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Second Life official forums to be replaced Tuesday

Filed under: Culture, Forums, News items, Opinion, Second Life, Virtual worlds

Linden Lab is in the throes of closing the official Second Life forums and is creating alternative discussion spaces in its Clearspace blog/forum hybrid.

According to previous figures from Linden Lab staff, fewer than 700 of 18.1 million registered Second Life accounts ever participated in the official forums provided by the Lab. The partial closure of many of the most heavily trafficked areas of those forums when Lab announcements were migrated back out to the blog in 2006 did little to boost participation in the official forums.

The official vbulletin-based forums "did not scale" according to Linden Lab and were difficult to maintain, even for such modest usage levels as they experienced.

The Virtual Whirl: Questions from the virtual mailbag

Filed under: Economy, Opinion, Second Life, Virtual worlds, The Virtual Whirl

This week, in The Virtual Whirl, we're going to take a selection of reader questions that we've received in comments and in the virtual mailbag and do our best to offer up some useful answers. Join us as we whirl through the mail.

Rumor: Bonus payment premium incentive not being paid to upgrading Second Life users? [updated]

Filed under: Business models, Economy, News items, Second Life, Virtual worlds, Rumors

There's a been talk going around among users that a Linden Dollar bonus made to users that sign up for Second Life premium accounts is not paid to users who are upgrading an account from basic to premium. That is, it was said that only users creating a new premium account got the bonus and users who upgraded did not, despite Linden Lab's advertising material apparently promoting it for both.

A number of you wrote in asking us about that yesterday, and we contacted Linden Lab for you to get an answer one way or another. That line of questioning bore some definitive fruit.

The Virtual Whirl: The meaning of life

Filed under: Culture, Opinion, Second Life, Virtual worlds, The Virtual Whirl

"Get a life", "Get a first life", and so on, and so forth. If you're involved in virtual environments, you've probably heard this phrase a lot. Wagner James Au of New World Notes suggests that people who use those phrases are among the least likely to 'have a life' themselves.

Well, we'd say he's half right. It's more that the people you hear it from don't really have much of an idea of what life is all about and how it works. It's not an uncommon theme. Botgirl Questi points out that in order to see something more clearly, sometimes you have to look at it from a very different perspective.

This week, in The Virtual Whirl, we're going to take a couple perspectives for a spin, and talk about the meaning of life actually is, insofar as the phrase "get a life" is concerned.

Linden Lab acquires Avatars United, Enemy Unknown AB

Filed under: EVE Online, Business models, MMO industry, News items, Opinion, Second Life

In a move that will no doubt perplex, flummox and befuddle many media commentators and technology columnists who erroneously believed that Second Life was a Web 2.0 social networking tool, Linden Lab has acquired social networking site, Avatars United (and developers of same, Enemy Unknown AB). This also has the side-effect of shooting down any semblance of Wallace Linden's identity piece last week being an overture of a conversation, instead making it look like the usual introduction to a Linden Lab fait accompli.

We've written about Avatars United on a couple of previous occasions, but never really had much call to get involved ourselves. The social networking tool includes a large number of MMOGs and non-game virtual environments, being best known for it's strong application support of open-ended space-based MMOG, EVE Online.

Will the real topic please stand up? Anatomy of a community communications breakdown

Filed under: Culture, Opinion, Second Life, Virtual worlds

Traditionally, Linden Lab's blog communications have seemed to be reserved for things that had been finalized, were being finalized but already set in stone, or may not have been set in stone but gave that appearance by being nearly identical both before and after user-feedback. All this punctuated by a smattering of video tutorials, infomercials and statistics.

Wallace Linden's recent attempt at (what we think might possibly be) a productive conversation on Second Life identification linking looks like a bit of a failure, mostly because it seems to have failed to distinguish itself from these traditional developer/operator communication patterns.

Linden Lab to crack down on events listing spam. Again

Filed under: Business models, Classes, Culture, Events, in-game, News items, Opinion, Second Life, Virtual worlds

Come February, Linden Lab is having yet another attempt at enforcing the existing rules for event posting in Second Life. In the past, the Lab's gone at the process in a rather determined fashion on a number of occasions, but its energy each time ran out after only a few weeks of vetting events listings.

One of the matters of concern would be how event rules are actually applied this time around. If we were to divide events listings into quality events and spammy junk, quite a large number of the quality events don't actually comply with the posting rules – usually due to the number of events being held, and limits on the number of listings (or of listing changes) that the events system will tolerate.

The Virtual Whirl: Community guide to Virtual Worlds

Filed under: Guides, There, News items, Opinion, Second Life, Blue Mars, Virtual worlds, The Virtual Whirl

Welcome to The Virtual Whirl, a new weekly Massively column covering virtual environments generally. The term 'virtual world' is slowly seeing less use, being supplanted by the more general 'virtual environment', but the world term still has a fair bit of life left in it.

