Showing posts with label Linden Lab. Show all posts
Showing posts with label Linden Lab. Show all posts

Mar 1, 2018

A Tale of Two Labs

Insight from my trip to Linden Lab and Beyond


Ache's Garage B



Clarity From Chaos


The sun shone down that day, caressing the silver Passat on I-5 as my assistant and I rolled through the unending fields of almonds which so graciously seem to blanket much of the California hills. Aside from the occasional confused cow (which I named Carl), there was little else to keep my mind occupied.


The radio in these parts seemed to assault my senses with either Spanish, Country Music, or Evangelism. It was clear I needed to turn that noise-box off for a bit and clear my head.


Sipping Carolina Honey Argo Tea (my favorite pretentious tea), I contemplated what was ahead and the shear insanity of it all.


After all, I somehow decided one day out of the blue to cart my balls around in a wheelbarrel and invite Ebbe Altberg, Samy Montechristo and Orion Simprini to hang out. It’s at this point, I usually get the obligatory “How did you get a meeting with them?” question.


A: I simply asked.


Now, whether that speaks to me being important or not is up in the air. Maybe if you asked, they’d schedule you in as well?


Ok, Michelle will schedule you in… she’s Ebbe’s assistant. Maybe the guy wanted a court jester for an hour? Maybe Ebbe stared out the window as I left and said “What the hell just happened?” Who knows…


At least Orion and I have talked back and forth for years and have always wanted to hang out with each other… so weirdly, asking a freakin pop-star to hang out is less crazy than asking the CEO of Linden Lab if he wanted to hang out, but I figured “Why the hell not?”


We had been on a road trip down to San Diego (from Portland, Oregon) and decided a few pit stops along the way were essential if we were going to make the best of this coastal crusade.


Will in San Diego


Of course, a few days in San Diego with friends were mandatory, as were a few days in Carlsbad at the Grand Pacific Palisades Resort. Walking into the place, a staff member asked if I would like some champaign as my assistant was checking us in. Pretty fancy stuff, that. I’d highly recommend booking there if you’re in the area, especially if you get the concierge service.


Further on our way back up, I had arranged to meet up with Orion Simprini (lead singer for the Orion Experience) around Los Angeles. He and I had been bantering back and forth with each other since around 2011, and with both of us from the Tri-State originally (NY, NJ, PA), we always figured hanging out would be easy…


And yet, all these years our schedules and locations never managed to coincide. Until today, where I sat at the corner of Manhattan Avenue and Pier Avenue at Java Man Coffee House by Hermosa Beach sipping my mocha latte, and listening to Children of the Stars when the man himself strolled up.


Will & OrionWe hung out around Hermosa Beach on the pier, kicking our feet up and blowing each other’s minds. Orion was really interested in the idea of doing 360 music videos and VR experiences, so I walked him through the different approaches and what they all meant in terms of production and control.


My boy just sat there with his mind blown at the world of possibilities. At the end of it all, we both hit on a film project that seemed crazy enough to work and I agreed to be a technical advisor and collaborator.


“In the virtual world, you’re God. Nothing exists in your space unless you put it there, and how good it is depends entirely on your attention to detail.”


Of course, you’re not here for that story…




The San Francisco Treat…


As awesome as hanging out with Orion was, I still had other business to attend and a tight schedule (as my assistant loves to keep reminding me). So we bid farewell and continued our drive back up to Redding where we would spend another night.


On the 21st, I was scheduled to roll into San Fransisco and stroll into Linden Lab


People have asked me a plethora of questions about this visit, and I’d like to preface with the disclaimer that the moment you walk into Linden Lab and sign in, you also sign an NDA. For the sake of not disclosing confidential information, this post will focus on just things that I’ve said, the obvious general information (that already is discernable or public) but not specific answers from Ebbe.


Just to make clear: I absolutely do not speak on behalf of Linden Lab, and anything disclosed here is either:


A) My opinion

B) Common sense (and/or public)


What I knew going in, was a bit scarce. So I simply took anything I saw there in the offices as “NDA” and that Ebbe has been trained by ninjas to seek and destroy.


I hadn’t really spent a ton of time in SANSAR prior to this day, but I did think it was kinda impressive for what it was. When answering the Facebook question about Ready Player One and Linden Lab, I was answering generally that they hadn’t dropped the ball there – but wasn’t going into details.


When Ebbe strapped me into the Oculus headset and toured me around SANSAR, I just took everything as “under NDA” as a precaution. Of course, Ache’s Garage was impressive and answers the “Did they forget about a Ready Player One Tie-In?”


Well, no… but I’m guessing if you keep up with the news in the world of Linden Lab (and our wonderful bloggers around the grid) then Ache’s Garage is old news by now. I haven’t been keeping up on those news bites, so Ache’s Garage is new to me (and impressive).


Will & EbbeI did get some interesting insights though during that discussion that maybe weren’t openly reported… more general thought experiments from Ebbe. I wouldn’t necessarily say this is top secret, but more like – we really hadn’t thought of things like that yet but it would be common sense if we thought about it.


Of course, Linden Lab worked with Warner Brothers and Intel and HTC for Ache’s Garage. It’s a great CES demo for sure – at least for the stage that SANSAR is at. Steven Spielberg has seen it first hand with Ebbe – but that is par for the course since I know Spielberg is really anal about how his creative works are represented elsewhere – so Ache’s Garage (like anything else) would need his blessing. Hearing it out of Ebbe that way made me chuckle internally because it’s not the first time I’ve heard similar in the industry about Spielberg.


Would Spielberg or Ernest Cline pop into Second Life or SANSAR for the movie release? I’d prolly say no, but then we already know that Ernest Cline has an account in Second Life, so how do we know the dude isn’t hanging out right now?


Spielberg… ok, that’s likely a “Hell no”. He doesn’t have time for that beyond a cursory one time stop-in. He’s Steven effing Spielberg.


There’s a good reason why SANSAR would be the go-to for companies like Warner Brothers for virtual world experiences. It’s generally because they want absolute authoritarian control over their intellectual properties, and Second Life (being you) scares the ever loving hell out of them.


To them, Second Life is like the inmates running the asylum. Of course, I always have contended that the chaos is manageable with the right approach.


And while SANSAR looks gorgeous, it still feels quite sterile. It’s more a static museum of spaces, versus Second Life which is entirely organic in nature. Each has a purpose, and I’m absolutely enthralled by the future.


But it still stands that the general public wants more than “pretty” when it comes to VR. They want (need) it to be of substance.



