Showing posts with label Avination. Show all posts
Showing posts with label Avination. Show all posts

Monday, 24 April 2017

Opensim Metrics Paranoia Kills Popular Grid List

A biter war of words broke out just recently over the publication of Grid Lists & Stats with some well-known people fanning the flames with some pretty incendiary and divisive blogging calling on grid owners to remove stats info from splash screens. This row began recently on Hypergrid Business where, in comments, Inworldz owners demanded they be removed from the HB grid list and stopped displaying their full stats to prevent HB from scraping the numbers. Great Canadian Grid then joined the argument and a furious row broke out between Magnuz Binder and Roddie Macchi, owner of GCG, which lead to the closure of the Binder stats list and to Macchi threatening to bring a lawsuit against Binder. GCG, Inworldz and Atek grid appear to be arguing that stats lists are being used against them unfairly. However, others say the grids complaining have seen some decline and rather than addressing the root causes of that decline they would rather have the numbers hidden.


The Great Canadian Grid Arrivals

It is well known that Inworldz owners have had a stormy relationship with HB at times and complained of bias in their reporting and yet that grid which grew out of forked Opensim code has grown pretty well over the years to be the grid with the most active users, and it is that statistic which has been falling in recent months, and the stat they now want to hide. HB noted this as part of the grid watch reporting but Inworldz owners just saw it as yet more bias. Inworldz is not Hypergrid enabled and they have often complained that HB takes a "them and us" approach while others, myself included, have generally taken the view that Inworldz appears to see Hypergrid as their main competitor as if it were a single grid they were up against. Well, in a sense that is true but only because Hypergrid connects grids allowing travel between them and that is building a bigger market for goods and services. For a large competitive commercial grid like Inworldz you can see how they might see that as serious competition.

However, regardless of how Inworldz might see things I myself though G+ Opensim Virtual and I think Maria Korolov of HB too have been trying to bring the community together including the closed grids but that is not because we favor or disfavor closed grids in any way. My view and that of Maria I'm sure is that it is better to be conciliatory towards closed grids while spelling out the advantages of Hypergrid and trying to persuade them to open up. Some grids have done so and I think that proves it is better to take that approach than waging an ugly war of words that, in my view, is more likely to drive people away from the open Metaverse altogether. And to be fair to Inworldz I do think they seem to get the headline when Maria reports on Opensim Statistics and that does tend to labour the point that Inworldz is outside the mainstream Hypergrid community which must be annoying and even frustrating to both the owners and the resident community that would naturally defend the grid they call home.

 
Inworldz Grid


Inworldz is not actually against Hypergrid though but, like Avination before it closed which has a core developer, Melanie Thielker, both grids wanted to see a more secure Hypergrid if they were to adopt it. Inworldz lead developer, David Daeschler said recently in comments on HB "I personally review and approve many of the pull requests I can tell you that there's no reason we would block an interconnectivity protocol from Halcyon, unless it really messed up the core code. I would definitely prefer to see something like Hypergrid implemented as a separate gateway process that worked gracefully with the simulator rather than something that had to be tightly integrated with the core code. A contribution as such would be welcomed with open arms and actively supported. This has been discussed at length with core Halcyon contributors." Jim Taber, another Inworldz developer also commenting at HB said, "I think InWorldz would welcome connectivity with other grids, provided it meets either (or both) of the following: protected content must travel securely, or what seems more likely to me personally, it allows exportable full-rights content to enter other permissions-free worlds. Of course it could do both. But one thing is clear, that does not describe Hypergrid, so there would need to be a new, improved, peer-reviewed protocol between grids. I think the MOSES team may have put a start to that, but it would be a big project and could be years away from production use." So this doesn't sound like they want to shun the rest of the free Metaverse as a closed world and HB has probably given that impression.

So, in the wake of this controversy, we have lost a very useful stats list that Magnuz Binder took great pains to keep updated. He did this as a service to the Metaverse and asked nothing to use it. HB provides a grid list too and free adds that help our community. I keep a grid list as well on the METAVERSE link of my blog Metaverse-Traveller which is designed to be searchable and serve the community. That's what we do for free but too often, and especially at times like this, it becomes a thankless task that only brings us unnecessary abuse, legal threats and stressful drama.

The thing is grids display their stats for public information so it is helpful to gather those statistics and publish them in a list so people can get an idea of the size of the Metaverse and where the action is likely to be found. Bloggers and writers may well report conclusions after looking at the stats and if the most active grid shows some decline then it is fair to report it. I agree they do have a responsibility to not over egg the point though which Inworldz claims HB has done. But, at the end of the day, if the numbers show decline for a grid then I would say the owners need to address the reasons for that decline and not try to shoot the messenger to avoid the facts being known.


Grid Search
 

Now the Binder list has been closed I decided to review my own Grid Search list and it looks like Inworldz will drop in ranking if I can't find their stats. They have, until now, enjoyed the highest rank since I started publishing some three years ago simply because they have consistently had the most active users in that time and, as of last month, they still had enough to keep their high placement when people search the commercial category. Unfortunately, now Inworldz active user stats are hidden, they are not going to appear at the top and that will also make the Metaverse look smaller when, in fact, an important member has just made itself invisible. Or, some might say, cut its nose off to spite its face.

Grid Search open web page in viewer
But I have a plan! Maybe I should do some informed guess work? Well, let's face it, some people are quick to say all grids fake their numbers and that may well be true in a few cases. I'm pretty sure Second Life stats are suspect anyway because we know there are plenty of bot's and alt's  - that is, robot avatars and alternative names owned by the same person - that are all included as unique active users. Well, Opensim grids might have their alt's and bot's too but, better than Second Life, Opensim does have proper scripted NPC bot's and they are not included in Opensim stats anyway so you can rule those out. What I mean though is I am going to have to login to those grids that don't display their stats and seek to get view on the in world activity and try to build an estimate based on new user count and the in-world actives I find. It is possible although extra work for me but no Opensim grid is so big that it would be impossible to do. it's just a matter of if I want to bother helping a grid to keep their high ranking for the sake of keeping a full view of the Metaverse.

The thing is the open Metaverse is growing. People are investing in it. Kitely Market are delivering to very many grids and now there is a universal currency, Gloebit, available which is spreading with new malls opening that will increase in-world shopping via Hypergrid. There are a number of Opensim forks and Inworldz has open sourced their code under the name, Halcyon which the US Army MOSES team have adopted and continue to work on a web viewer for it. Inworldz might differ from core Opensim in physics and script engine now but it is based on the same protocols so will always be an Opensim derivative and therefore part of the open Metaverse so I think they will be included in grid search and I will still welcome promotions from both closed and open grids including Inworldz at G+ Opensim Virtual.

Sunday, 21 July 2013

Second Life Region Count Falls But Not the Price!