Virtual environments covers a whole lot of ground. From William Crowther's original efforts in 1976 that based a game in a virtual version of the Mammoth Cave in Kentucky, virtual environments have been a part of gaming, artificial intelligence and behavioral research, modeling, telemetry and process control and more.

Nowadays we're seeing Second Life, Blue Mars, There.com, IMVU and others trying to find places in non-game contexts, like content-development and prototyping, publishing and performance, entertainment and social, education and business; efforts that are met with varying amounts of success.

Registrations open for SL Pro! conference, February

Filed under: MMO industry, News items, Second Life, Education, Virtual worlds

Registrations are presently open for SL Pro! a two day conference being run by Linden Lab for 'serious' professional Second Life content-creators to take place in late February this year, in Second Life itself, with a bit of help from NMC (the New Media Consortium).

Unfortunately, it's a conference with more than one track, where the two tracks generally have a fair bit of overlap, so that's a bit of an issue. The two tracks are building and scripting, each with eight sessions.

Second Life 2.0 viewer for February/March

Filed under: Betas, News items, Second Life, Virtual worlds

Linden Lab says it hopes to have a public beta of the Second Life 2.0 viewer in February, presumably targeting an official release in March. Given that the Lab wants to move forward with quarterly planned viewer releases, this means that the current Second Life 1.23 viewer will lose official support at approximately the end of June.

Linden Lab says it has already finalized features and the user-interface at this stage, and is not planning on making any substantive changes between now and release. Any work beyond bug-fixes and stabilization for the viewer is to be deferred to the mid-year 2.1 release.

That's not the Second Life economy!

Filed under: Business models, Economy, Opinion, Second Life, Virtual worlds

This week Linden Lab published a set of economic data for Q4 2009, and for 2009 as a whole. After going through the data in detail, and discovering at least one important typo and one important calculation error, it looked like we were going to have to recheck every figure before presenting them.

That's a lot of work, especially as the data published in the quarterly/annual reports doesn't follow the same definitions as the ongoing statistical feeds or is not represented in them.

So we thought, well sod that for a game of soldiers. Instead, let's talk about the report's claim that the Second Life economy has grown 65% in 2009 over 2008, and why that's just rubbish.

Linden Lab appoints new CFO

Filed under: MMO industry, News items, Second Life, Virtual worlds

Linden Lab's last CFO (Chief Financial Officer), John Zdanowski oversaw one of the largest growth periods in the history of Second Life. That growth came to a bit of a shuddering halt around the time of his departure last March, though we think that's just coincidental [We'll be looking closer at the 2009 Second Life metrics later this week].

Throughout the comparatively flat second, third and fourth quarters of 2009, the CFO's chair has remained unwarmed, but Linden Lab announced today that the position has now finally been filled by Bob Komin.

Second Life grid flutters to flutter a while longer

Filed under: Server downtime, News items, Second Life, Virtual worlds

Just lately, over the last month and a half or so, regular Second Life users will have spotted an increase in subsystem outages, including transaction failures, object and teleportation problems, and just general weirdness. Systems seem to be experiencing trouble that you could just about set a watch by.

Linden Lab's Frank Ambrose explains that that is to be expected and there's some more to come as some of the oldest pieces of the Second Life infrastructure are ripped out for replacement or relocation from their original site at the San Francisco data-center.

The Sea Monkey experience of avatars

Filed under: Business models, Culture, Opinion, Second Life, Virtual worlds

So, as you may recall last week Linden Lab responded about what appeared to be Second Life advertisements that capitalized on the recently-released James Cameron film, Avatar.

Linden Lab implied (though didn't actually state plainly) that the advertisements were not intended to cause confusion between Second Life and Avatar.

Since about Christmas (just after previews showing the blue-skinned Na'vi began to become available to the general public) IMVU started running some blue-skinned ads of its own.

It was when we saw the blue-avatared IMVU advertisement that sprung up during the same period that we inevitably started thinking about Sea Monkeys.

There's more similarities going on here than just the visible, so let's rummage around and see if we can't find one of the old advertisements in our files.

Second Life scripted agents to be exempted from traffic this month

Filed under: Economy, News items, Second Life, Virtual worlds

Well, it's been a long time in coming, but it is finally just around the corner. Back in October, Linden Lab added a facility where Second Life users could flag the accounts of their scripted agents (commonly called 'bots'). That was in October and the flag itself has had no effect so far.

However, along with the search update on Wednesday, 20 January, user accounts (whether they are actually scripted agents or not) who have chosen to turn the flag on for their account will no longer count towards the per-parcel traffic data generated by the system.

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