Aeche's Garage - SANSAR


[HTC] Ready Player One – Aech’s Garage

Picture: Inara Pey




Of course, I could be wrong about Linden Lab throwing the doors open for Ready Player One… but I’m actually hoping I’m not wrong. Because opening the floodgates to SANSAR right now, with Spielberg in Aech’s Garage would be very, very, bad for SANSAR.


SANSAR is a work in progress, and noticably so. That doesn’t mean it can’t be better over time. But if you were to try and throw it into the spotlight partially finished, the public would shred it and hold it up as an example of why Virtual Reality is failing and not succeeding. The public would compare it harshly to other more polished systems… and that’s unfair at this stage of development. In short, it would be the same mistake Philip Rosedale made with Second Life, so I’ll give Ebbe the benefit of the doubt and assume he knows not to repeat history.


I believe SANSAR is a good beginning, but it’s late to the party. There’s places like VRChat and Sinewave.Space that are much farther ahead as a platform to develop VR content with.


I’m sure there are other platforms as well, but I can’t be bothered to write out a laundry list.


Not that it matters. When it comes to VR Headsets, we’re still in a phase where engagement is measured often in minutes (20-30 minutes), whereas non-headset VR worlds like Second Life see an engagement rate measured in many hours.


SANSAR is a nice place to visit, but I wouldn’t want to live there.


Why Linden Lab is so hellbent on pushing SANSAR while effectively ignoring SecondLife, or treating it like the wicked red-headed step-child internally, is anybody’s guess. But I’ll touch on this more later in the post as I feel it deserves its own section to qualify.


That being said, the insight gained here was along the lines of all the assets these companies have already sitting around in 3D Models. IKEA for instance has their entire catalog in 3D models, Warner Brothers obviously has a massive asset library at their disposal, and so on.


So there is this opportunity to connect these Intellectual Properties into the virtual world – and that’s something Ebbe and I discussed while I was there. Not just “officially” converting existing assets from these companies into say, Second Life and SANSAR, but (and since I brought it up, I’ll assume it’s not covered in NDA – just the answer that Ebbe gave me) by converting the pre-existing user-generated content in those systems from IP Infringing content to Sanctioned under a “Brand Ambassador” program.


If you read this blog, then you know I’ve talked before about the premise of VIPER Licensing – and the question would be:


We all know if you cut off one head of the Hydra, ten more grow back. Why fight this when you can effectively leverage it so everyone wins?


The idea is to let Linden Lab be the “Steven Spielberg” figure and pre-negotiate those licenses on behalf of the userbase, create a best practices guidelines for the usage of those IPs, and then stamp the pre-existing content that we all know exists on Marketplace but “shouldn’t" as brand ambassadors.


Of course, Linden Lab would up your transaction fee to 25% on real world branded merchandise you were making virtually. 10% for Linden Lab and 15% for the IP holder (Coca-Cola, etc). But that still leaves you with 75% of the revenue, and a massive amount of creative freedom without the DMCA fears so long as you follow guidelines for representing IP in a way that doesn’t tarnish the brand.


Now, I can’t tell you what Ebbe said in that office concerning this. Whether Linden Lab explores this is anybody’s guess, but I put it on their whiteboard and tried my best to explain it to him.


The IP problem still persists in SANSAR as well, since an arcade full of Nintendo IP likely isn’t sanctioned by Nintendo for SANSAR. And while I absolutely think this stuff should still exist (and will, regardless of what we do), I think there is a better way to address how we deal with this prosumer culture in the 21st century and especially with user-generated content platforms.


DMCA just isn’t getting the job done, and likely is throwing gasoline on the fire via Streisand Effect. Being authoritarian about it all and trying to tightly control the creation process by requiring approval for uploaded assets would likely stifle and kill SANSAR, unless Linden Lab negotiated all those pre-existing assets from IP holders into SANSAR and SL themselves… which kinda defeats the purpose of user-generated content, and companies never seem to know what use cases people need in a virtual world, so people will still end up filling in the gaps with their own content.


So maybe the best approach is to leverage and manage the chaos instead of trying to eliminate it?




Land Prices


Another conversation I had with Ebbe was about those land prices. It was a question posed in the Facebook post so I made sure to ask. It was kind of a side-note to another conversation about the structure of Second Life being based on land sales, and a way to balance the equation through other means.


I won’t say what those other options were that were presented in the conference room. I will say that Linden Lab is fully aware of the land price “issue” and looking into ways to lower the costs.


Now, after I had stated this for Wagner James Au on his blog (New World Notes), I was contacted in-world by a few Land Barons who (you could say) were slightly paranoid about this situation. If land prices went down, they would reason, then everyone would just buy land and get into business for themselves, putting them out of business and killing their investments…


I don’t see it that way, honestly.


I think competition is healthy, and spurs innovation. So I guess you just can’t get away with an auto-mat system and a couple of volunteers working for tips and commission anymore. May have to invest in treating those companies more like companies, I guess?


Like I said, if land prices came down – it’s not without a sacrifice somewhere. Linden Lab is a company, not a charity. So you better believe they’re making the money up somewhere else if they do.


As per the responses given to Wagner for NWN, I’d like to point out that I was using a cell phone and in the middle of a 4 hour drive up the coast. Not exactly the best situation to collect thoughts, which is why you can consider the NWN post a “rough draft” so to speak where this post is collecting my thoughts better.




F!@#ING LAG!


The other obvious question while meeting with the man himself came as a side question from Facebook that I saw concerning addressing lag in Second Life. I had already planned on presenting something that would drastically reduce lag (and bring a plethora of other benefits) in the right hands, so “reducing lag” in Second Life is a side-effect of this particular topic at hand.


The thing about Second Life is that lag is often inevitable. The way that game engines work is that you’re either in edit mode or the simulation is published. When you play video games, it’s all published and locked down. This gives the engine a chance to pre-bake textures, add in lighting calculations and optimize the scene. Before that, in all game engines, there is the live editing system which lets you place and design the scene with assets in a lower quality mode prior to optimizations and lighting calculations (and so on).



Unreal Editor

Unreal Engine: In-Editor Testing



Now, we can say that the “low quality” edit mode has come a long way over the years whereby it is on par with amazing graphics nonetheless. I remember editing levels in DOOM in the 90’s where it was just a top down map in wireframe before calculating the nodes and publishing the map, where I would then walk around to explore.



Doombuilder_mapedit1



Second Life (as with any live edit system like ActiveWorlds) is just the game engine in permanent edit/preview mode. Those extra optimizations to the scene cannot happen and so things are slower.


