Friday, 30 August 2013

Extreme Adult Virtual Reality, Oculus Rift & Opensim

It would appear that Oculus Rift has attracted the adult sex industry, which could be taken as a sign that this new technology is definitely going to become big. Sex sells and without it Second Life would probably not have done so well as it did. In fact, the adult section of SL still does appear to be the grid's main growth area while it steadily loses regions otherwise. On the other hand the free Metaverse is not attracting much in the way of adult grids yet but maybe Oculus Rift will help change all that in the near future as Opensim develops further and wily entrepreneurs realize the low cost and other advantages of Opensim to bring immersive virtual sex games to the adult market online.


Sinful Robot, which has become Wicked Paradise for Oculus Rift is one such game and is set in a world where all erotic fantasies are lived in the virtual at a much deeper physiological level due to the highly immersive nature of the technology. Opensim has features which, if properly exploited, could serve the adult trade in a variety of useful ways. Opensim has NPC (none-player characters) for example which are actually proving to be very effective with scripted AI giving them a life of their own. They are cloned from existing avatars so are indistinguishable from other avatars in the scene and, as sexual partners in an erotic fantasy,  NPC's could be adapted for erotic purposes with very little extra work. In deed, NPC avatars might actually be more appealing to guys who worry over the true gender of the online partner they just met in a virtual world. They know, at least, the NPC words and actions are just pre-coded responses to what the user is saying and doing.



Oculus Rift is funded by a very successful KickStarter campaign
to the tune of $2,437,429 when the original
goal was just $250,000.

Van den Bosch, the man behind Wicked Paradise has said Storyline is very important. he told Oculus-Rift blog "We want to generate erotic tension between the player and the virtual characters. You need a solid storyline in order to achieve that. It will be a modern day setting, I think the best way to describe is like an adult version of Heavy Rain but completely designed for virtual reality." Van den Bosch let it be known he has wanted to bring an adult game to the market for a long time "but in the past playing strip poker with Japanese robots was as good as it got." he said. He noticed that there is a lot of fantastically crafted shooters so why not a well-designed adult video game? he thought, and it was when he got to test a very early prototype of the Oculus Rift which, he told OculusRift blog, "blew me away. I immediately realized that Virtual Reality is the perfect medium for a highly immersive adult videogame."

Linden Lab let it be known earlier this year they want to support the Rift and enable the technology in their viewer which might happen later but CtrlAltStudio’s David Rowe, an independent virtual worlds developer, has already released a forked version of Firestorm viewer for owners of the per-release development Kits to experience Second Life and Opensim worlds. However, Rowe told Hypergrid Business blog there are presently some limitations to overcome. "because users are wearing a headset," he said, "they can’t see their keyboard. Asking them to use arrow keys to move around is simple enough, but if they need to type, or enter keyboard shortcuts, it can be hard to do blind." Touching objects is also an issue and, because the viewer uses arrow keys to move, this presents some slight difficulty with the Rift which uses mouselook to change the viewing direction.



Whether the adult use of Rift will find serious use in Opensim worlds is impossible to say at this stage but a lot also hangs on the quality of scripted objects in Opensim like sex beds and toys, and also personal wearables like slave collars, leashes and cuffs which form such a huge part of adult activity in Second Life. Up until recently scripted sex objects in Opensim were still troublesome and lacking the polish found on the Linden grid but there has been a lot or improvements in Opensim in the last year or so and the LSL functions are pretty much complete while Opensim also has it's own scripting functions in the form, OSSL scripting and more specialized functions for NPC's in the form OSSLNPC. In fact, Opensim NPC's are arguably more advanced than anything that Second Life has and users are making considerable headway with AI and ALICE bot to give the NPC'very life-like responses. I have bot's that dance on request and will hold a limited conversation and even recognize your avatar's gender provided you wear a simple HUD which the NPC can communicate with to obtain basic information. It will even remember you and your name if you tell it to the bot. It will also recognize some or your actions provided you use the "/me" function to describe them. I have one bot serving at a bar and another at a table who can actually activate a table function so a drink of choice - the drink you asked for -  will appear. When the drink appears it can be touched and a copy is delivered to your inventory so you can wear it on the hand to simulate drinking, thus completing the picture. It doesn't take a big leap of the imagination to envisage much more sexual activity or even something like a casino croupier dealing the cards and taking bets.


