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second-life posts

Second Life private simulator data, December 2006 to May 2009

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

It's been widely grumbled about that Linden Lab has stopped publishing some key Second Life economic and service statistics, such as the number of non-mainland simulators (that is, those that are privately owned). Well actually,as it happens, that isn't entirely true, thanks to the wonders of automation.

The data was culled from the Second Life Web-site, where these things go, quite some months ago but automation is a funny thing. Linden Lab's systems kept publishing the data, and my own automated systems kept collecting it. So, despite a months-long blackout of the data it all continues to pile up in my databases, with the reliability and patience that only machines possess.

Researchers mine Second Life interaction logs to track trends

Filed under: Culture, News items, Second Life, Academic, Virtual worlds

While most actions people take in the flesh are ephemeral – performed fleetingly, and unmarked – MMOGs and virtual environments keep that data as a rule, usually most or all of it.

Three social researchers from the University of Michigan obtained data from Linden Lab about the possession and acquisition of 'gestures' (preprogrammed sequences of text, avatar animations and/or audio) and data about account creation dates and friends-lists, and studied how gestures passed from user to user.

Futurist Ray Kurzweil to deliver SLCC 2009 keynote

Filed under: Culture, Events, real-world, News items, Second Life, Virtual worlds

Some consider him a kook or an eccentric, while others think of him as a technological visionary. Either way, the accomplished Raymond Kurzweil will be taking the stage to keynote the Second Life Community Convention in San Francisco next month, a spot traditionally afforded to a Linden Lab executive.

Kurzweil, a famous futurist, author and inventor, is notable for his many inventions (from the first CCD-based flat-bed scanner to reading machines for the blind), his notions about transhumanism and technological singularities and a significant number of awards and honorary degrees. He has strong opinions on virtual environments, and it will be interesting to hear what he has to say.

The Second Life Community Convention 2009 will happen in San Francisco, on August 13th - 16th, 2009 at the Westin St. Francis Hotel. Registration for the event is open and attendees can register at the convention's Web-site.


Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds pt. 2

Filed under: MMO industry, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds, Massively Interviews

Metaplace is quite large now, with well over 30,000 worlds created. How does Metaplace avoid spreading the population out too thinly, as, after all, these are social worlds? Is that a challenge for you guys?

It is. It is a challenge. Many of our worlds are empty at any given time. Many of them are people's "apartments" or "personal spaces." Everyone gets a world when they start out in Metaplace, and a large majority of them are unimproved.

What we've found out is that people really congregate in the well done worlds. Because of that, we've spent a lot of time on searching algorithms to find the worlds that people consider to be the best and the worlds that are the most populated at that point in time and then bring them up top to the user. We're also working on expanding our support for events, so when something interesting is going on in Metaplace all users will get a notification. This way they can click the link and go and check it out quickly. Yet, sometimes great worlds get lost for a time, but then they get rediscovered as people re-find them.

"Virtual worlds need to make that jump to become "ordinary," in a way"

We've also included a new feature, called the golden egg. This allows veteran users to market their worlds to others by purchasing this new item. The egg, which is 25,000 coins, can be placed in your virtual world for others to find. Once they find it and click on it, they get 500 coins as a present and are also given the location of another world that has a golden egg. Every world that has a golden egg in it is also listed in the golden egg world list. There's also a golden egg in Metaplace Central that "kicks off" the quest, so to speak.

Where do you see virtual worlds going in the future?

One of the big questions at the last convention I attended was, "What's next?" In some ways, we've already accomplished a lot of the dream. A lot of the things that people expected out of virtual worlds have come true.

We have mass marketed virtual worlds that aren't extremely popular, but, you know, popular enough. We've reached a level of penetration in entertainment that's quite high. But they haven't jumped to total mainstream acceptance yet.

I think that's the next step. Virtual worlds need to make that jump to become "ordinary," in a way. Having them become a key part of the web would be a key part of that. It's always been a mistake for us to think that virtual worlds will swallow the web. I don't think that's the way things are going. But I do think we'll be seeing a much tighter integration between virtual worlds and the rest of the Internet. I really think Metaplace is kicking the ball forward, in regards to that.

So what's the future for Metaplace, specifically?

We're always focusing on making it easier for users, in addition to hosting building classes so people can learn how to build new worlds. We also have a roadmap on our forums that contains a list of proposed features that anyone can check out, all of which is scheduled to come out in the next few months. We're still in the early days -- second month of open beta with a very soft launch -- and we're gonna keep building on what we got and make it easier for everyone to have a virtual world of their own!

Thanks for your time, Raph!

Raph Koster speaks on Metaplace's new functionality and the state of virtual worlds

Filed under: MMO industry, MetaPlace, Free-to-play, Browser, Casual, Virtual worlds, Massively Interviews


Metaplace introduced the world to a brand new technology two days ago -- the ability to embed a fully functional virtual world into any website or forum, anything that can handle HTML.