That doesn’t mean it’s hopeless.


We can begin by optimizing our assets for a game scene, and choosing a balance between complexity and looks. There is, of course the idea that Second Life could introduce the idea of User Generated Zones.


For this, I’m borrowing from my years in the ActiveWorlds universe (before Second Life existed).




Zones 


The idea of Zones is simply that you use Prims with extended properties to better control spaces in a scene. Whether that is to say – Particles originating outside this zone do not enter it (or vice versa), or to say Assets within this zone do not load until a user enters the zone.


These are all options that were and remain available in ActiveWorlds to this day (20 years later). The idea of user generated zones would instantly make things like Screen Space Particles (Weather) possible without it raining in your house. Doing this, you could also (in theory) run a script that changes the weather on the sim based on a location API call to a weather service.


The zones can also be used for user-generated culling spaces, which (if used properly) can drastically reduce lag in a virtual world – expecially in a highly dense and populated sim.


Of course, there are other benefits to Zones. One of which is assigning smaller spaces in 3D for builders or rights. An example here would be:


Think of an apartment building. There are maybe 20 apartments in the building. Now let’s say you could offer each apartment privacy, localized building, etc like parcelling without the all or nothing blunt instrument but instead using a more surgical approach.


For a more in-depth idea of what zones can do, just click the link above for the ActiveWorlds Wiki description.




Weather


Suddenly, weather built into Second Life doesn’t seem so crazy anymore. When last I checked, Windward Mark was wholly owned by Linden Lab (its parent company). So if Linden Lab got Windlight out of the acquisition, I would imagine they also got the weather system that came with it by default.


Yes, I personally backed up the Windlight demonstration video from Windward Mark Interactive about 7 years ago on my YouTube Channel precisely for this purpose.


Even if they somehow didn’t get the weather system, it’s not like a screen space particle system isn’t a turn-key solution these days from other 3rd parties or even in-house.


It’s there… sitting on a shelf unimplemented. The point made above concerning implementing Zones solves the original problem for not implementing Weather in Second Life 7 years ago. Of course, Zones solve a ton of other things while it’s at it.




Particles


About the only thing I have to say about particles is that it should be integrated into the toolbox (create) menu floater with the rest of the tools.


Yes, you should still be able to script particle emitters if you wish by hand, but there’s really no reason to have left the WYSIWYG editor for it out of the toolbox.


Again, ActiveWorlds made this happen years ago, so it boggles me why this is still a point of contention in Second Life development.


One of the things you’ll notice on the Wiki link is that there is a Particle Type drop-down. Sprite is selected in the picture by default and it’s the “Screen Space Particle” used (most often) for Weather effects.


Particle_properties


“What about the user made HUDs sold on Marketplace to handle Particles?” you may ask.


It is my contention that when your user base creates elaborate work-arounds to fill in functionality gaps for your product, it’s time to make it a priority for native integration.


See Also: Somehow nobody thought a web based marketplace system would be needed officially for Second Life until XStreet sprang up via the end-users and eventually was bought out by Linden Lab.


This should have been native in the toolbox from the beginning, and it’s mind boggling that this many years into Second Life, it still isn’t.


Of course, I say that about weather and zones as well…




Making Mirrors


Of the other subjects that I brought up was how to implement mirrors in Second Life without causing a ton of lag.


I’ll just let the link above explain it.





The Tale of Two Labs


Why Linden Lab is so hellbent on pushing SANSAR while effectively ignoring SecondLife, or treating it like the wicked red-headed step-child internally, is anybody’s guess. But I’ll touch on this more later in the post as I feel it deserves its own section to qualify.



28337343_10212055853131678_4474012829395806107_o



And now we get to the bigger question.


As noted by Bixyl Shuftan, and his apparently keen eye, Linden Lab has laid off about 12 people recently, and their VP of Product apparently has resigned to go work elsewhere.


In relation to my view of Linden Lab during my visit, and what Bixyl has found from Glassdoor reviews by former employees as of recent (which I’ll share here):


The other review from an anonymous employee, "Make LL Great Again" was less critical. But he still had a negative outlook, "Company is too focused on its new product; those who work on the mainstay feel set aside and taken for granted. HR is nearly non-existent; most team members are remote or barely in the office. Too many org changes lately have left folks feeling insecure, morale is low and sinking. I hope they can turn it around." His advice to the Lab's leaders, "You have some really awesome people there; get out of their way."


While I was at Linden Lab, I definitely got the feeling that SANSAR was the main focus with a near total avoidance of discussing Second Life or its future. It’s technology evangelism at its peak.


As far as Ebbe is concerned, he’s all-in for SANSAR while Second Life is … somewhere in the basement level with the engineers.


On one side of the equation I can see why Ebbe would be all-in for SANSAR. I’d assume Linden Lab spent a stupid amount of money developing it and couldn’t afford to pull the plug, and so he was likely told to produce an ROI come hell or high water.


Welcome to the board of directors world.


In a way, I’d assess that Rodvick made a mess and Ebbe is still trying to clean up and/or salvage things.


That being said, I have to agree with said anonymous former employee.


As a CEO, Ebbe has a choice to make – He is the captain of the Linden Lab ship, but he also decides what sort of captain he wants to be:


Captain Picard or Captain Ahab.


Right at this moment, he’s showing qualities of Captain Ahab, in the blind pursuit of SANSAR (Moby Dick). But I believe he’s intelligent and an overall great guy. Smart enough not to sabotage his own efforts and company.


After all, Second Life is still the goose that laid the golden egg. It didn’t die, it’s just being actively starved and strangled by the aforementioned organizational changes and CEOs.


Which is really unfortunate, because I also believe Linden Lab also has some brilliant and creative people there with their hands tied, and who absolutely love Second Life and want to make it better.


While I don’t have a Linden nametag myself, I pushed my devotion for virtual worlds as far as I could take it by crossing the country (New Jersey to California) and making sure I was physically parked in front of Ebbe at Linden Lab, with a whiteboard, to discuss some of these things (and more).


That’s some devotion right there, and… sadly, is as far as I can/could take things short of working at Linden Lab officially.


What Linden Lab does with the information is up to them. I’ve done all that I can in the process, and will turn my attention back to other projects.





I don’t suppose I’ll be coming back to San Francisco unless somebody gives me a damned good reason.



Apr 8, 2014

Cognitive Dissonance

Diagnosing Wonderland & The Future of Virtual Reality

 

cognitive

 

The question was posed to me recently as part of the panel for Virtual Worlds Best Practices in Education about what I feel the future of virtual worlds would be, and to define better what the next 18-24 months should focus on for companies like Linden Lab with Second Life. These are questions being bounced back and forth between the moderator and the panelists to sort things out prior to the panel this weekend.