Wicked Paradise will be heavily influenced
by the erotic nature of the
Mass Effect videogame series.
Van den Bosch is developing an adult video game which has predefined aims and goals to arrive at some form of sexual gratification for the user and undoubtedly Opensim NPC bot's could do all that and look good too with mesh skins and clothes but Opensim, like Second Life, is much closer to social media than a video game. Generally, there are no predefined goals in virtual worlds and most things happen on the fly. People meet, socialize, possibly role play, then might engage in cyber sexual activity for which the Rift can add a deeper, more immersive experience. Presumably, some individuals can get close to a pretty NPC bot too. However, to date, attempts to get adult grids going in the Opensim worlds has not been greatly successful. Some have come and gone and most recently at least one Gay community opened Virtual Gay Kingdom and a femdom community, Avalonia Estate Grid where strong women dominate willing male slaves. There is also the moderately successful, Littlefield Grid  which started out in OSgrid and the owner, Walter Balazic still has portal regions there. Littlefield is a BDSM community and stands as an example of development by getting involved with the wider Metaverse community. This is how you get more traffic and, while Second Life can and does provide a steady trickle of the curious which helps to swell the numbers, it would probably help a new adult grid to spend money on serious advertising on the net with targeted Google adds and advertising on the forums and social media that virtual worlds users tend to frequent.


Opensim is open source and so it is completely free to use but traffic will not come to your grid without you expend considerable effort in promotion and expense in advertising. But there are clear advantages in using Opensim and not just it's low cost. It is free from Linden Lab's Terms & Conditions which rule Second Life and has become increasingly restrictive. You set your own Terms or TOS and if you enable Hypergrid access the latest Opensim server code ensures avatars can travel from one grid to another with their full appearance. You will gain visitors and you don't even need to force everyone to registers. In fact, controlling registration while having open borders has special advantages in helping stop griefers.Sex sells! That is well known and it probably drives about 60% of Internet traffic. Oculus Rift looks like adding an exciting new dimension to virtual worlds and video game companies are getting seriously interested. Virtual worlds are well placed to take advantage too and the cost is not that great. It is still early days and the final production model is scheduled to go on sale in the spring of 2014 so plenty of time to set up a grid and adapt features suited to the use of the Rift, especially in the area of adult entertainment.



Into The Free Metaverse...

If you are planning or contemplating setting up your own small world or full grid then look in on the Google Plus community, Opensim Virtual. There you can learn more about the free Metaverse and promote your grid free of charge. Opensim Virtual is a large community of Opensim users from across many grids and  standalone worlds. They are a friendly bunch and very helpful to new comers. I set up Opensim Virtual at the end of 2012 in order to learn more about the Metaverse community and discover it's true extent. I must say, to my delight, Opensim Virtual has been very successful and presently the largest Opensim community on Google plus. Many grid owners promote their grids and tell us about events and role play they support. There is plenty of News to keep up on Merchants too tell us about their virtual wares. Some grid owners have their own G+ communities as well so we are developing across many grids which is in keeping with the whole idea of Hypergrid and a free Metaverse. Come join us. You'll be welcomed!

See my top links for more pages of free textures, resources and vendors with both free and sale items on offer. Check out the Metaverse link to and search for grids and worlds of interest.

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.

Sunday, 16 December 2012

Second Life: Upgrade or leave, your call...

The title of this post is a quote from The Tigress's Second Den by Tonya Souther, Firestorm developer who, in a plain talking arrogant tone, tells us where to go if we don't upgrade to the new V3 based viewers when Linden Labs rolls out code for the upcoming server side baking changes which will leave V1 viewers seeing gray avatars or clouds. She dismisses any chance that the V1 viewers can be upgraded and confirms Phoenix definitely won't be upgraded anyway.