As predicted by Metaverse pundits Second Life, the beleaguered virtual world operated by Linden Lab lost another 9 regions in the past week according to Tyche Shepherd's GridSurvey which took it below the magic 20,000 mark to 19.997. This mark has become a kind of psychological barrier no one really thought would be approached let alone crossed. This portion of the grid is where Linden Lab earns the bulk of it's income from hosting the region simulators but Second Life has actually been in slow decline for several years and is down 4,797 regions since its peak in June, 2010. Regions cost up to $295 a month but just getting a region up is expensive too with an initial charge of $1000 so it's clear the Lab is loosing a lot of their cash flow.



Surprisingly, Linden Lab doesn't appear particularly disturbed by this trend and are even rather upbeat about releasing totally unrelated products to their flagship money spinner and what advances they have made in the platform seem largely ignored, faltering or simply not understood by a lot of the resident population. Certainly, it is doubtful if it would make much difference to the average resident if Linden Lab had never bothered to implement a lot of the updates at all because it should be noted over 80,000 residents had either not bothered or had left it to the very last minute to get the viewer updates we are told are mandatory with the roll out of server side baking. In fact, there has only ever been two basic complaints that mean a whole lot to the majority. Fix the many existing bugs and lag, and reduce the excessive tier pricing for virtual land within the grid.

Linden Lab have a reputation for ignoring the SL resident complaints anyway and their customer service has never been that good but they do seem to think up ways to antagonize their customers on a regular basis
like closing the bug reporting Jira system while imposing what, apparently, the majority don't appear to want or care about. Moreover, it has meant disruptive server updates every week which has been going on for several years and has left all kinds of breakage from scripting faults to inventory losses and periods of unexplained and excessive lag. Most annoying for residents is that all this disruption has been going on while the Lab still expected high tier payments.

Unsurprisingly, since 2009 Second Life has seen a steady decline. In that time a full third of the work force has also been sacked, the former CEO, Mark Kingdom resigned, education and none-profit discounts have been scrapped and the Teen grid closed while allowing children onto the, essentially, adult grid. More recently, with a new CEO at the helm, the focus of the company has gone from virtual worlds to investment in the development of video games. Unfortunately, the resident population of Second Life are a rather conservative bunch. They accept change if it clearly benefits them but the kind of change Linden Lab tries to impose dose often actually challenge people who are very set in their ways. But, all of the general complaints aside, the one thing that nearly everyone agrees is an abuse is the excessive charges for land.



When Linden Lab were on a roll around 2006 and the media couldn't get enough stories about Second Life the executives of the company decided to hike prices, increasing the tier on a full (15k prim's) region by a third to $295 and the setup fee to $1000. Later they scraped the significantly cheaper Openspace product and introduced Homesteads with 3750 prim's at around 60% increase in tier making them much more expensive. A lot of people that could not afford the full region pricing had taken an Openspace so they could build their dream home or set up a small store, club or RPG only to see the rent raised by almost two thirds. What happened next was the beginning of the end for Linden Lab's reputation amongst it's long term customers but it would be a long road with many more blunders yet before the grid fell to the magic number of 20,000 paid for regions.

To all intents and purposes Second Life is a social-economic soap opera. There are no end goals like video games have. SL is not a game, pure and simple. It's an adult playground if anything where grown-up's play out all kinds of fantasies and express themselves in many ways. It's a virtual world of endless possibilities that grow out of the collective imagination of the residents. It appears doubtful if Linden Lab executives understands this or if they do at all it might only find expression in contemptuous statements like, "broken people living a rural life". The fact that virtual worlds like Second Life lend themselves to so much creative expression and education seems lost on the company. No, for the bosses it's all about money and how much they can make out of it. They own the product of course and can do what they please but the product is nothing without the residents who spend money. In fact, the residents who interactive with each other breathe life into the product and become an essential part of it. That is the part the company dose not own. That is where the partnership comes in and Linden Labs have never looked upon their residents as partners - just paying customers.


Courtesy of Tyche Shepherd's Grid Survey

To be fair to Linden Lab bosses one can sympathize with the difficulties they face over Land charges. It is not as easy as it sounds to just drop prices given that the whole economic model could be irreversibly damaged by a wrong move. Last Year the Lab held a Weekend give away Special on buying land when they offered a free setup. It worked to some extent and the Lab made sales but the buyers almost certainly had been renting from Land Barons and this, in turn, had a negative effect on the Baron's thinking. The Barons own a huge amount of the land and find themselves swallowing increasing losses on empty sims they can't find tenants for. Offering discounts that appear to damage the Barons is not something to do lightly because its like this; Linden Lab is rather like the Overlord or King who owns all the land and makes grants to his most loyal subjects, the Barons. Privileges in the form of discounts on tier is what they get granted to them. The rest of the population are basically citizens and shop keepers that always pay the top rates albeit in relatively small sums compared to what the Barons are committed to. So the shop keepers make stuff to help off-set tier costs and because those costs are quite high they have to make and try to sell a lot of stuff. The citizens, or consumers, want free places to hangout and perhaps role play but they will buy what the shop keepers sell - some will actually spend quite a lot! The shop keepers and those running venues as clubs, RPGs, sailing and other arts & entertainments generally will more often than not be renting from Barons and so they have to keep working to off-set those costs and try to turn a profit too. They rent from Barons to avoid setup fees and know they are no more committed than the next rent day. So the money moves round the economy.

Now, if the Lab drops tier and maybe makes it possible to buy just one sim then this might upset the balance of the economy for dropping prices too much and too quickly will greatly reduce financial pressure on the shop keepers and venue organizers. Thus, if they don't have to off-set tier costs to the same extent that they were doing this could lead to a drop in the economy and possibly lead to less people bothering to make and sell stuff. In deed, more stuff might be given away free which would create downward pressure on the economy too. Some would take the opportunity to profit of course but if prices are falling eventually the incentive is lost anyway.

Now consider what might happen if more people can buy and own land in Second Life. In Opensim grids land is cheap and people often own vast estates which ends up pretty much empty land since there is not enough traffic to fill it. Second Life is not exactly bursting with traffic these days but if land became very much cheaper it would result in a lot more empty regions and, like Opensim grids, the Lab would find that this becomes a criticism of the platform - lack of users!. Not just that but game organizers and venues all want a slice of the traffic and lowering the entry costs and making it easier for people to set up games and venues just adds to the glut of entertainment for a limited population. Some of the best would probably give up. By contrast, we don't see the same problem in Opensim grids. There is not enough traffic anyway to make many businesses viable yet. What we do see, however, is new grids starting up where selling and renting land is the primary business product. They want content makers and businesses to join them too but, generally, these start-up's focus on an activity like role playing in a particular theme while Second Life plays host to hundreds of themes which all want a slice of the traffic. Opensim traffic is almost invisible, not because there is none, but because it is spread across the Metaverse on so many grids. Apart from the apparent invisibility, there is not a lot of difference between people teleporting  about on the Linden grid or people teleporting between the many Opensim grids that enable Hypergrid travel. The difference is that in Second Life it is easier to setup business but more expensive while a small Opensim grid is cheaper to set up but technically more challenging and not for everyone. But we do see great effort and advances grids like Inworldz, Avination, Kitely and Aurora Sim, developers working away to improve their worlds. Often the developers are in partnership with each other and residents too in ways you wont see between Linden Lab and their residents. And, of course, many grid owners are developers and contribute to the Opensim core. Yes, there are rivalries and competition between Opensim grids. There are shifting loyalties too but still there is a strong spirit of shared destiny and partnership often comes out of that. In fact there is a lot of partnership in Opensim worlds but you wont find a great deal of partnership in Second Life between the Lab and it's residents. The residents are first and foremost merely consumers in Linden thinking. Where the Lab might consider partnership it usually is a one way street where LL gains from the ideas and talents of it's residents but hardly ever puts much money into projects that can truly be called a partnership.