 

My explanation for what I saw as the history and future of virtual worlds as a whole was a bit out of the ordinary in that I likened it to being a psychiatrist trying to diagnose Arkham Asylum. With the popular definition of insanity being “Doing the same thing over and over again and expecting different results.” it is a perfect explanation and analogy.

 

What I’ve seen over the past twenty years is a textbook case of cognitive dissonance and quite possibly insanity, and so (even humorously) I relate to the Arkham Asylum analogy in that the only real explanation for the situation today and in the past has been a combination of cognitive dissonance and self-imposed insanity.

 

Nearly every case in virtual worlds up until today (not surprisingly) has a doppelganger in the past. There are a few very distinct phases that the industry goes through with each iteration, which makes it dead simple to predict where it will go and for what reasons.

 

But despite knowing this, it is much harder to convey this information appropriately in order to break that cycle. It isn’t because the information is wrong, nor is it because that information does not have enough evidence to support it. What it boils down to is flat rejection of new information due to strongly held belief to core ideals.

 

In this manner, the inmates are running the asylum.

 

If I were to define those phases, it would look something like this:

 

  • Phase One – Introduction of a new client based system.
  • Phase Two – Introduction of the VR in Browser system.
  • Phase Three – Introduction of HMD & Related Hardware.

 

Each distinct phase leads to the next upon the trial and error of the prior. For instance, in the early 1990s there was Worlds Inc and their methodology of client as virtual world. You would download the entire world up front before you could enter and each space was a predefined area. After that was ActiveWorlds which was actually a technology spawned by Worlds Inc but rejected in favor of their other in-house client. ActiveWorlds had a dynamically downloaded environment and user-generated space in-client with the tools built in as a sandbox.

 

This was about the time that VR in a Web Browser arose with standards such as VRML/X3D and plugins to view those worlds emerged. VR on the Web, had an offshoot as Blaxxun 3D (B3D Today) and Cybertown was one of the VRML multi-user environments on the web that utilized this.

 

Later in the 1990s, we saw the popularization of virtual reality really take off, and HMDs and hardware became more mainstream. Companies such as Vuzix (1997/98) and VFX had headsets back then, in combination with peripherals and devices which today are the genesis of modern peripherals and devices.

 

jaron Gaming companies during the Phase Three timeline also began introducing their own peripherals. You are most likely aware of Nintendo’s Power Glove, which was a stripped down version of a VR Data Glove from VPL. Jaron Lanier was actually the guy that was called in to consult Nintendo on making it. Sega and Atari also were slated to make VR Headsets for their consoles at the time, but obviously failed in more ways than one.

 

Jaron was actually pretty popular back then as he also consulted on stuff like Minority Report, Johnny Pneumonic and Lawnmower Man. However, this is really the tip of the iceberg for what his man is responsible for in the industry. For a more in-depth biography – check here.

 

The point of this observation being that when somebody says Jaron Lanier almost definitely knows more than you about the past, present and future of virtual reality, only a fool would challenge that. So in a recent WIRED magazine article when he stated it was like a weird time-warp listening to Zuckerberg explain what he thought the future of Oculus VR was going to be, we are really in no position to try to go in there and correct the man.

 

After all, Jaron is also one of the founding editors of WIRED magazine itself. This guy is like one of the godfathers of virtual reality, with an academic and accomplishments list that may as well be untouchable.

 

Interestingly enough, that doesn’t seem to stop virtual worlds enthusiasts from thinking they are going to do just that – once again showing the irrational decision making aspect of cognitive dissonance, and the blind adherence to the idealized future of virtual reality and Second Life. Cognitive dissonance makes you do really stupid things.

 

Seeing other analysts in that article also echo the same sentiments isn’t surprising, and it’s not because they’re just trying to be Debbie Downers or just suck up to Jaron Lanier... it’s because they have a long history in the industry and remember when it last repeated.

 

 

What you have to remember is that people have been making the same pitch as Zuckerberg for a good thirty years, and it has never come to fruition.

 

I didn’t hear anything that Zuckerberg said that hasn’t been talked about before in the VR community for a very long time,” says Brian Blau, an analyst with research firm Gartner was part of hard-core virtual reality community in the ’80s and ’90s. “It has always been billed as a next-gen communication technology — something that can provide a more immersive and deeper connection to somebody else.”

 

The truth, as Blau points out, is that most VR technology creates a very solitary experience. It’s something you do alone, not with others.

 

Recent history has shown that if you try to make it more than that, it struggles to find an audience. Second Life — the virtual world that received such hype at the turn of the millennium before falling into obscurity — is the big cautionary tale. And that’s what Zuckerberg and Facebook are eying: A new Second Life. They even talk of selling virtual goods in this world, painting this as a potentially significant source of revenue for the company.

 

 

If you think it’s just WIRED, Jaron Lanier, and an analyst from Gartner making these assertions, you’d also be wrong. Even UbiSoft and gaming companies are luke-warm to the virtual reality hype.

 

 

Might we one day see a new Assassin's Creed or Far Cry game that uses virtual reality technology? According to Ubisoft Vice President of Creative Lionel Raynaud, it's possible, but technology like Oculus Rift or Sony's just-announced Project Morpheus need to put up big numbers first.

 

"VR would need to sell at least 1 million units to be viable for development," Raynaud said tonight in San Francisco during a roundtable interview attended by GameSpot.

 

 

Of course, that was amended shortly afterward because making a statement like that in public would cause a shit-storm in PR to HMD makers who desperately need the big support. Having people not drinking the kool-aid and saying how great it is will hinder their adoption, and so everyone needs to get on board. But you get the real thinking in the first quote before they got that call from Sony ripping UbiSoft’s president a new one, who in turn had a pleasant talk with Lionel the next morning.

 

But it doesn’t stop there... even Business Insider is making similar calls about virtual reality, albeit a little less direct. Just saying that Facebook buying Oculus was just a throw-away at worst because it doesn’t matter if it fails.

 

 

99 Problems

 

 

Well, it matters to me and probably you if Oculus tanks because the wide reaching implication is that the industry falls back into obscurity and relegated as a fad once again, as we rinse and repeat back to Phase One. But that’s pretty much what is awaiting Oculus VR going forward...

 

This time it’s actually a little easier to see that coming, because Phase One is already tipping it’s hand prematurely in the form of hifidelity from Philip Rosedale. There’s your next Phase One “VR as Client” kickoff.

