Friday, January 29, 2010

ARchitecture



By: Keiichi Matsuda: Currently studying for his diploma in Architecture in Nic Clear's Unit 15 at the Bartlett School of Architecture in London.
Quote from YouTube:
The latter half of the 20th century saw the built environment merged with media space, and architecture taking on new roles related to branding, image and consumerism. Augmented reality may recontextualise the functions of consumerism and architecture, and change in the way in which we operate within it.
A film produced for my final year Masters in Architecture, part of a larger project about the social and architectural consequences of new media and augmented reality.
His Web Site: http://keiichimatsuda.com/
Below post clipped from: http://keiichimatsuda.tumblr.com/

AR for Architects

“Augmented-reality drop-down menus are the Gothic ornamentation of tomorrow.”

Domestic Robocop was featured on BLDGBLOG today, thanks Nic and Geoff!

Geoff Manaugh also linked in this article from the Icon website about AR; towards the end there are some interesting points on AR, Architecture (ARchitecture? sorry, it had to be done at some point), and the changing role of the architect:

But at the moment, architects are barely involved in developing this interactive environment – something that troubles Haque, who fears the profession will be sidelined. “The production of so much of what we call architecture is done by people other than architects,” he says. “The experience of space is more and more guided by technologists.”

It’s possible, as these technologies develop, that the effect on “un-augmented” reality could be harmful. As more signage and advertising is geared towards triggering AR content, for instance by including QR codes, the city might look increasingly baffling to un-augmented eyes. “Even now in Japan, often a third of a billboard advertising a new TV show will be a huge blocky QR code – one third of that poster has become unreadable to human beings,” says Matt Jones, director of design at creative design consultancy Schulze & Webb. “We might see less and less information in the world that’s human-readable, as more of it becomes machine-readable.”

This idea of computer-legible landscapes was the starting point for my current project (and will be my final scene in the film), but although it sounds frightening, it could liberate architects to work beyond physical space.

The future architect could be something more akin a set, interface or game designer, our knowledge of structural loading and building regulations replaced with knowledge of programming, philosophy and human behavior. I think this is a great and exciting thing but it requires us to stake out a new territory, somewhat redefine the profession, and importantly: not leave it up to the ‘technologists’.

Thursday, January 28, 2010

Inside the iPad - The Apple A4 & TFT LCD (Updated - News Flash - inSL Coming Soon)


With the iPad
, Apple I believe has succeeded in cementing it's lead in the consumer electronics business taking a commanding lead in the computer 4.0 era (or whatever you want to call this new stage in computing). The 1.0 era was Big Iron w IBM, DEC & Sun the big guns. Computer 2.0 was the PC with Intel, & Microsoft the winners. The Internet era saw Google, Amazon & Cisco come out on top. Now it appears to be Apple's turn. Apple has not reinvented itself, but unlike Xerox and Kodak who failed to capitalize on their R&D, Apple has leapfrogged the competition again following up the iPhone.

I noticed Jobs "filling in the product line gap between the phone and the PC", but also immediately wondered about the missing 4th form factor, the TV. Will the large screen HDTV be next for Apple? Dominating in3 out of 4 of the form factors would put Microsoft, Intel & Google & Amazon back in their respective places.

I just hope they will soon put AT&T in its place as well, but that is another story.

What is inside the iPad?
  • Chip: Apple A4 (Jobs said the A4 system-on-chip includes processor, graphics, I/O, and memory controller in one package.)
  • Browser: Safari
The Competition: Intel, Microsoft, Google & Amazon
  • Browsers: Chrome, Firefox, Blackberry, etc etc
Now Imagine it's April 1, 2010!

Imagine Linden Lab has been secretly working on a Second Life 2.0 port to the iPhone OS and with AT&T to solve both their lag problems. The iPad ships and LL goes live with inSL, a free app on the Apple app store, Just $6.95/m from AT&T, house, stipend & avatar included.
A sneak peek at inSL

Seriously I doubt it will or can happen but the timing would be perfect even without a cam.
(Can anyone say Coming Soon! inSL 2.0)






Wednesday, January 27, 2010

Outside the Box - WebGL/X3Dom/Chrome - 3D in the Browser Demo



First test of X3D inside a webbrowser. The model was exported from World of Warcraft with the WOWModelViewer to X3D. X3D is a markup language for 3D scenes. These scenes can be embedded in a web page and rendered *without plugins*. Only Javascript and a WebGL-enabled browser (currently developer builds of WebKit, Firefox and Chrome) is needed.

Goals: X3D and HTML5

The X3D Working Group is contributing to the HTML Working Group for the purpose of best integrating X3D with HTML.