I might be wrong, probably am, but Linden Labs must be struggling with the land pricing decision. They may already be feeling like they are in a Catch 22 situation too for, if they don't drop prices no one is going to buy more land and if they do drop prices then the balance of the economy might be irreversibly damaged so perhaps the answer is to lower tier gradually in steps by maybe 10% percent every six months until it is approximately a third lower than it is today. This should start now and continue into 2014 and perhaps a final drop by the summer. It should drop across the board too and not just for one section of the community so there is no disparity or it will just drive more people away and throw the economy into more confusion and uncertainty.

Another thing the Lab could do is get rid of Linden Homes. In fact, I never did understand why they ever set out to take business away from the land Barons in the first place. It didn't strike me as a smart move making free homes available - most of which are hardly used I might add. I think most residents would have been more interested in an increase in stipend if anything and if it fell to me to decide I would increase the stipend by at least 100 L$ as both an incentive to attract more premium accounts and a way to help stimulate the economy. Yes, the increase would be hard to maintain but it would feed a lot of new money into the economy at a time when budgets are tight in the real world. Hell, the bank rates are the lowest they have ever been so why isn't Linden Lab lowering the costs this way if not on Land pricing?

Saturday, 5 January 2013

Second Life's Embarrassing Start to 2013 And More Predictions...

If it wasn't for the fact Linden Lab is headed by a game's industry heavy weight like Robvik Humble I think they could be forgiven for marketing Second Life as a game package on Amazon recently when everyone that knows the beleaguered virtual world and has experienced it would, in the majority, be inclined to say it is not a video game. The general consensus around the blog sphere seems to be that the Lab has embarrassed themselves once again with this move. And yet there are those bloggers that want to forgive Linden Lab for this action on the premise it could work to bring in more people at least. Pretty much all bloggers, however,  have expressed a loud sigh of general disbelief regardless.

Second Life offered free on Amazon. It turned up un-announced and has since been pulled off probably because existing residents noticed the free 1000 Linden dollar. Perhaps the Lab will try it on eBay next.

As we start the year 2013 I will be making a few predictions further on but, given that I had something to say about Second Life last year and the Lab continues to make blunders I ought to look back on it see if I got anything right which I will come to. But I can't let go of the present gaff I noted above without taking a closer look. It does seem a bit incredible that, despite having Rod as CEO, the brass at the Lab didn't consider that marketing SL on Amazon as a video game might be an embarrassing mistake that bloggers were sure to pick up on. On the other hand one might consider it was all thought out and quite deliberate given that Rod Humble has already released a bunch of video games under the Linden Label in the past year and announced Second Life will be marketed on the Steam video gaming site. It does seem Rod makes little or no distinction between his concept of "Shared Creative Spaces" and a video game so why would they not market SL as a game? This appears to be squarely what the Lab is focused on these days.

When Rod joined Linden Lab he told us he was trying to get to know Second Life and now he has got to know it he has decided it is, as mentioned above, a shared creative space which, unsurprisingly, it is a another way of calling it a video game! The users or Residents of Second Life I think view their virtual world differently though. I would say, as a long time resident myself that Second Life is, to all intents and purposes, an endless social-economic soap opera where people can get creative. It has no end goal like a video game has and yet there can be goals set by the residents themselves with either commercial or none-profit motives in mind. It can be viewed as an adult playground if anything where grown-up's play out all kinds of fantasies and express themselves in many ways. The residents or users make their virtual world. It's a labour of endless possibilities that grow out of the collective imagination of the residents. It appears doubtful if Linden Lab executives understands this or if they do they certainly don't treat the residents as partners and yet, in my view and by everything they do, I think residents do demonstrate they are partners by being serious contributors. Linden Lab owns Second Life of course and can do what they please but the product is nothing without the residents who spend money, build the sims and make the content. In fact, the residents who interact with each other breathe life into the product and become an essential part of it. That is the part the company dose NOT own. That is where the partnership comes in and Linden Labs have never looked upon their residents as partners - just paying customers. And paying customers buy video games, right?


PREDICTIONS OF 2012...


Last year I said I wouldn't get carried away with my predictions but I'm rather pleased with myself that the first one actually turned out sort of on the mark. I said Linden Lab would pull out all the stops to try and get Second Life growing again and I could say they did by releasing four new video games. Well, those games were not exactly Second Life applications but clearly the Lab is working on trying to save their shirts. Trouble is Second Life itself is not seeing much of the effort unless you consider Linden realms and Pathfinding tools are a big deal. It appears that the residents are not exactly falling over themselves with excitement though. In any event, if the measure of success is region count then it's been a disastrous year with the net loss of regions rising to 2863 which represents a 12% loss. Even more telling is that user login's have declined too and there are a large number of sims for sale nobody wants as well as rentals with no takers. People are not buying and even the strongest fashion stores are struggling to keep afloat.

Turning now to the open Metaverse the situation is not all a bed of roses there either. OSgrid has seen a sharp decline in recent months after sustained growth through the summer months. Avination too has continued to decline while InWorldz is holding out but not growing. On the other hand new grids are still popping up so, while region counts may be down the number of grids is up - double the number since last year in fact! So, for every new grid that means at the very least a few more people are contributing to the growth of the free Metaverse. I some cases the new comers may even represent a sizable little community even. 

Finding the growing number of grids to choose from as the free Metaverse expands is going to require better support with search and other features suited to the growing market. Above I am showing my test version of a search page that can link grids to the main viewer for login which makes it easy for new users to find grids to visit.

The latest trend amongst grid operators seems to be the offering of free plots on commercial grids to get users in rather than making the low cost sims they offer as the main the sales pitch. However, as usual there is plenty of rivalry between grids with flame wars breaking out from time to time. Generally, though, the Opensim platform code continues to improve although Hypergrid 2 has not materialized yet but, that aside, it is looking likely we will see both the core and forks rolling out better physics engines in the new year which is the good news.