 

It’s starting to blur together at this point, as the industry is just throwing everything together in a pot and hoping something makes a recipe.

 

So the take-away here is that when Phase Three runs its course, it is usually about this time that we cycle to Phase One again, to repeat the history.

 

Looking at this logically, we can see the correlations quite clearly and unmistakably. It’s a matter of historical comprehension and not speculation, which is what analysts are citing when they are making their assertions about the current situation.

 

When we find historical doppelgangers to modern day industry, we can therefore trace the historical context and outcome to the modern attempts as well. Looking into the future involves looking into our past, so long as that present and future insists on borrowing from it heavily.

 

Take into consideration Avatar Reality/Blue Mars. An updated carbon copy of Worlds Inc as a model and software. It followed the same premise and operation, and therefore was subject to the same outcome. When this was explained to them, there was cognitive dissonance as described above – and so it was impossible to avoid that outcome.

 

Both models existed based on downloading pre-made worlds prior to entry, and as a matter of course, both existed on the premise of content creation fees for creating and storing those worlds.

 

WorldsPlayer

 

 BlueMars

 

But what of ActiveWorlds and Second Life as doppelgangers?

 

They both exist as dynamic user-generated virtual worlds, they both thrived on a simulator business model, both had a hard time justifying their Premium accounts, both offered personal houses/spaces as a benefit, both famously spent much of their time saying that updating their software was impossible or not feasible, and both suffered from not investing in that re-write to update their systems properly.

 

Both ActiveWorlds and SecondLife surround themselves with favorable opinions, pass the buck or make decisions not based on feasibility but on unwillingness to do so. Both are notorious for implementing things only after users find a way to hack the functionality into their viewer or repurpose existing methods for new methods, and both are notorious for dragging their feet or trying to bury dissenting opinions while rewarding only favorable opinions (cognitive dissonance).

 

I could go on all day about the similarities of practice and outcome between the two, and even the community itself shadowing the past, and how ActiveWorlds is the doppelganger of SecondLife, but the only thing that ultimately matters is that the outcome is the same if you are mimicking a past iteration.

 

So if we want to know what will happen to Second Life and ultimately Linden Lab, we merely have to ask what happened to ActiveWorlds as a result of this sequence of events.

 


 

 

 

When the Phase Three of the 1990s failed, it recycled back around to Phase One again, and so we saw another round of VR as Client initiatives which again borrowed heavily from the prior generation. There.com, Second Life, etc all found their roots historically and had no problem copying it with a little more polish this time. But each one of those iterations succumbed to the same outcomes as the generation they were mimicking.

 

Again, we’re talking about blatant examples of cognitive dissonance and popularized definition of insanity.

 

So, too, it wasn’t a surprise to see Phase Two arise again a few years ago with the re-popularization of VR in a Web Browser, since the introduction of WebGL standards. But again, if you’re going to follow the historical route, you are already doomed to conclude the same way. It was no different than the rise and irrelevance of VRML/X3D and the companies that had a vested interest in VR on the Web in the 1990s versus the rise of WebGL and VR on the Web again a few years back.

 

In this generation, the version of Worlds Inc methodologies were mimicked with BlueMars, and the methodologies of ActiveWorlds have been mimicked by Linden Lab with Second Life.

 

It is actually eerily uncanny how this is repeating itself. Even the discontent with Second Life leading to reverse engineering it to make independent versions under OpenSim mimics what happened in ActiveWorlds with third parties rushing to make their own virtual world system altogether or via purchasing a white label version of ActiveWorlds license and them differentiating themselves as their own independent universe/galaxy.

 

The latter isn’t surprising to me in the least because a certain Adam Frisby (SineWave), who you might recall is one of the people responsible for OpenSim was also known as Gwala in ActiveWorlds at the same time as that independent universe/3rd party offering rush came to pass. So when the same discontent happened in Second Life, or maybe that virtual worlds frustration carried over from ActiveWorlds, it’s no surprise that Adam was on the forefront of OpenSim in the beginnings.

 

This is why knowing your virtual world history means so much.

 

 

A-Famous-Historian “I really can’t believe nobody else sees this happening.”

 

The take-away from all of this is the answer to the original question posed at the beginning. What do I think the future of virtual worlds will be, and what can be done in the next 18-24 months to put a company like Linden Lab on the right course?

 

Well, the answer to that question is a quantum answer. It exists as a failure and success simultaneously depending on what choices are made going forward. It’s not something that can be reduced to a sound bite or explained in a few minutes, because the answer to that question is a monumental amount of reorganization, education, and execution across the board – not to mention it is entirely at the mercy of people who experience insanity and cognitive dissonance to enact, which is a nice way of saying it more than likely will be ignored or completely half-assed if considered.

 

But here’s some initial thoughts on what to focus on in the next 18-24 months, and by no means is it all-inclusive. That’s what having an advisory board is supposed to do for you over the course of long-term engagement versus trying to sum it up in a power point in ten minutes.

 

Because let’s be honest... if anyone could have fixed the virtual world industry in ten minutes, they would have by now. And if anyone could have fixed Linden Lab in ten minutes the CEO roster wouldn’t look like a revolving door, nor the company a graveyard of half-assed ideas, unfinished work and mid-life crisis.

 

So let’s start simply:

 

If the industry continues mimicking the past, it is doomed to repeat it. That means if we’re unable to truly re-imagine and evolve virtual reality into something new and exciting, something relevant to the real world on a broader scale, it is going to be relegated to repeating the same mistakes and we’ll have the same outcomes.

 

So the first order of business is to actually learn the history of virtual worlds/pop culture, and much of those outcomes, in order to avoid the same mistakes.

 

I’ve provided a link to a comprehensive paper on this exact subject that covers the entirety in detail. Subsequently, it’s my own paper from Association for Computing Machinery published last summer. I’m just nice enough not to make you pay for it. That being said, I can’t read and understand it for you on your behalf...

 

The second order of business is to get your own business in order. Figure out what actually is a Premium benefit and what you were bullshitting about (read: poaching the community). If you’re ripping off the community with it, you need to stop that and learn what the term “Added value” actually means.

 

The third order of business would be to resolve the company identity crisis. Realize that Second Life is a virtual environment platform in which all manner of things can be created for countless use-cases. Then realize that you’re not a video game company. Also learn the difference between virtual environment and video game.

 

If the platform itself were made more robust to cater to that content creation, Linden Lab wouldn’t need to make games independently as stand-alone products or purchase a content distribution platform. They already had both in Second Life if they chose to support it.

