Rumours are currently abound (perhaps substantiated by the
time you read this) that Linden Labs® have New Stuff up their sleeve. But not Second Life® New Stuff.
It was a post on New World Notes that
first alerted me to this. The
interpretation there was that potential new products could include some sort of
prim building game (inspired by the popularity of Minecraft), a fashion app for
social networks and an interactive fiction product following the Lab’s
acquisition of Little Text People in February.
Little Text People, I’m given to understand, is an experimental game
studio (set up by artificial intelligence specialist Richard Evans and
interactive fiction writer Emily Short) that is “exploring the emotional
possibilities of interactive fiction”.
I’m not entirely certain what that means, but on face value it does seem
compatible with Linden CEO Rod Humble’s December statement on creating
artificial life in SL, about which I mused in these very pages a couple of
months ago. I have a history with
interactive fiction. The genre has its
origins in 1980s ‘adventure games’: text only games you would load into your
8-bit computer and type commands into.
You’d start off in a location described to you by the computer (eg, ‘You
are in a cave; everything is black’) and your subsequent instructions (eg,
‘Turn on my torch’ would be interpreted to give text responses (eg, ‘You turn
on your torch and see a sleeping vampire’).
So long as you typed your commands correctly, that is, and used words
that were in the computer program’s vocabulary – which, as you can imagine for
a machine with less that 50k memory (that’s kilobytes,
those tiny little things that came before megabytes), was not particularly
large. I wrote three adventure games and
they are each of them offspring of my writer’s mind that I am especially fond
of. I always liked the idea that a
reader should have to actively do something in order to discover the next
little bit of a story. I’m excited,
therefore, to see what comes out of this new Linden partnership.
But text adventures were never the market leaders in gaming
back then and neither is interactive fiction an especially big thing right
now. Many of you will probably never have
heard of it before reading this article.
In an industry which has pretty much always been dominated by visual
appeal, how is something text based going to grab hold of the masses (always
assuming, of course, that the attention of the masses is actually desired)? But then the same could have been said of
Twitter in the days of its inception. New
ideas are the life blood of IT direction and rarely are we able to anticipate
accurately their effect.
But what I’m more interested in right now is the impact all
of this New Stuff is going to have on SL.
These are, as I said earlier, non-SL projects. The very idea that the Lab is starting to
focus on things other than the metaverse has set the blogosphere ablaze with
talk that it’s abandoning SL, seeing it as a lost cause that can now only serve
as a cow to be milked, whilst it’s still viable, for cash that can be invested
in new directions. It hasn’t helped
that, alongside this news, Linden has also announced that it will no longer be
publishing its quarterly stats, the interpretation being that visible evidence
of a decline in SL usage will only speed up the remaining residents’ departure.
It would be foolish to deny the possibility that Linden
stumbling across a Next Big Thing in its diversification could result in the
relegation of SL to an online nook or cranny that’s allowed to quietly die. After all, the technology on which it’s based
is now sufficiently old that the term ‘legacy’ can now be comfortably applied;
one of the challenges presenting its development, therefore, is making new
features fit within the framework of all the old stuff. Have you ever tried to get a shiny new Blue
Ray player to feed a 1980s cathode ray tube television? You can do it, but it’s a whole load of
hassle and it’s ultimately a great deal easier to just throw out the old TV and
get a modern one. But the old TV in this
case is the existing grid with all its users and their bulging inventories and
the land they’ve paid tier or rent for over the years; people just don’t want
to abandon all of that. Mesh, therefore,
would probably have taken a great deal less time to develop if it was for a
brand new grid, but expecting users to abandon their acquisitions on the
promise of something a little bit better would be a bit like – let’s see now –
inventing Google+ and expecting users to abandon Facebook. So developing SL further to meet the
expectations raised by other advances in the IT world is going to become
increasingly hard. If that’s a little
too abstract for you, take a look at the Outerra Engine virtual
world in development: within a few seconds of watching the video you’ll realise
that this is visually in a whole different league from SL. In the end, then, there’s probably only so
much that can be shoe-horned into the existing grid and we just have to live
with that.