I predicted we would get a viewer with grid search in 2012 and that V1 viewers might be disabled in Second Life. Well, we did get some experiments with new grid management but nothing serious yet. On the other hand Linden Lab did pull the plug on V1 and instructed the TPV developers to drop support for Opensim if they wanted to include the client-side Havoc physics. This led to some dropping V1 viewer support and others like Firestorm saying they would release two versions, one for Second Life and one for Opensim. According to the developers it has become increasingly difficult to include the code changes LL are making to the viewer which includes Pathfinding and server-side rebaking to work all this code into the older V1 model. And yet, there are developers that insist it can be done so some of the viewers with a V1 UI are likely to still get support. These include Singularity and a forked development of Phoenix while the Firestorm team have stated they, themselves, will lay Phoenix to rest.


MY PREDICTIONS FOR 2013...


First up I would predict that InWorldz will become the must see grid of 2013 once they get PhysiX fully working. I say this because the team have already rebuilt the scripting engine making it faster and more efficient. One of the key drawbacks to Opensim has been physics, incomplete scripting functions and problems with border crossings. The InWorldz team look like they have solved all the main issues and are on track to launch seriously improved services in the new year. This I would expect will help get the grid growing again.




 
Demo of PhysX at InWorldz race track

Not to be out done my second predictions is that Kitely will become the top grid in 2013 and will even knock OSgrid from it's present position as HUB of the Hypergrid if HG 2.0 or 2.5 actually , finally, gets the export perm and Kitely actually adopts it and becomes HG enabled. If they don't then I don't expect them to grow that much. I do expect them to grow considerably, regardless simply because they have built a great product that gives value and they have a pretty good track record of contributing to core. They have a good reputation and a very competitive pricing structure.

My third prediction is that competition will hot up between Opensim grids in 2013 and we are already seeing this in the form a Free Land offers which will encourage users to login more often and spend time on the host grids and start to build community. This, in turn, will encourage content sellers to open stores and make sales provided the web front doesn't take customers away like has happened in Second Life with the web Market Place. But, anyway, I do expect more commercial grids to come online during the year and I think free land offers could even be tied to paid premium accounts as an alternative to charging tier. However, I think Kitely already has the edge on this approach and smaller commercial grids will find it extremely difficult to compete unless they have a really dedicated core team to make visitors welcome and, of course, provide some form of regular entertainment, gambling, adult stuff, gaming or get a bunch of role players to bring their theme to the grid.

 
Demo of Bulletsim supports large numbers of objects seen here

My number four prediction is that Opensim core will get a decent version of Bullet physics working but I don't think it will be ready that soon from what I have seen and tried. I am absolutely sure it is going to happen but there is still work to do yet.

In previous years I predicted that a web application to stream Opensim to a web page was likely to happen soon but, apart from the patented version, that SpotON 3D brought out so only they can use it all we have seen is the webGL Cloud Party and something similar that I haven't fully checked out yet called Meshmoon. All the others are basically Unity3D web viewers which, of course, are not likely to ever be able to connect with Opensim girds. In deed, it remains a fact that only Opensim has the technology to build independent but interconnected worlds via Hypergrid at the moment.

Finally, I predict Second Life will continue to slide during 2013. The region loss will continue and with education grants coming up for review and the stagnant state of the real world economy I would not be surprised to see some quite heavy losses in the early year but, like I said last year, the summer months should see a leveling out both for Second Life and Opensim before further heavy losses again for SL at least in the Fall.

Here's wishing all my readers and fellow travelers a Happy New Year.

P.S. If you are looking for textures you can use on Opensim grids then check my top links or click here to visit my Textures page for a list of vendors that allow their textures to be used in both Second Life and Opensim.

Wednesday, 1 August 2012

Reaction Grid Out. Opensim HG2 & WebGL on Horizon!

Heritage Key on iPad
Reaction Grid has decided to go all out for their Unity3D web platform just when webGL is making it's debut going one better for it needs no plugin as Unity dose and it could stream Opensim regions right into a web page as demonstrated by Cloud Party without the conversation that is needed to put a region in Unity.




I'm not surprised though that Reaction Grid decided to abandon Opensim in favor of their Unity-based Jibe platform because it must be a lot of work maintaining two platforms, doing all the conversations and if the CEO has his heart in one and not the other then this is to be expected. RG has not been upgrading and keeping up with Opensim anyway so it was almost certainly going to happen eventually.


Gaga visiting the British Museum in Heritage Key grid during last year

Last year we saw Heritage key go the same way after putting more and more effort into Mesh for Unity. Originally, Heritage Key ( formerly the Rezable Greenies when they left Second Life) used Unity to put a showcase platform in a web page to draw visitor's attention to their Opensim grid which amounted to a living History Museum. I found HK after visiting their web site where I registered. I remember at the time though I still had to install the unity plugin.

Heritage Key was a pretty good virtual place with many exhibits ranging from Stonehenge to the Terra cotta Army of ancient China. I can't help thinking if they had stuck with Opensim then NPC bots could have been adapted to add even more life to their living exhibits.


The way in which HG set out to use Unity remains a valid objective for Opensim users regardless and the SpotON3D application - an invention taken from the open source and patented much to the disgust of the wider Opensim community (see this) - that streams a background viewer in a web page dose a similar job although you still have to have the SO3D viewer and application downloaded and installed. Ideally this is not the best way to do things though since there is a heavy download initially which, of course, is the put-off to mass adoption. The objective was always to have a basic first look at an Opensim world in a web page with no more than a light plugin application or, better still, nothing to download at all.



SpotON3D Opensim forked clone on a web page

Recently, we have seen the all new Cloud Party utilizing webGL to open a viewer in a web page. The speed with which it has been developed holds out the promise others will develop a similar webGL application for Opensim although webGL is still only supported by Firefox, Google Chrome, etc. Internet Explorer doesn't support it because Microsoft has stated the application is not secure enough yet.



There has been a call to crowd fund the development of a webGL application published on Hypergrid Business which, if anything comes of it, should encourage interested developers to  give it a go. I, personally, would certainly be willing in contributing money but, anyway,  Ludocraft, the developers of RealXtend - who have considerable experience of Opensim - has included a web application in their RealXtend/Tundra Road Map 2012/13 which aims to put work into the project this fall. Here is a quote from it... 

Bring Tundra to web via a NPAPI plugin - June-September 2012, 1-2 man months Compared to alternative ways to target the web, the NPAPI plugin route is relatively easy and feasible to implement. Some limitations have been identified (due to Qt and Ogre), but the code can be adapted to take these into account.

Their aim is to support their own flavor of Opensim of course which is the RealXstend platform and they are also aiming at the smart phone market but it remains to be seen if their work can be adapted for Opensim in general or even if they will do the work needed. Certainly, webGL dose hold out a lot of promise and there is a good chance that Opensim regions will make an appearance in a web page before too long and when it does I am confident it will boost traffic to the Opensim Metaverse.