 

Instead of chasing their tails and playing “me too”, had they understood that Second Life is a universal platform that empowers creation in countless use case scenarios – they would have realized a few years ago that it would also be an excellent platform to empower an Augmented Reality future where Virtual Reality merges with Reality.

 

Some kid in Japan got bored and made this in his spare time. It makes what Linden Lab and the rest of the industry has been up to and trumping as the next big thing look like a monumental joke.

 

As an aside... I know how this is actually done in real time, and I also know how to build a better version of it that makes this one look like a toy. But it’s a sound concept nonetheless considering that there really is nothing else like it – unless you want to count Meta Spaceglasses... which are like... half as capable as this video demonstration.

 

 

 

 


 

The most obvious evolution of virtual reality in the future looks nothing like the past but redefines the future.

 

When you no longer can find a doppelganger in the past for what you’re doing today, you are now making your own future instead of reliving history.

 

That’s my answer for the future of virtual worlds.

 

Repeat History or Make History.

 


Feb 20, 2014

Ebbe and Flow

My Thoughts about @EbbeAltberg and #SecondLife

 

It can be taken as read that I have been and continue to be quite the outspoken and borderline cynical mind in the group of cheerleaders for Second Life. It's no secret that I think the past CEOs have been colossal screw-ups even from the moment they stepped foot into Linden Lab (excellent executives but horrible for the exotic case of Linden Lab). After all, I knew the entire playbook for Linden Lab the moment Rodvik took the CEO position, and I ended up being correct (despite people thinking I was being mean).

 

 

ebbe_001 Picture Credit: Jo Yardley

 

With Ebbe, I feel differently.

 

On the one side, the ToS and a number of things need to be re-aligned and fixed in the company. This has been a fact for years now going back to the first time Philip stepped down. From a purely executive standpoint, Linden Lab has been a clusterfsk internally with a vision statement that resembled the fog on an autumn day in London. Mostly just throwing things at the wall and hoping to make them stick, and in the case of Rodvik just forcing the issue across the board without consideration for anything but his own wishes.

 

I'm no cheerleader, but instead I'm a realist with a dash of idealism.

 

I got to be this way from twenty years in the industry, watching it rise and fall flat on its face countless times. It takes a toll on you to experience countless hardware, hype and “VR is the future!” opportunistic sales pitches from people in the industry who clearly don’t know their asses from their elbows when it comes to virtual worlds.  I no longer buy into the hype of virtual reality or even augmented reality because it has always been a let-down for essentially the same exact reasons like a record on repeat.

 

I’d very much like to get off of that Merry-Go-Round.

 

 

merry-go-round

 

In the case of Ebbe, I do feel differently than I have about all other predecessors for a number of reasons. I get a different "vibe" off of this guy. I’m almost willing to say that he “gets it”. Almost... it’s a bit too premature for me to say that officially, but that’s the vibe I’m getting from him. Normally a red-flag would go up from gut instinct if something was out of place, and not even Philip Rosedale escaped that intuition with me.

 

In so much that he isn’t triggering that intuition from me is far more telling than anything else I could possibly say.

 

What I get from Ebbe so far is the following -

 

He's had some experience with Second Life, and so has his teenage son. That doesn't make him an expert, but in the same notion that gives him a leg-up in knowing that Second Life is the flagship product and needs to be cultivated as such. With the cancellation of Versu, DIO and (?) Creatorverse I believe he's thinking along those lines and saying roughly the same things that I would have said in the same situation -

 

Why have we as a company lost our focus and why are we spreading ourselves so thin on things which do not celebrate nor embody the vision of what this company and it's customers have created and have been known for?

 

So he is rightfully turning the focus back to Second Life, because it is the flagship product. But more importantly, there is an understanding that I think a lot of people missed outright -

 

Second Life should be able to focus on many contexts without having to employ everything it can do all at once. This hearkens back to the statement I made awhile back about how any CEO worth their salt would immediately recognize that Second Life *is* their platform and that they should empower that platform in order to make it useful across many contexts of interaction in order to appeal to a wider base. If Second Life as a platform was fulfilling that mandate, then there would never be a reason to publish a game outside of that platform - because by doing that, you are admitting that your platform isn't capable of even a simple game experience in a compelling or reliable manner.

 

This means creating a context that allows for building games/experiences efficiently in Second Life, and this means building business and education contexts on the same platform without needing everything up front. For this, we're talking things like the ability to have two modes of simulation as dictated by the sim owner - Open-Ended and Publish.

 

The latter (Publish) is what would appeal to actual game developers in the real world (and not in our little Second Life community bubble). Considering that Second Life is essentially a game engine environment editor (much like you’d see with CryEngine) the only thing it’s missing is that “Publish” button to nail down the virtual space. Second Life (in this manner) is essentially a game engine perpetually stuck in Edit Mode.

 

But let’s say there was a context where you finally added that Publish button to the editor. Now you have a platform to seriously publish content on (in the eyes of real world game devs). Published simulations are optimized for all manner of things like lighting, collisions, and so forth. I used to create Doom II WAD files back in the day, and while I could play-test those levels, the engine always had a “compile” step to nail it all down and pre-calculate stuff.

 

That’s the sort of differentiation that is needed for Second Life.

 

Yes, you can create games in Second Life now, using it as your platform – but just like a game engine stuck in Edit Mode, your games are running unoptimized and horribly inefficient. In the same manner as people can model stuff with Prims (hold on there, this is important) – The Prim editor in Second Life isn’t the bastard child people think it is. It’s a 3D Modeller program stuck in Edit Mode and without the Compile button to merge the tree making it into an Optimized mesh.

 

Think about that for a second.

 

If you could create something with Prims in-world, and then commit it to an optimized Mesh.. what would that mean to you? In a way, there are third party HUDs and such that can do this already (albeit in a limited manner) but what if that was built into Second Life itself natively?

 

No longer would people be saying “But I have to learn how to use Blender to make anything useful in SL!” but instead you’d be able to hand them the exact same tool that has been in Second Life since the beginning and say “You already know how to use this... we just gave you the Export to Mesh option.”

 

The most powerful tool in Second Life is ironically collecting dust.

 

I don’t really know jack about using Blender or another 3D modeling program. I’ve used a number of them over the years but I wouldn’t say I’m terribly proficient with them. However, I can model like a pro in Second Life. It’s too bad I can’t export to OBJ when I’m done as a native option or else I’d see SL as a toolbox that transcends into the real world.