For some Second Life folks, the more fanatical and geekish perhaps, this is good news and Toyya has certainly fueled their reaction with her views. However, Siana Gearz, developer of Singularity viewer, is on record saying there is no problem, quote "For Singularity codebase, it just keeps getting simpler, not harder to keep up." and another TPV developer, Latif Khalifa adds, "All of the LL's plans she outlines are correct, but there is nothing stopping developers of Cool VL Viewer or Singularity to adopt those changes. At this point much of their code is V3 anyway so merging in those changes is no more difficult than merging then into Firestorm. V1 viewers will as long as there are people willing to keep them up to date, and not a minute sooner, no matter what protocol changes Linden Lab introduces.". He also said "Tonya comes with a prediction of doom for V1 viewers on regular basis. She's been wrong every single time including this." in comments here form last July.

Personally, I am not a great fan of Firestorm/Phoenix anyway. I have always found these viewers to be bloated and suffer memory problems the longer I have them open. I personally prefer Singularity and Imprudence or, of the V3 based viewers only Teapot is light enough for me. But, it's horses for courses really. What one person wants from a viewer is different from another. I would only say to this that Second Life will never pull in more users with complex viewers like this. I think the current decline of Second Life has as much to do with the increasing viewer complexity as with the excessive costs and the current direction Rod Humble is taking it in. It can't help when a viewer developers tells residents to upgrade or leave either.

Perhaps that's why so many have left and of the 10k+ daily signup's only a tiny fraction stay. Second Life has become a geek's paradise with a bewildering array of complicated viewers the new comers can't understand. Minecraft is far simpler and far more successful so there is something to be said for the lowest common denominator when it comes to getting the masses on board.
Teapot V3 viewer for Opensim worlds which are built on open source with more options and choices, less cost and no over baring corporate dictatorship.

Second Life has proved incapable of serving a mass audience. V1 viewers handled more people in the past than V2/3 viewers do now and there were a lot more happy people willing to pay Linden Lab's high charges. The grid is declining steadily (over 2600 regions so far this year) and the traffic is dropping too. Sadly, the excessive charges, the  geekish attitudes of the Lindens and a very vocal bunch of viewer fanatics is, IMHO, causing the decline of Second Life.

I think the vast majority of residents don't give a hoot for all the tinkering when in the past what they had worked well enough for their needs. It's been a roller coaster ride of upgrades and disruption these past few years for the loyal users to endure and all that is promised is more of the same. And all the stuff people bought in the past is likely to become obsolete into the bargain. However, it is unfortunate that a Tonya Souther takes such a blatant attitude and is so sketchy with the truth because it doesn't instill much confidence the Firestorm team have a strong commitment to Opensim in spite of a commitment they recently made. Other viewer developers, like the Singularity team appear far more committed and that's the good news.

Saturday, 8 December 2012

Opensim Virtual. A New Google+ Community

Today I did the unthinkable and set up an Google+ community!



Opensim Virtual
"First there was Second Life then there was Freedom"



Well, I did notice G+ had launched this thing and I was curious as to how it worked. I am already a big Twitter fan but, as cool and useful as Twitter is, those tweets are pretty short. It would be good, I often thought, if they could be expanded into a longer posts. Well, with G+ that is exactly how it works and I can add images too. Okay, so it sits there with a load of other stuff too and stupid G+ bosses have a name fetish issue which must be born out of some primitive instinct thing about recognizing one dinosaur from another. Yeah, yeah, they need to figure out what is the best crappy spam to sling at you where ever ye wander.

However. Yes, well, what use is it and why bother?

Well now, I did think it could be useful to promote my role play game or this blog but then I heard that someone setup a G+ community for Second Life and I was prompted to do similar for Opensim. I had already joined a new working thingy called Grid Cache which, again, is a lot like Twitter and includes file sharing and images but the tweets, if I can call them that, on the Wire don't expand like G+. I also looked at Vanish Firecaster's new messaging system for Opensim Creations, OS Chateau and it is cool, and much like Grid Cache. However, sorry but none have the look and feel of G+. Also, G+ is likely to be a better promotional tool since it can be found by a much wider audience.