Second Life look-alike, Cloud Party webGL viewer


Ideally, I think a webGL application need not be too heavy and I see no need for building tools or the many, many features available in a full viewer. It really doesn't need to offer anything more than the ability to render the scene reasonably well, allow avatar movement and a chat window - perhaps some limited view of a choice of complete outfit changes to view and wear all with a click. A decent AO built in for either gender goes without saying but the visitor should not have to learn too much. We want them to see the world and interact with it and even Hypergrid Teleport around. Once they are familiar and sufficiently immersed they will get a viewer to be able to do more and, in deed, use the grid search function to find more grids to visit. This is my vision how it should all work.

Hypergrid 2

Back in April, Diva Canto (Christa Lopes), joint developer of Hypergrid with Melanie Thielker of Avination Grid, said she expected to be releasing HG2 by the end of the summer so this month of August could be it. It's going to be an interesting experience and I for one am mightily curious how it is going to work.

What we are expecting, apart from a more secure inventory structure, is for content creators to be given the choice whether the content they make, give away or sell can leave their grid or not. Once objects are allowed to leave a grid then their is a high chance they will be copied and possibly redistributed or even sold in breach of the creator's copyright. However, with HG2 putting the decision in the hands of the creator rather than leaving it to a blanket decision for the whole grid dose offer a much more flexible system.

People who distribute Freebies like Linda Kellie who is willing to give her stuff away with no copyright restrictions at all can allow stuff to leave the grid. Other content makers and vendors can disallow it which has the effect of making all grids semi-walled gardens. However, how vendors choose to do business will be the acid test of the system really. Some may offer to deliver goods to other grids they trust while restricting the immediate sale to the home grid in which it was sold. The vendor will have to make it clear what they are prepared to do at point of sale which will probably mean offering some sort of list of grids they will supply too. This is not unlike Total Avatar Shop really as Sunny Whitfield, the owner, is willing to supply on many grids if you buy from her web site and, as far as I know, this has worked out fine.

Vendors might have to work a little harder in Opensim but at least the security will be improved and more options available and that will help build the Opensim Metaverse a lot quicker as new content makers come over to take advantage of this expanding market.

Saturday, 30 June 2012

Opensim Can Do Anything That Minecraft Can Do

Presently, the only real money being made out of Opensim is by those who host regions for other people. These are either fully fledged grids with community and economy that lease land to be bought and sold within the confines of their respective virtual environments, or basic server companies who will host full grids on behalf of their customers or host standalones and regions connected to open grids like OSgrid. There is no serious money being made by content sellers yet or from in-world services and uploads. In deed, some grids like Inworldz don't charge for uploads anyway. So, the thing is if money can only be made from hosting, how will Opensim break out of the wilderness of vast tracts of virtual land that is well enough built but is also very empty?

The owners of Inworldz have done a lot of work to build community over the past few years and, while it has grown to be the largest and most populated individual grid on the open Metaverse, it can hardly be sighted as an example of meteoric growth. In the same time that Inworldz has existed Minecraft has grown to in excess of 33 million registered users and that includes some 7.5 million since the start of the 2012 alone. Both worlds can be described as open-ended build, share and connect with friends type platforms and when comparing their graphics, well, there really is nothing in it! Minecraft is out of the 8-bit world of NES for blocky graphics while Inworldz is as good as state of the art. Minecraft is old school while Opensim is up to date. And yet Minecraft pulls in the gamers like tomorrow is the end of the world!
I know, the graphics are awful but the kids love Minecraft and perhaps it's not the graphics they love but the game play itself. There is a whole bunch of monsters to kill and they give you things when defeated. Spiders give you string to make bows and Zombies will drop feathers that can be used in arrow making. With 33 million users it must have some pretty powerful magic!


Minecraft has got something that is not particularly special or that unique but it works. It works to such an extent that the owners, Mojang are now rolling in money. The blocky graphics have even worked in their favour to secure a deal with LEGO. So what is it with Opensim worlds that they can't pull in more users quickly even though Second Life is flat-lining?

I am sure brighter people than I can offer better answers to these question than I can but I am just looking at the way it is and wondering how an Opensim world could steal some of Minecraft's magic. I mean, what is that something that is not particularly special that works for Minecraft and can it be made to work in an Opensim world?

Actually, the more I look at it the more I realize it has all been done before in Second Life. In fact, I did very similar when I scripted the Barbary coast combat meter. Minecraft has several modes of play but Survival is the mode that best highlights it's specialness - if you can call it that. In Survival mode you enter a random world and you own nothing but you can wonder around gathering resources including food, materials and tools with which to construct a house for example or even a small fortress. Creating the stuff you need is the most important thing to do in Minecraft and you do this by basically converting the resources you find to the items you need. How it is done is explained on the various forums and Wiki pages. It's not very well explained actually and takes a lot of effort to learn everything. There are a lot of recipes and items you work with in the game and it can be quite intimidating and time consuming to learn yet people dedicate countless hours to it.


Here, Air Buccaneers from LudoCraft on Unity3D
demonstrates exciting game play in a Steampunk
inspired world with all the action of battling air ships.
Imagine the fun of finding the meterials to build
such an ship then using it to dominate the skies


Minecraft dose actually have quite a steep learning curve but once you gain mastery over the system there is a great sense of fulfillment and it's all very addictive anyway. It gets mildly scary too when night falls and the monsters come out to play! This is when all that work gathering and learning to make stuff pays off. You need simple things like a torch to light your way and a sword to kill the monsters with. Indeed, you are by and large the master of your fate by what you can make.

Opensim worlds are rich in features that can simulate pretty much anything that Minecraft dose except perhaps mining down through the blocky landscape. Opensim has NPC bots now and they are getting quite sophisticated in what they can be programmed to do so what is to stop a nifty script that turns a bot into a monster? An NPC can be given purpose just like monsters in Minecraft which can be found inhabiting deep dark mines where the most precious resources are to be found. Surely this can be done in an Opensim world one way or another. Why not?

You just need a combat meter that enables certain functions related to the game system you want to make. Your NPC monsters need to suffer damage from your sword and your character needs to suffer damage from the horrid actions of the monsters. Moreover, you need to gather food resources that can be eaten or converted into consumables to maintain your avatar's health. You should be able to grow food or hunt meat and net fish. It should also be possible to fight other avatars and even capture them too. It should even be possible to force a captive to work in a mine or in fields getting resources for you.

The drawback with Opensim is that if you run your sim on, say, OSgrid where content can easily be copied at present then the combat meter is wide open to hacking and cheating which rather undermines the game experience. In a closed world like one of the commercial grids this is not a problem but if you are like me and would prefer to be connected with the rest of the open Metaverse then  a security solution is required. It is one thing to develop features that resemble Minecraft but, in my view, it makes no sense to then shut yourself off from the potentially huge market Hypergrid is likely to make possible. Absolutely not. But no worry, Hypergrid II promises to offer new solutions to the content security issue that can work for us.