Our goal is to make the native addition and use of declarative XML-based X3D scenes as natural and well-supported for HTML5 authors as the support provided for Scalable Vector Graphics (SVG) and Mathematical Markup Language (MathML).

This effort has strategic importance for Web3D and indeed for all 3D graphics, since X3D is an interchange format for a wide variety of models. We intend to establish a solid foundation for X3D to properly support 3D graphics in HTML5.

Nvidia Demo - Smoothed Partical Hydrodynamics


The video of a cool new PhysX demo that shows how smoothed particle hydrodynamics (SPH) fluids run on the upcoming GF100 (Fermi).

A Look at realXtend's new Open Source Naali viewer (Alpha)



hat tip to: RealXtend and Opensim Showcase Videos By Jani Pirkola

Tuesday, January 26, 2010

The Love Machine

While reporters look for the product, I have been looking at the process. Think about what he is doing.

Lets start with Twitter


philiplinden Add search capability to worklist - http://shar.es/aSjAe


Follow along now !


Client: [subscribers only] (70 projects posted, 61 Awarded)
Billing and Payment System confirmed
Provider can contact client More info
Client Location: United States, CA

Budget:Less than $500

Proposals Received: 8 Proposals (Average Bid: Sealed)

Posted:01/25/2010 01:47 EST

Proposals Accepted Until: Bidding Ended on 01/25/2010 19:21

Job Description:

We are developing an application, which you can use/test at [obscured] worklist/

It is PHP, MySQL, Apache on Linux.

You can also examine the source code at [obscured] svn/repos/worklist/

Result: Winner



Vukadin Premier Provider PortfolioProvider requires use of Elance Escrow with this bid

Vojvodina, RS

US$50.00

98% positive
53 reviews
$6525

98% positive
53 reviews
$6525

PlacedBid

See All Collapse

Time to deliver after bid is accepted: Within 1 business day • Bid ID: 18958218 • Bid Time: 01/25/10 03:18

Imagine - Building software in small chunks with "The Love Machine", piece by piece, a process of "rapid micro-outsourcing" for lets say a total of less then $100,000. ~woot~

Open Sim now exceeds 1/4 the size of Second Life

For years Linden Lab has touted the size of Second life in terms of size (sq meters) "We are bigger then Manhattan" or some small country etc.. Now in January 2010 reports are that the number of regions running Open Simulator on discoverable grids is now approaching 8000, more the 1/4 the number of Second Life regions.
See: OpenSim continues to gain in January

Monday, January 25, 2010

Predictions, Dreamers and Critics

I avoided making a list predictions at the end of 2009. I make a few now and then, but I opted to wait and read what all the others thought. I was also waiting for another time, my rezday into Second Life, to take stock, look back and look forward. Second Life was my first experience with a Virtual World other then wild parties during my youth.

My rezday date is approaching shortly. I first entered Second life and chose a name and avatar on January 31st, 2007. Not this name, but that is another story. Over these past three years I have spent considerable time in-world, and in the fall of 2007 started this blog. It was originally just a place to capture links and images of my explorations and findings not inside Second life but on the web. My focus changed a few times, from highlighting the talent I found, to promoting the whole concept of this new medium, to looking at the technologies and influences that were changing how I could use the computer socially and professionally.

If I read something I would not make many comments, sometimes none. but just snip and clip enough to interest readers and then give them the link-back to the source. I never tied anything together. It only occurred to me recently, after 30 months and 876 posts, that I do not write much myself but I am not lazy.

Though I have hundreds of readers and followers and thousands of hits a month I wonder if anyone has followed my travels or gained anything from all this approach. So before I make any predictions or write long posts I think a little History will best set the stage for 2010.


One note before we start:
I would like to recognize in advance the major sources of information and data beyond the Second Life Blogs and Forums:


I still am fair use clipping graphs, videos, images and sections of posts, but in this post I am trying to tie them all together into a documentary that reveals it's own storyline. I am not a writer, researcher of academic so using [5] style references and links brakes the train of thought. If anyone sees a copyright issue please email me ASAP.

I have found another thing that bothers me. Unlike printed text and books, this is all digital and this data is all quickly disappearing as sites close or are redesigned. Whole history wikis, forum posts & blogs I once read are now gone & links are broken, but this way at least this story will remain intact as long as this post is accessible.

This is not a complete history. I have not looked at all the components and uses of Second Life
, like education, nor have I noted any great builds or builders, or mentioned the world outside Second Life after it is born. That is covered in hundreds of previous posts here.