Anyway, this is an experiment basically and anyone who enjoys the Opensim Metaverse is welcome to join it and simply post comments and pictures of your sims and creations. Its a party promotion so feel free to make use of it. It costs me nothing and we who enjoy playing around and grid hopping to meet up can do with it what we will.

I added some categories already so if you have new fashion items to show us, post images to Virtual Products or Virtual Fashion. If you have a role play sim to promote then tell us all about it on the Virtual Role Play section. I will add more sections if peeps want them.

So guys, see you on G+ @ Opensim Virtual

Thursday, 15 November 2012

Kitely Roll Out New Opensim Asset System

Kitely has rolled out a new cloud-based asset system which promises to offer significantly better performance than the regular OpenSim inventory service. Acording to Kitely the new inventory service provides...

  •     Avatars enter worlds faster, and experience less lag while inside.
  •     Avatars that are already in a world experience less lag when someone else enters    the world.
  •     Opening large inventory folders is much faster.



This sounds like a great advancement because inventory is proving somewhat of a problem on OSgrid which is probably down to the huge storage requirement given they have the most registered avatars and regions. Clearly, Kitely are meeting this problem early on in their development and that is a big plus for using their service.

I think more grids could push their databases to cloud and I always thought how useful it would be if a company like Kitely, or even Second Life, offered cloud based inventory data storage to other grids where Kitely or SL could, in effect, shield content from copy thieves since no grid owner using the service would be able to look at the data and change permissions. A service like that could help to make Hypergrid more secure and instill confidence in more content creators who want to sell stuff in the open Metaverse without the risks. I agree it would probably have to be on offer with a proprietary server package but even that would be worthwhile since the majority of us don't tinker with the server code anyway so never need access to it.

Linden Labs are not likely to do anything like that even though they are well placed both financially and with a huge store of content but I wont say never for I keep hearing rumors.

Kitely, on the other hand, could boost their business by developing a Metavers-wide asset server and proprietary Opensim server in the cloud for distribution where content could flow securely across the whole market. I would certainly be willing to pay for a service like that on top of the cost for a presence on the Kitely grid. I hesitate though to simply accept Kitely as a Metaverse in it's own right for that would be falling back into the kind of monopoly that is Second Life and wannabe's like SpotON3D.

It's food for thought but really any one could set up a cloud MySQL to serve their regions but a mass storage under the management of a reputable company could serve many securely and that is the point.


Monday, 29 October 2012

SecondLife & OpenSim Don't Need Client-side Havok Physics!

According to Firestorm TPV developers you don't need the new generation of viewers with client-side Havok physics to access Second Life or OpenSim grids. In comments on an Hypergrid Business post authored by Maria Korolov, a Firestorm team member, Lette Ponnier answered me when I asked why the viewer could not use different modes to switch between Havok and standard configuration in order to keep the grid manager and enable the viewer to be used for OpenSim grids as before. My point was they would not have to develop two viewers as they said they would in order to comply with Linden Lab's new rules on TPV's. Mode switching would simply change the configuration to switch off the Havok code and all neatly wrapped in a single viewer. Lette Ponnier replied, saying...

"The other point I wanted to clarify concerned Gaga's comments here:

    The OpenSim version of Firestorm WILL be able to connect to Second Life. Users will only need to use both if they want to use tools that require Havok while they're in SL. These will include things like pathfinding capabilities and improvements to rigged mesh upload. If they don't need those, then they will be able to install only the OpenSim version of Firestorm and use it to connect to both Second Life and their other grids. Due to Havok's licensing policies, it is not possible to have both Havok and OpenSim accessibility within the same build. Trust me, the team would have MUCH preferred to do it that way. It wouldn't just be easier on users, it would be easier on the entire team.

        Just to be a lil' more accurate, I should have written *full* pathfinding capabilities above. The current and OpenSim versions of Firestorm have most of them, but there are a few that will need Havok, like viewing navmesh.