Here an Amazon warrioress at Barbary coast in Second Life. Over her head you can make out the meter tag with her name, role, status, health level, skill level and the balance of her money.


HG2 is expected to uphold the permissions set by the content creator rather than leaving it to the region owner to set the OutwardBounds permission to allow all content to leave, or not leave, the grid or standalone. Once we have this method for setting permissions then the grid can remain open to Hypergrid travel and the free flow of perm-allowed content while keeping our combat meter safely locked into our world no mater who gets to own a copy. What's more, it is perfectly feasible for the meter to be supplied on other HG2 grids that have been approved trust worthy. And the meter, provided it uses data storage on a http server independently of the virtual world we are active in, it should have no problem recognizing individual avatar names across worlds.

As mentioned already, in Minecraft you have to master the art of making what you need from the resources you gather or mine. Nothing is infinitely durable in Minecraft either. It will wear out, get consumed or perish eventually. Thus, there is constant demand and it is the job of meeting this demand that takes up a good deal of your time. In Opensim and Second Life we don't have resources in the form bricks, fire or wooden doors like Minecraft has but we do have a supply of prim's that can be shaped, linked together and textured to look like all kinds of items from clothes to sail boats. We have token currencies too and people create items that never wear out and sell them on the open market. There is no real sense of value until we consider leaving Second Life and find we can't take all that stuff we paid for with us. Then we suddenly realize it has value but it's a real world value and it is the ability to use real world money to buy your way through Second Life or Opensim that actually undermines some of the functionality that should be enriching your experience and sense of immersion.

Here a store room at the Port of Moresh in OSgrid
holds some innocent looking crates and barrels.
Sure enough the barrels hold ale that was brewed
in the port using grain gathered locally by slaves.
The barrel can dispense tankards of ale but it
could just as easily be a powder keg made from
saltpeter mined near by. It can be used to

blow a scripted door open no less!
To take an example consider a role play game in Second Life where warriors slog it out in countless fights using swords, bow and arrows or guns even. To register hits from the weapons some kind of combat meter must be worn by the combatants and, where the meter will probably be supplied for a particular RPG theme, most often the weapons themselves are bought on the open market. No one has to do anything but spend some Linden dollars or local currency (perhaps OMC or Paypal) which they buy with real world money. So there is little or no regulation as to what the weapons can do or how fast they do it come to that. There may be something in the rules of the RPG that forbid certain types of weapon but I have never heard of a role play game were the rules require you to find or use up resources to justify the use of a particular weapon. Indeed, I doubt if it could be enforced even if there were such rules without doing the actual scripting one's self as I did.

Another example might be the use of a ship with an array of cannons on either side. Who is to say what kind of ship you can own? Here again some venues list a selection of acceptable ship types but I don't know of any that basically say in their rules, if they have any, that you have to justify using a particular ship for reasons such as the resources you spent or the training you can prove to have received. For Second Life and even Opensim it basically comes down to what you can afford to spend which is really quite unfair on the guy who can't afford it. There are few games that do sell their own weapons which depend on the dedicated meter the game developer has made available to work. We have this in Barbary Coast RPG but it is still just part of the solution I would want in order to get anywhere near that model on which Minecraft functions. Generally, however, most combat meters in Second Life don't require resource gathering, no weapons making, no skill earned and really no work involved at all other than the speed of your connection and your quickness to hit the buttons. You buy your ship or sword or gun and do your worst and S/he that owns the best kick-ass-kit stands to win the day.

Here we need to reconsider what content really means and what value to place on it in our Opensim worlds if we want to have better, fairer and more impressive gaming. We need to engage players in the way Minecraft dose. We want to make their experience enjoyable whether they content themselves some days to gather or mine resources, another day to turn those resources into products useful to anyone in the game, or yet another day in which they battle with enemies, capture slaves of just kill monsters and vermin that infest the world.

The game builder needs to design a combat meter that can handle a fair few interactions including regulating the state of health of the avatar both in terms of nutrition as well as combat injury. Healing must be possible and the ability to eat food and take drink. The meter must have a skill level determined by winning and losing fights at least. There must be token money as well (not money that can be bought with real world money) to buy some of the goods being produced (you can't make everything). Players need to be able to trade goods, resources and make token money. For that the system must be able to deliver finished freebie goods that can only be bought and traded in the game. The same goods must have resource value and a life expectancy attached to them in a way the meter and world understands. They should perish or become unusable once they reach the end of their service life. And, above all, the freebies must be quality products that are locked into your game world even if the region is open to Hypergrid travel.

So the developer needs to get content made that is in theme or serves special purpose in the game such as food products. They need a meter and a well built region or set of regions that accurately represent their game world. They also need some rules - not necessarily intensive rules but enough to set the player on the right course quickly. This is especially needed for those players - probably more than you might think - that don't bother or skip over the material and prefer to rush off and learn by trial and error (just the sort that get it wrong, upset others and cause much of the angry exchanges in role play worlds). There should be a well written bio as well from which to gain a sense of the world the player will inhabit. Preferably, write a short novel in an ebook or PDF file for those who do take the trouble to read and are likely to be your most stable long term players. They would appreciate a story centered in your world and it would convey a lot more meaning to it which can place the gamer in the right mind set to begin their adventure.

Minecraft has something special that works for a lot of people but Opensim has huge potential to do some of what Minecraft dose. It can create a more realistic environment too. Minecraft's blocky graphics are part of it's unique character and it appeals to the very young and not so young alike. It can't do anything that is more suited to a mature user base and certainly not adult stuff. In contrast the Opensim platform is powerful, sophisticated and you can script for it. It can be used to develop most types of game both interactive and graphically realistic. The game we want to build and sell is not meant to be anything like Minecraft but it should exploit some of the features that work for Minecraft but done in a totally Opensim way. 

Here a somewhat bow legged Gaga visits the all new Cloud Party to check it out. My real interest of course is if webGL -  which puts this viewer in a web page (no download!) - holds out any hope it may become a usable application for Opensim. Certainly, with such ease of use it would be ideal for role playing on a web page while doing all the hard work and building in a full viewer. I must admit though is was quite good and I didn't need to use Facebook to get in. Just use https://its.cloudpartytime.com. Mind you I couldn't gain any land without a real login but, hey!


Opensim has clear advantages over Second Life. For one, you as owner, can decide what terms of use to impose. You don't have to allow the kind of pornography allowed in Second Life. But you might want to allow the kind of adult behavior that is erotic but not vile beyond reason or involving child avatars. You, as owner, can also control much of what happens in your sims unlike SL and while it is true many people stay with SL for the sake of their personal inventory or the traffic that affords them some income from sales it remains a closed world and basically a dead end street. Opensim continues to develop all the time. It's free and open source but yes it still has bugs and short comings which give Second Life that vital edge for now. But Hypergrid is developing too and soon it will offer new avenues to a greater market. We may even be able to experience Opensim via webGL before long similar to the new Cloud Party viewer in a web browser. The bottom line is there is everything to play for and Opensim really is a fantastic tool for creating virtual worlds by just about any body.