 

Elaborating that toolbox and bringing more of those 3D Modeling functions back into SL natively would be a god-send. Sure you’d still have to use external modeling programs to do more advanced things until the native toolbox in Second Life was comparable, but in the short term, being able to use Second Life as a native 3D Modeling program to export would be great (assuming of course the permissions are correct).

 

Particle_properties There is (of course) the other caveat of that Toolbox which to this day hasn’t been addressed. In ActiveWorlds there was the native ability in the toolbox to define Particles via Point & click interface (much like you can do in SL with the other Toolbox functions). You didn’t have to touch a single line of code to make it work.

 

That would be something to make happen as soon as possible in Second Life – adding a Particle Editor to the Toolbox natively as a tab without it spitting out a separate Script for you to stick into the contents. Call it a Native Script versus a User Script. A native Script is what all objects would have internally and editing things like Particles via the Toolbox would alter that Native Script. User Scripts would be what you add to the Contents tab manually that you have coded externally.

 

Objects/Prims already do this – where do you think it’s storing the properties that you are setting when building? Native Particles would be no different... you’re just setting some more object properties for it to store.

 

This is something that (for ten years) has utterly baffled me for why it hasn’t been added yet (among a few other things). Staples of virtual environments like ActiveWorlds which predate Second Life by about 20 years have a better grasp on their in-world toolbox.

 

And I think that’s what gets me the most about all of this. Ten years later and Linden Lab has been so side-tracked or apathetic that they haven’t managed to finish what they started seven years ago. From a virtual world stand-point, the Second Life virtual environment is half of a platform full of unfinished things that went live before it was time. It is a box full of spare parts collecting dust... Like having a hammer but no screwdriver. The logical things that should be there simply are not, and the things that made no sense to do are favored with heavy bias.

 

So it’s not feasible now to just start from scratch or shut it down. It’s like a jet in mid-flight... but what you can do is go ahead and finally start finishing the things that should have been in Second Life that were systematically blown off for the past seven years, in order to make it a robust platform again.

 

It’s time to get the focus and vision back.

 

 


 

Take for instance the ongoing lack of native Weather in Second Life.

 

The biggest reason cited for not having Weather in Second Life is that it rains indoors with no good way to do a collision check for the particles. This is patently false and has been since day one. It just boils down to nobody wanting to actually do it or being given some other priority to focus on (with all of these CEOs changing their focus like I change my socks).

 

Implementing native Weather in Second Life is dead simple. Here’s how to go about it in two easy steps:

 

The same company responsible for Windlight (WindwardMark)... go back and get their Weather system too. That’s step one.

 

I know what you’re saying:

 

But, Will! Windlight doesn’t have Weather!

 

Oh yes it does, Skippy. Linden Lab deliberately left it out when they introduced Windlight to Second Life (circa 2007). Even though Windlight Weather is far more efficient than the 3rd party in-world solutions for Particles (which lag the hell out of the viewer), somehow this isn’t a native option in Second Life still.

 

Windlight Weather uses Screen Space Particles which are way better for the effect. It’s also how I used to implement weather effects in ActiveWorlds using their built-in particle editor on the toolbox, by defining the effect as a Screen Space Particle.

 

Here’s the video to prove the functionality exists:

 

 

 

 

Step two: You already have Prims, and what you need to do is create a manner by which a user can define ZONES. Zones are a staple in game engines... they are essentially Mega Prims which are phantom and contain special properties when outside or inside their space. This single step actually solves something like a few hundred issues in Second Life in one blow.

 

The same sort of issues that the community have created 3rd Party solutions and HUDs just to overcome. This alone should be telling... when the community is solving things that the main company isn’t touching.

 

Interestingly, Linden Lab is about 80% capable of doing all of this out of the box and I don’t think they’ve ever truly realized it (or particularly cared).

 

Zones are how ActiveWorlds handled the “It’s raining inside” problem without doing a collision check for every single object in world. But more importantly, there are countless other benefits to implementing user-defined zones.The users would define a Zone, pick a shape type, define the dimensions of that zone, and then assign properties to that zone.

 

Properties like:

 

  • Particles originating outside cannot enter.
  • Particles originating inside cannot exit.
  • VoIP inside this zone is not heard Outside the zone.
  • VoIP is disabled in this zone
  • People and objects inside this zone are not visible to people outside
  • Upon entering this zone the lighting changes to [this].
  • Ambient audio in this zone is [this]
  • Fog inside this zone is...
  • Upon clicking this object, change Zone Properties to [this].
  • This zone has the following media streaming when inside of it.
  • This zone has the following gravity.
  • and one of my favorites – This zone acts like water.

 

I have to take a moment to elaborate a bit on the Zone Occlusion property. This is quite possibly the greatest thing to be implemented. It allowed the creator to occlude areas and objects, which in turn drastically lowered the load time and lag. You could, for example, create a Zone for the inside of buildings which said that if you were outside of that zone (outside the building) then nothing inside would load. This saved on bandwidth and scene complexity by a light year. I’d walk into a building, and everything inside that zone would then load up but would then unload the minute I walked back outside.

 

Can you imagine an entire complex and dense city in Second Life using this to their advantage? I don’t want to name anything in pa- *coughs* Insilico

 

 

InSilico

 

 

The last property for zones was particularly useful for swimming pools. You define a swimming pool and then a Zone inside of it with Water turned on as a property. Whenever you entered that Zone your avatar would start swimming and you would move as if you were in water. I also had a blast defining zones with varying gravity in mid-air to simulate gusts of wind columns that the user would do a leap of faith into with a particle effect to look like dust was being blown up in those spaces.

 

Zone_properties2

The Water property for the zone was the same property that was used natively for the Ocean. Another contention I have is that the Zone (yes, Virgina... zones already exist in SL) for the Ocean is unfinished. Unless you have some attached HUD to go Scuba Diving (which is a 3rd Party workaround), you do not swim in the water. You just walk on the bottom of the ocean floor.

 

Essentially, Zones are like dynamic Parcels on steroids.

 

You create a house, then you create Zones inside of it with accompanying properties. Viola! It’s not raining inside your house anymore.

 

ActiveWorlds even added Mirrors to their platform years ago and it works just fine. Do you know how they got around the issue of it requiring too much horsepower? They added a property to it called Radius and limited the output to something reasonable like 128, 256 and 512 resolution so as not to kill a graphics card.

 

But of course, I digress (as usual) and have gone off on a tangent. Though we must keep in mind that this tangent has a very good point and it is related to the subject at hand... which is our dear commander in chief Ebbe Altberg. So let’s get back on track (though I can’t offer a segway).