At the same time, assuming that Linden would just abandon
its key product in favour of fiddling with unknown possibilities is equally
foolish. Even if success was found
outside of SL, this wouldn’t presuppose the casting aside of the grid. Have Google abandoned their search engine
with the success of Android? Have Apple abandoned
their computers with the success of the iPhone?
Of course they haven’t, because these are still massively viable
products – products which, incidentally, have benefitted themselves immensely
from the success and development of their new siblings. In fact, Linden’s recent rewriting of the
requirements for third party viewers – critically, the very ambiguous statement
on TPVs not altering the ‘shared experience’ of SL – could be interpreted as
evidence of the Lab’s strong commitment to new innovation on the grid. Taken by many scathing bloggers to be an
attempt to shut down TPVs and force residents back to the official SL viewer,
this new requirement could alternatively be seen as an effort to get everyone
up-to-date on new technology so that it is actually used. It’s a well-known problem in the videogame
console industry that add-ons – however impressive they might be – do little to
stimulate software development. The Wii
Fit board, for example, is a mightily impressive piece of hardware, but developers
are going to be reluctant to create games that require it when they know that
only a percentage of the total Wii owners out there actually have one: it’s
always safer to aim for the lowest common denominator, where the biggest market
lies. How many SL content developers,
therefore, are going to be eager to create mesh products – something which has
the potential to transform the look, feel and (crucially) appeal of SL – when
they know that there are still masses of residents out there using non-mesh
viewers? Knowing that the latest tech is
available to everyone because
everyone has an up-to-date viewer, makes this market far more attractive to
develop in. Yes, we all still hate the
new viewer interface, but if we want SL to succeed, we need to be big enough to
see the wider picture.
This approach might even mean in the future that some legacy
elements of SL get dropped in order to enable the grid’s infrastructure to
evolve; I probably won’t like it very much if items in my inventory I once paid
money for stop working, but the likelihood is I actually stopped using those
things a long time ago and I’ll want the new things more than I’ll want the old. By the same token, I still have on floppy
disk old DOS programs for my PC that I can no longer use; this is a shame, but
I’m essentially happy for them to be sacrificed if it means this makes new
technology easier. Does it bother you that much that your iPod can’t play your
old cassette tapes? Of course it
doesn’t.
And, right at the start of my writing this article, Linden
published details of some new SL ‘tweaks’, one of which I’m quite excited about
(disproportionately so, if I’m honest).
An upcoming feature to be implemented will allow residents to be teleported
directly to any point on the grid.
Yes. During my time at Nordan
Art, you see, I was unofficially the Chief Teleportation Officer (my teenage
fondness for Star Trek will never die).
When new exhibits were installed at new locations and heights on the
sim, it was my job to work out how to get people there from the landing
point. I was astonished to discover how
fiddly this process actually was: teleporting residents any distance over 1000m
within a sim turned out to be about as exact a science as launching them from a
catapult in the approximate direction and hoping for the best. I’m still enormously grateful to whoever it
was who first thought up the idea of the prim teleporter – essentially a prim
you sit on that warps its way up to the destination, taking you with it like a
little virtual taxi. The new
teleportation feature, therefore, probably won’t be visible to many as any sort
of big step forward, but I appreciate it and I appreciate that Linden thought
of it.
So reports of SL’s death, in my opinion, are greatly
exaggerated. There is lots of evidence
that Linden is continuing to think strategically about its development, and new
products don’t need to be thought of automatically as a threat. The blogosphere just loves to complain about
the approaching virtual apocalypse, but these articles typically take a single
line of interpretation and pursue this to an extreme end. The likelihood is that solar activity over
the next twelve months is probably more of a threat to the grid than new
products are.
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