This upgrade allows Metaplace to act like a more enhanced version of Google's old Lively service. All you need to do is make a world, take the embeddable HTML code from it, drop it into your website, and you now have a full virtual world running in flash right inside of your blog post or forum thread. The world can be edited to your whims through the Metaplace builder, letting you create whatever you want to create inside of your space. Think of it like Second Life Lite.

We had more than a few questions for Raph Koster, the founder and creator of Metaplace, about this new upgrade for his virtual platform, so we caught up with him to pick his mind on Metaplace and virtual worlds at large.

Linden Lab addresses Second Life group chat problems

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

Since the rollout of Second Life server 1.26 the already unreliable Second Life group-chat system showed an almost crippling drop in reliability, compared to the previous 1.25 release. Linden Lab have estimated an overall 60% drop in the number of group-chat messages successfully delivered, and the problem skews towards the larger groups, prompting many group owners to completely disable their group's chat functions to avoid online members from being spammed with error messages.

Linden Lab is reporting that server version 1.27, currently in quality assurance, represents a 300% improvement in group chat reliability over version 1.25 (or almost 1000% more reliable than what is currently operating on the Second Life grid today). As yet, no deployment date has been announced, but for many, the update cannot come soon enough.


Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

Schrodinger's Gossip Girl: It's dead but it's still alive

Filed under: Culture, Events, in-game, Launches, Second Life, Free-to-play, Casual, Virtual worlds, Massively Interviews


It's been a long run for the Gossip Girl simulation on Second Life, two years in the making actually, but all good things must come to an end. The well trafficked sims will be closing the doors tomorrow, as Warner Brothers and The CW discontinue their virtual marketing campaign for the show of the same name.

But that doesn't mean the Gossip Girl community is dying...

Fans of the simulation will be overjoyed to hear that the Gossip Girl community is transitioning to a new home thanks to the Metaverse Mod Squad, the builders and moderators of the original official sims. While the official sims, and the setting of the Upper East Side, will be retired on June 30th, the new doors will open on July 1st to large fanfare and a great number of festivities.

Warner Brothers rejects non-English-speaking Gossip Girl fans

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


Warner Brothers has a very successful setup in Second Life, centered around its popular Gossip Girl property. All isn't exactly rosy there, of late, as WB's actively moderated environment collides with Second Life's and Gossip Girl's rather broad popularity demographics.

Warner Brothers uses the Metaverse Mod Squad for active moderation of the Second Life presence. The question is, how do you moderate conversations in languages you don't understand? The answer, it seems, is that you don't. Visitors who communicate in languages other than English are warned to switch to English. Failure to comply sees the visitor ejected.

Second Life community standards updated

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


There are several sets of rules for users of Second Life. The Terms of Service (TOS) and Community Standards (CS) which combined form your explicit service-contract with Linden Lab, and assorted implicit ones, like following any additional conditions the owner of whatever land-parcel that you are currently on may have chosen to impose.

Well, the Linden Lab have updated the Community Standards for the first time in, well, perhaps forever. While the Lab has said that it has updated them in the past, the document has remained unaltered since at least 2005. What's new, however, isn't necessarily as interesting as what's missing.

Australian network filtering promises to reach out to block games, online games and more

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

Australian Communications Minister, Senator Stephen Conroy, has promised to extend Australia's proposed network-level content filtering regime to block games, online games, downloadable games, and websites that sell or allow download of games that are deemed not to be suitable for a 15-year-old audience. This, despite research by the IEAA (the Interactive Entertainment Association of Australia) that the average age of Australian Gamers is 30.

Even though Australian Federal and State laws say otherwise, some MMO titles exceeding that classification are already sold on Australian store shelves, by simply bypassing compulsory classification. Australian Federal and State authorities refuse to respond to any enquiries about the topic.

The matter becomes even more confusing and complex, however, as it introduces a new, defacto classifications body to the mix.

Linden Lab releases Snowglobe 1.0 for Second Life

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

A while back, Linden Lab's Philip Rosedale announced a new Second Life viewer development project. That project ultimately grew along lines similar to that of third-party viewer project, Imprudence, breaking down many barriers to user contributions, and adopting a more agile methodology. After only a couple of release-candidates, the result is already available.

One of the biggest developments you might see in the Snowglobe viewer is that the map is now an order of magnitude faster to load, rather than taking several fractions of forever, as is traditional. This is the start of a new texture-transfer pipeline, which we can reasonably expect to become standard in future viewers, and to encompass more kinds of textures, however there's a new caching architecture which should benefit all textures.