 


 

Back to the Point

 

When Rodvik went off to make games and a distribution platform for them, it was a tacit admission of failure on his part. Instead of using his most powerful platform to create stunning experiences, he chose to follow the EA playbook and opt for a closed publish model unto itself separate from Second Life. The platform is (and always will be) Second Life, and the goal should be to make your platform robust enough to allow those better experiences to be created.

 

There is no reason why it cannot be done. Especially if a twenty year old company that is on its own death bed (ActiveWorlds) managed to do it years ago.

 

This is why with Ebbe, I see the same realization up front from him, and that is promising.

 

Second Life is many things to many people, and it should (going forward) be robust enough to cater to those use-cases natively so that it can be the universal platform for creating collaborative/shared experiences.

 

With Ebbe Altberg, the reason I’m not jumping on my usual cynicism bandwagon is because I get a very different “vibe” from him. From what I’ve seen so far, the very same types of things that I’ve said above, and the sorts of things that I’ve said for years in this blog, are also the same types of things Ebbe is looking at with a heavy dose of clarity and common sense.

 

So far, he’s very competent and showing a penchant for comprehending the situation in a manner that has been overlooked for years, with a breadth of inquiry and interaction that sorely needed to take place (and should by all means continue).

 

Only a few points in my opinion have been deducted... privately inviting 8 people to come talk with him and of those people are mostly just the shameless cheerleaders of Linden Lab. That irks me a bit because with the changing of the guard, the old lap-dogs are immediately sucking up to the new boss and flaunting “teacher’s pet” all over again.

 

 

There is a difference between 8 cheerleaders and 8 advisors. Remember that.

 

For that little maneuver, I deduct points. Because I heard a number of people asking me whether or not it was an invitation via the SL Press Corps and maybe they had their IM’s capped and missed it...

 

To which I had to say:

 

No, Linden Lab privately invited those people.

 

I deduct points for that because it’s not in Ebbe’s best interest to surround himself with unapologetic ass-kissers. Those 8 people will always find a way to spin things in a favorable light just to remain the teacher’s pet and gain favoritism as part of that.  

 

If Rome was burning to the ground, they’d tell us how wonderful Nero’s music was during the campfire cookout.

 

Nero Group Notice: Nero is playing Live at the Ampitheater! It’s Best In Beachwear at tonight’s BBQ with 1000L on the board! Bring your friends and remember to tip the venue!

 

Which is exactly why I refer to them the way I do. Yes, I am perfectly aware it’s insulting... but the premise of that situation is insulting to the entirety of Second Life. The company doesn’t need Yes-Men and Girl Friday’s, it needs people who are going to cut the shit and get to the brass tacks.

 

There is no hard journalism with them, and in fact almost always look for a way to spin a situation in the best possible light, or if unable will sit on the fence and insist things aren’t as bad as they seem (let’s just wait it out and have total faith they have our best interest in mind!). Essentially, it’s just a long string of fluff pieces... which is fine if you’re looking for entertainment and feel-good antics, but you’re not going to get anything done if you aren’t willing to pull a Mike Rowe from Dirty Jobs.

 

That’s why I’m a lot more proactive about things. I’m interested in actual answers, and barring having them am willing to go right ahead and find solutions. It’s no secret that I’m not one to just sit on my hands and regurgitate whatever the popular opinion is or try to paint the situation in the best possible light.

 

So if the situation is screwed up... I’m going to say so. The first step is admitting you have a problem. Already in this post I’ve gone ahead and solved about one-hundred issues with Second Life while proving it is undeniably possible to do so based on a twenty year old virtual environment. You can make that 101 if you want to include the Second Life X-Factor post I did a few years back detailing that Marketplace is the key to real world marketing involvement.

 

That’s a new record, even for me.

 

 

Mike Rowe - Dirty Jobs 

 

I didn’t show up to a meeting and ask questions... I flatly solved issues, and that’s the difference between a cheerleader and an advisor. If you’re a cheerleader, you ask questions like “How will the ToS be resolved?”, as an advisor you say “This is the point of contention, and here is why. Let’s understand the balance between the interests of Linden Lab and the interests of the content creators in order to hammer out a middle ground both can accept so we can move on.”

 

As a cheerleader, you show up to a private meeting so you can ask how Ebbe is going to address new user retention. As an advisor, you outline the things which are causing that new user retention to be low and then start making suggestions based on prior virtual world history on how to solve them.

 

Cheerleaders ask questions. Advisors offer actual solutions.

 

This is the reason I don’t take the SL Press Corp group seriously. You had to jump through hoops to get into it only for Linden Lab to ignore it and invite their favorite people privately for anything of importance. At the end of the day, that serves only one purpose – and that is to get the big names in SL media to show up, ask some questions, and then just relay that to the public (more often than not with a massive “go team!” bias).

 

Tsk tsk.

 

Don’t get me wrong... I understand that you very well couldn’t just invite everyone in Second Life as a free-for-all.

 

So this is what I would suggest:

 

Now that Linden Lab has had a talk with their teacher’s pet cheerleaders, the next meeting should be picking 8 academics with a comprehensive understanding of virtual environment history for a sit-down and a serious, non-fluff, discussion about the whole kit n’ kaboodle. They aren’t there to take notes and write a blog post about it, and they aren’t there to tell Ebbe what he wants to hear. They are there to get shit done and find actual solutions. They are there to offer their collective knowledge of the entire industry and its history to Ebbe so he can do his job more effectively and figure stuff out.

 

And I mean a serious discussion... not a one hour expose interview. Just devote an afternoon with a cup of coffee to really have a discussion and ask questions. But there is a difference here -

 

That first meeting was essentially the cheerleaders asking questions so they can go ahead and regurgitate to the public.

 

The second meeting should be 8 academics offering actual insight and answers on how to solve those problems. Less about those 8 academics asking Ebbe questions and more about Ebbe asking those 8 academics questions instead... asking people who can actually give insight and answers based on a little more than personal opinion or rose-colored glasses from inside Second Life. Advisors have one foot firmly in Wonderland and one foot firmly in the Real World.

 

Overall, I’m not cynical about this guy. If anything I’m actually intrigued and hopeful. He’s (so far) doing a well balanced and good job. Aside from the private meeting with the cheerleaders, and the name dropping of calling Philip Rosedale for a personal favor to get his kid unbanned... those are the only two points I deduct at the moment.

 

For the rest, I’ll just have to wait and see what actually happens... and as usual, I’m gonna call it like I see it.

 

 

It’s a dirty job, but somebody’s gotta do it.