Monday, 28 May 2012

Building Role Play Across The Hypergrid

Fabulous 1001 Nights in OSgrid is a beautiful build and a trip to visit it is well worth the time. Within the city is a bizaar where you can get freebie themed clothes and accessories so the owner has put a lot of though into it. Presently they are looking for a Sultan to run the RPG and promote it - any takers?

Much of what has been written about the open Metaverse gives the impression that there has never been very much user traffic going to the Opensim grids it is made up of and this minimizes the impact they might be having. Most accounts only look at traffic in a few grids - generally the bigger ones of course - but when you take a broader view and look at the many small grids and standalone's out their a much bigger picture emerges and, thus, the impact the Opensim grids are having becomes more significant.

We are already seeing a small explosion of grids and standalone's coming on line. Each new start-up has one or several owners so we can count those as likely regulars online. Seventy HG enabled grids is probably double that number in traffic - about 140. Add next some friends of the owners who may visit and even stay to take part and you can double or even treble that number again. I think even that would be a low number as most people have quite a lot of friends and, dare I add, supporters? Certainly, some grids are the work of long established gaming and role play communities within Second Life and that is precisely the back ground I am come from so I can talk about it from some experience. Communities like mine generally have quite a lot of regular players in SL and it is not too hard to persuade them to register and try the open Metaverse out since they have a place - your place - to get acquainted. If just five or ten of those seventy startup's have established role play gamers to call on then you can add a lot more to the traffic. So, just on a guesstimate, the hypergrid connected mini-grids must collectively stand at around 500 active residents at least and probably a lot more.

Pirate raid on a port in Second Life leads to the capture of the local Pasha and the RP spills over into OSgrid. It could end up anywhere on the hypergrid. A portal region in OSgrid leading to a standalone mega sailing region representing the Caribbean sea or perhaps even the Mediterranean sea and the Barbary coast of North Africa in 1775. And finally back to SL. Never has there been such a great opportunity to expand role play in virtual worlds and reduce costs.
I can, of course, just sift through all the welcome screens checking the stats as shown on my new Teapot viewer at peek and off-peek times and add up all the current online traffic but it's a bit of a chore (I've done it in the past). Anyway, just taking the figure worked out above you get 3 X 140 = 420 which, alone, is greater than any single grid has achieved to date. Now go on adding the casual visitors, the serious travelers and the visiting gamers and role players that have been invited like I have been doing in recent months. The numbers then start to climb. Yes, they are all out there and using hypergrid teleporting to hop from one grid to another. I've even started to call it the hidden Metaverse which I wrote about recently here because that traffic is hardly accounted for. Hopefully though the viewer developer, Armin Weatherwax will give us more ready access to those hidden grids as revealed by the new grid listing functions in Teapot viewer or Kokua and their metrics will start to be better known. Certainly, this is something I have been pushing for over the last two years.

Role play at its best! Here we learn the old Pasha is
on the run in OSgrid but where? And who is behind this raid?
Not all but a sizable number of the start-up's are hypergrid enabled and while a fair few are pitching for the rental market in competition with other grids we are now starting to see grids that do have something specific in mind rather than come-rent-from-me-social-hangout  type of grid. The social/commercial grids like InWorldz and Avination all promote themselves as both hosts and providers of services including currency and economy. Residents are encouraged to build themed regions too which is the basic Second Life model - Your World, Your Imagination. However, the open Metaverse is really a very different animal than Linden Labs grid. Second Life is and always will be a closed grid both for protection from copyright theft and basically to keep the user base firmly rooted in their commercial realm. It's a monopoly and those Opensim grids that use the same model are doing so for the same reasons.

Armin Weatherwax is developing a new viewer grid list function to add, seek out and find more grids. It's now only a matter of time when HG2 and functions like this really start make the Metaverse a truly open and connected market.

There are thousands of ideas for startup's to try and I can think of a 1001 role play ideas right off the top of my head for building a grid that people will want to visit and I think eventually hypergrid will see a huge number of these small standalone's that offer any number of themes starting up. Moreover, the owners will be promoting their venue on the net, in SL, blogging and where ever they can. The more doing it the more people that will be entering the HG connected worlds and traveling about. It's only a matter of time now before the volume is turned up and the market explodes. This is what makes the Opensim Metaverse a very different animal from Second Life and, while I have come to accept there will be commercial closed grids on the open Metaverse, in time, I am convinced they will be dwarfed by the growth of themed startup's just as sure as AOL was dwarfed by the Internet.

Here, the port of Moresh in OSgrid serves as a welcome area for role players into pirate role play and sailing. Themed freebies are found in the local bazaar and a water front tavern offers good ale, help and information. The ship at dock is actually a hyergate portal offering a number of destinations in the network. Just select, board the ship and be teleported there.
The RPG theme, Gor is still quite big in Second Life. It has declined from its high point around about 2009 along with other RPG's as the players have left SL for other MMORPGs on the Internet but it could easily grow as big on the open Metaverse too if enough role players venture over and spend time there. Hypergrid fits perfectly with the Gorean modus operandi because in SL these groups constantly raid each other and engage in slave stealing and trading (all as role play). It would also suit other genre like the Ancient Empires network of regions that collaborate sending war parties to each other's sims and engage in epic battles. Same can be said for many others too including the many pirate sailings sims such as Fairwinds, Ocean Realms and Antiquity. Add to that a raft of other themes from Furries to Steampunk and the potential is huge. Opensim grids are becoming better known in Second Life all the time. I belong to one of the Opensim groups in SL and when I'm there I find the group chat is often alive with people asking for help and advice. And, as sure as you like there will be people around to answer - I sometimes do myself. Grid owners can promote their own game in SL via the Opensim group and other groups they belong to. If they have role play regions already like I do then you have every reason to make the most of it to promote your new world.

Here Lani Global's Dune region in OSgrid offers plenty of free Sci-fi related content. Lani is also the central region of a cluster of other Sci-fi regions which, together, form an association. Presently, they enjoy the highest traffic in OSgrid.

There are problems with Opensim of course. It still suffers weaknesses compared to Second Life especially in the area of physics but in other areas it is way ahead. New people have to face all this and get their heads round it so it's really important that those running mini grids can explain things and ease the visitor's concerns while promoting what they have to offer. Having a good stock of freebies on hand at the Welcome regions is very important too and, presently, this is where you see a serious shortage of clothing that would be expected for the particular theme being promoted. Lani Global in OSgrid has got all the right ideas when it comes to creating what a role play theme needs so a leaf can be taken from her book and grid owners must make or find the kind of things that fit the theme of their game even if it is just enough to get a bunch of avatars dressed up in period clothing. You can give LM's to other suitable stores all over OSgrid and the Metaverse. There is plenty of free stuff around but it's still hard to find all the kind of things you might need for a particular role play game.  And given that role players tend to be very imaginative they also make serious demands for highly detailed clothing and accessories. Some grids like Inworldz and Avination do have some class designers with outlets in their respective grids but presently they are both closed worlds although there is the possibility that at least Avination will open up to Hypergrid once HG2 arrives (expected this summer) and content security improves. I also think some of the others that are presently closed will reconsider it once they see the growth in the traffic it spawns. I guess though as business opportunity increases many of the top designers will turn their gaze to Hypergrid worlds with a renewed interest.
City of Alsium - Roman Role play in OSgrid is set to open soon.

