166/63/22


Gemma Cleanslate