        - Lette, of the Phoenix Firestorm Project support team."

Gaga visits Firestorm/Phoenix office in OSgrid which was kindly donated by Walter Balazic of Littlefield regions.


So there you have it, the new viewers are meant for handling Havok and therefore the new video games and tools which is a completely new development and has little or nothing to do with the virtual world of Second Life as we have known it. Indeed, it is probable that most residents will never play the games anyway so will never need client-side Havok. The people who will be most interested, of course, will be low budget and garage video game developers who are looking to make money on their creations. Second Life tools are relatively easy to learn and there is a wealth of content to call on for building, props, vehicles and avatar clothing so getting a game from concept to the market wont take a massive team or too long to achieve. But, with Linden Labs promising to list games on the Steam video games site it would appear they intend to allow content, ie. the video games, to be marketed under their own label and downloadable via Steam which begs the question; what will the owners of Steam be getting out of it?

Well, it is clear enough now where Linden Labs is headed and they will be sure to monetize their new tools and probably even rake a percentage off the sales revenue too. Users are already modifying games in Steam using Garry's Mod application and selling their own mockups which yields a whapping 75% for Steam and 25% for the Modder - as they are known. One assumes then the creators of SL video games will gain even less if Linden Lab wants a cut too and Steam still takes their huge rake. Anyway, be that as it may, the real problem for us dedicated to preserving our virtual worlds is how much more damage will be done to Second Life in the process and will they get their new projected revenue stream into the big numbers before they run out of money and SL sales totally collapse. Well, it is a strong possibility for already traffic numbers are falling and sims are closing at the average rate of a 100 a week now so the outlook is not exactly good.

It does all seem rather incredible though that no matter how many people voice their love of Second Life as it is or was and urge Linden Lab to leave it be and just fix the bugs and lag they are intent on surging ahead at any price and taking the old platform with them. One wonders just how much of SL will still be around in two or three years from now or maybe LL are just quietly letting to old cash cow die as they strive to get out of the virtual worlds business and into the lucrative video games market.

Yeah But, Nooo But!

Rod Humble seems relatively unfazed by the decline of Second Life and recently hinted at something big for their virtual worlds on the horizon so are we looking at a case of great expectations or a smoke screen to reassure those residents thinking of packing their bags? Well, perhaps it's not a smoke screen for I have heard a few things on the grape vine that intrigue me. Rod has made a few noises about "investing in virtual worlds" which has lead to some loose speculation that he could be planning a new pricing model possibly using cloud technology and there was mention of expanded regions which has to be borrowed from Opensim and AuroraSim. Anyway, the jury is still out I guess but whatever Rod does he had better get a move on and do something to stop the increasing rate of decline for the gate has been left open and the sheep are already bolting!

Humble's Bundle

Others have already blogged heavily about the new video games from LL but for the sake of readers that don't know anything about them I will wiz briefly through them. Yes! the good news is that Rod Humble has finally started to show us what he has been keeping up his sleeve since he joined Linden Lab and that includes three new "Virtual Spaces" games (as Rod choose to call his new brand of Metaverse) including a Minecraft clone with physics no less and some kind of authoring game. The titles are Paterns which is the Minecraft look-alike and is in early development. Next up is Creatorverse, which is destined to release on iPad. This one is a 2D sandbox game in which players create shapes that are brought to life with physics. The idea behind Creatoverse is that whatever you make, mazes, puzzles, etc, can be uploaded to a cloud and downloaded by others to edited or play as they are found. Third up is Dio, which is a room creator where players can construct an adventure or develop an interactive wedding album perhaps. Finally, there is Versu which has been developed by the LittleTextPeople studio that was bought up by Linden Lab earlier this year. Interactive fiction author, Emily Short and The Sims AI designer, Richard Evans are the people behind Versu which is basically a set of storytelling tools where players assign motivations to characters. These characters then respond to players actions. If murder mystery, tales of romance and dating games are your cup of tea then this will surely be one for you.