Most role players will go where their friends are and it needs small dedicated groups of players in a particular theme to put in the time to do authentic builds that look good to the eye and make people believe this is an interesting place to spend some time role playing. Visitors wont join a role play game just on the strength of what they see though no matter how good the build. They need to be persuaded to stay and  immerse themselves in the role play and that takes time and effort. Someone must be there. Preferably more than one person needs to be there day in and day out, all hours to welcome and help visitors. Ideally, there should also be some role play taking place so that visitors can look in on it and judge for themselves. Serious role players don't just jump in so you have to remember that. Lookers will say they will come back but usually don't. Serious players might not say too much to start and visit a few times looking around to gauge the RP if there is any so all the more reason to try to keep some activity going near the welcome area if you can.

One way is to build a tavern or bar near the welcome area with a serving maid or dancer to help create atmosphere. Hell, even an NPC dancer and a real avatar can do that. It doesn't take that much really but it does take up someone's time. Like the Internet the Metaverse is 24/7 opening hours. Grids that close for the night or are left unattended can not expect to succeed - even in Second Life players are spoiled for choice so you have to make what you offer look better than the competition. If someone arrives at an empty Welcome region without anyone to actually welcome them then that is probably going to be a brief and easily forgettable experience for them. Constantly changing things leads to confusion for your less regular visitors, and moving the regions about too often just leads to frustration. Even worse is letting visitors land in the sea or under the floor of a building. That is just like, what kind of grid is this?!

Experimenting with airship flyers for possible inclusion of Steampunk elements to the Farworldz grid. Here again gird operators pursuing role play themes need to consider vehicles and scripted combat meters, all of which play a huge part in Second Life role play.

Now, considering HG2 when it arrives, I do actually think Avination could do very well out of it if they open up and we have every reason to believe they will since Melanie Thielker - owner of Avination and an Opensim core developer working with Crista Lopes on HG2 - has gone on record saying they would once the content secruity is improved. If this happens then Avination's vendors will be a serious attraction especially those selling role play goods. The sheer lack of high quality content available to role players is a serious disincentive to joining the open Metaverse as I have already pointed out and Avination could be well placed with very little competition from other grids to take advantage of the opening. There are designers producing highly detailed clothes for role players but you can't expect them to give away all their long hours of work for free and this is where Avination is well fitted to the commercial aspect of the open Metaverse. For small startup's that focus on individual themes then they should be making content or sourcing it for their players anyway to help fill the present gaps. There is lots of good stuff out there though and much of it is free but to gain serious traffic I think we have to start to match some of the fine creations that  Second Life vendors can offer. Low cost sims, great builds and endless land mass alone are not enough - in fact huge areas of empty land just look bad unless it's sea for sailing.  Second Life residents have huge inventories they enjoy. If they can't get some of the same quality content in the open grids when they arrive then I doubt many will stay. That has already been proved to be the case.

News from Kitely Virtual, the cloud-based grid with easy start-up sims at low cost, is they will open up too once HG2 arrives, and to be sure of that they are even working on their own security measures that will further enhance things since Kitely does contribute a lot of code back to core Opensim. Kitely also has plans to introduce Kitley currency and this will certainly provide yet another strong outlet that vendors can have confidence in. I think that between Kitely and Avination as well as some of the smaller but up and coming grids we might just find that the supply of role play related and themed content has a good chance of improving provided they do actually open up to Hypergrid and allow content to go to other grids. In any event my view is that whatever HG2 does I think it is about time that creators had a direct say in what leaves a grid through the permissions system and this seems to be what Kitely is aiming for.

Avination main welcome region today. Clean and pleasant with commercial shops before you and not a freebie in sight. I might add I never met anyone to greet me either and I was left with a sense of it being cold and lacking any community. But I do know Avination has a community but the grid has suffer a big drop in traffic since last year when it went right to the top of the pack for users. Since then it has declined steadily but it still has many of its vendors and a really well developed platform software with easy border crossings and many in house features. It also has its own combat meter.
Above I did some informed guesswork on the true size of the open Metaverse which left out the closed commercial grids. I was concerned only with Hypergrid connected worlds and if you follow Hypergrid Business grid list metrics you can't fail to notice all the new grids coming on line. It's true that it remains difficult to estimate the true size of Metaverse traffic and the way opensim reads this data means that a traveler visiting many grids will register as traffic in each which does distort the figures somewhat and is a diminishing factor but I don't believe it is enough to cast much doubt on my conclusions because all along I have really been under estimating if anything. Fact remains that collectively, the hypergrid enabled grids do form a cluster that attracts more traffic than any single commercial grid does or could ever hope to and it is my view that in the future it will expand into a huge market. At the center is likely to be OSgrid as a HUB with many portal regions that invite travel to a host of small educational and themed role play grids. Kitely, Avination and other startup commercial grids will all be part of it too if they open up. But, crucially, traffic will be shared right across the open Metaverse and it will have that special quality that helped Second Life to grow, lots of small startup grids each building their own worlds. That is the beauty of the Opensim Metaverse, it truly is our world, our imagination from the open source software base on which we build and up.

Formally of Second Life, Darkrose Castle is home to Prince Gabriel of
 Darkrose, the last in a long line. Opening soon in OSgrid this a roleplaying
sim of dark conspiracy and gothic Vampires with an emphasis on storytelling.
If we rely on anyone it certainly is not the overpowering corporate power of a monopoly like Linden Labs unless we chose to join a closed grid that is based on the SL model. There are many contributers to the Opensim Metaverse in so many ways and this is all part of what makes Opensim so different from Second Life. Indeed, I would venture to say it has the potential, if it hasn't been realized already, to be a more creative platform all together.
One of the many city regions of Gor in Second Life. OSgrid has some Gor regions
but links need to be established for exchange RP and raids from SL to OS and HG
and back. Role players in general and Goreans in particular could help to open up
the Metaverse making their Second Life part of a truly global community.


In Second Life there are a whole bunch of regions dedicated to ancient empire building and epic battles. They
interact with each other in Second Life so why not expand to OSgrid and take advantage of lower costs? Here
we show the Athenian Empire of SL but there are many more from Persia to Rome and right across the ancient world.
In the cities you find the training grounds and tournament arenas plus the day to day events that shape the
virtual lives and culture of the Elite, the warriors, the citizens and their slaves.