Anti-Aliased: Virtual worlds as the great equalizer pt. 2

Filed under: Culture, Opinion, Massively meta, Virtual worlds, Anti-Aliased


Social situations shattered

How many times do we have a young player in our guild who act more like a 30-year-old than the 30-year-olds do? How often do we cross cultural boundaries and forget that we're speaking with someone who might be across the world, in a completely different time zone? To us, they're simply standing in the same room as us, and that puts them in the same place we are.

I know that I don't consciously think about where someone lives or who they really are when I meet them in Second Life or Metaplace. I'm too busy chatting with them about shared interests, because obviously if we're meeting one another while standing inside of a fantasy roleplaying simulation, then we both enjoy fantasy roleplaying.

This is doubly true when I'm playing something like World of Warcraft or Final Fantasy XI. Not only do we now have something in common, but we can be united with our goals as well. You're here to run Nexus? So am I! Let's work together to get through this dungeon. I don't question where you come from, who you are, or how old you are. I may question you if you're not pulling your weight or bringing down the party, but even then I'm going to help you so we can get through the task together.

"In a weird sort of way, virtual worlds humanize us more than the real world is able to.

In a weird sort of way, virtual worlds humanize us more than the real world is able to. While the condition of anonymity can lead to some really destructive individuals, it can also lead to being able to connect to one another without the hangups of social barriers that exist in real life. We can meet individuals who are very different from ourselves, find common ground quickly, and then learn from one another, rather than avoiding those who are different because it scares us.

Beyond that, the experiences we gain from being in virtual worlds do not exist in a vacuum. We take what we learn and we apply it to what we do in everyday life. With enough time, I have no doubt that this too will help melt some of the social stigmas that we carry in real life, simply because we can come in contact with others in a more controlled online environment.

If you want evidence, look at the decreasing age barrier. We let younger kids and teenagers into positions of power and responsibility in our guilds and online activities, and that in turn has slowly lead to more adults listening to kids when they have something to say. We use to completely bar kids from offering advice to us "more knowledgeable, older adults" but it's been slowly changing. While it may not be the only factor that has lead to this, it certainly is one of them.

So I think it's time to give credit where credit is due. Virtual worlds, online games, and the Internet are bringing us together, and many of us are slowly finding out that we're really not so different from one another after all. We're learning about culture, gender, age, and sexuality, and it's certainly about damn time.


Colin Seraphina Brennan is the weekly writer of Anti-Aliased isn't that different from anyone else and is darn proud of it. When she's not writing here for Massively, she's rambling on her personal blog, The Experience Curve. If you want to message her, send her an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow her on Twitter through Massively, or through her personal feed, @sera_brennan.

Second Life celebrates sixth anniversary

Filed under: Culture, Events, in-game, News items, Second Life, Virtual worlds

It's the sixth anniversary of Second Life opening to the public (not the sixth birthday, which is actually in either March or April depending on how you figure these things), and as usual, Linden Lab is organizing a soiree for the occasion – though once again this year, it's a week later than usual, starting on the anniversary date of 23 June, rather than ending on that date.

Generally, just after 23 June, community (and the Lab's) attention is inevitably drawn away to Linden Lab's SL Community Convention and SL Relay For Life, both taking place later this year, and requiring considerable amounts of organizational attention.

Nevertheless, there's a packed schedule of eclectic events and discussions, starting with Philip Rosedale's opening speech in just 30 minutes time (10AM Pacific time), and 20 regions packed with user-contributed art installations and displays, so there's plenty to see and explore.


Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

Stratim Capital buys into Linden Lab

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

Stratim Capital, an institutionally funded secondary-market private-equity firm, is reported to have bought into Linden Lab by buying out most of the holdings of one of the other investors. "We bought almost the entire position of an existing shareholder," said Stratim managing partner, Zach Abrams. Which shareholder, and how much was paid remains a mystery. A previous sale of less than a 5% share in Linden Lab sold for approximately half a billion US Dollars in 2007.

There is no primary private-equity market for Linden Lab. The company does not seek investors, and by all accounts is making enough money that it doesn't need additional investment capital. There's also no sign of an IPO on the horizon, nor indeed, any compelling reason why the Lab should want to have one.


Are you a part of the most widely-known collaborative virtual environment or keeping a close eye on it? Massively's Second Life coverage keeps you in the loop.

Oz festival flick fails to make mockery of Second Life

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


We know, we're shocked that the opportunity was passed over. With one movie in the works based on a newspaper article based on a divorce, and – of course – the CSI:NY story that humorously featured Second Life like we'd never seen it before, well ... hopes of a decent cinematic treatment of Linden Lab's virtual environment were starting to look pretty low.

Enter Rachel Ward's Beautiful Kate, which aired in the Sydney Film Festival late last week and is due to air in Australia on 7 August. It's an emotional and confronting work, in which Second Life makes an interesting cameo.

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