Background History
Setting the stage

The advent of the WWW world wide web as exemplified by the first release of the Mosaic web browser in 1993.
  • 1990 - Tim Berners-Lee writes the first web browser, WorldWideWeb, using a NeXT computer.
  • 1994 - Netscape releases the Navigator browser in October under the code name Mozilla. Pizza Hut offers pizza ordering on its Web page. The first online bank opens. Attempts to offer flower delivery and magazine subscriptions online. Netscape 1.0 is introduced in late 1994 SSL encryption that made transactions secure.
After Windows 1.0 and 2.0, in 1995 Microsoft releases Windows 95 with connectivity to the new WWW and everything explodes. This same year Philip Rosedale creates an innovative Internet video conferencing product called FreeVue, which is then acquired by RealNetworks.
  • 1995 - Jeff Bezos launches Amazon.com and the first commercial-free 24 hour, internet-only radio stations, Radio HK and NetRadio start broadcasting. Dell and Cisco begin to aggressively use Internet for commercial transactions. eBay is founded by computer programmer Pierre Omidyar as AuctionWeb.
The next year in 1996 Rosedale became Vice President and CTO of RealNetworks and VRML was all the rage. The future 3D Web is just around the corner. Here is the first of many clips and links (fair use) ~winks~.
From: SIGGRAPH Special Report:
Web 3D graphics get boost as VRML 2.0 specification is approved
Vendors embrace new standard as Microsoft plays both sides of fence
NEW ORLEANS, LA -- August 1996 may well go down in the annuls of the Internet as the turning point when the Web was released from the 2D flatland of HTML pages. The new specification for Virtual Reality Modeling Language (VRML) was approved here at the SIGGRAPH computer graphics conference, freeing developers to create three dimensional worlds, and vendors to build the tools to help them do it.
In 1999 Rosedale leaves RealNetworks and founds Linden Lab. The peer-to-peer file sharing software Napster launches.

In 2000 Linden Lab is funded by a group of notable investors including: Mitch Kapor, founder of Lotus and an early investor in RealNetworks, and two venture capitalists, Catamount Ventures & Benchmark Capital.


image source: http://en.wikipedia.org/wiki/File:Nasdaq2.png

Around this time the "dot-com bubble", covering roughly 1998–2000, climaxed March 10, 2000 with the NASDAQ peaking at 5132.52
  • In 2000 Cory Ondrejka joins Linden Lab becoming employee No. 4
  • Work begins in 2001 at Linden Lab, settling on LindenWorld, later to be renamed Second Life.
About the author : Avi Bar-Zeev has over seventeen years professional experience in 3D entertainment and visual simulation, developing large successful software projects in the on-line, rides & games, and vis-sim domains. He is a co-founder of Keyhole, maker of Earthviewer (which later became Google Earth ), an early employee of Intrinsic Graphics and a number of other startups. He developed technologies for Second Life, including the procedural 3D object rendering code. In July 2008 avi went to work for Microsoft.
  • September 11, 2001 (911) What were you doing then?
  • February 11, 2002 — Linden Lab,opened the DEMO 2002 conference with an exclusive preview of its "LindenWorld" entertainment service.
  • March 13th, 2002 - An Alpha version of what is now Second life under the name Linden World goes live and the first Resident (Steller Sunshine) rezzes.
Steller built some of the first resident content in SL, including the Governor's Mansion, a treehouse and a large beanstalk.
The basis for the modern mesh-based Avatar that was introduced in Alpha was a prim based Primitar. The central slider setting of 50 on the height slider today corresponds to the Primitar's approximate height. The primitar is said to have been accidentally made a bit taller than the average human, which is why placing the sliders in the middle makes the avatar a bit taller than expected.
  • October 2002 - Linden Lab Announces The name of it's new Online World 'Second Life™' and availability of a beta program
  • November 2, 2002 - Second Life Closed Beta begins
  • March 31, 2003 - Second Life Open Beta Released
clip from Slashdot. Posted Wed Apr 30, 2003
from the dont-have-a-first-life-yet dept.
thehossman writes "A friend of mine works for Linden Lab, and for the past few months he's been hyping their upcoming product: Second Life. I've just been nodding my head, and ignoring him, but last week he logged in and gave me a mini-tour of the VR world (and some things their alpha-testers have helped create) and I was blown away. Now they've announced their public beta, and if you've got a machine that can handle it, I highly advise you to check it out."
This is another of the lifestyle-focused massively multiplayer titles that seem to have very big (venture capital?) budgets backing them - can they succeed?

----------------------------------------------------------------

2003

The Birth of Second Life is not Easy

June 23, 2003 - Second Life Version 1.00 is released as a freely downloadable service, priced at $14.95 per month by subscription, with discounted longer term memberships also available. Originally the monetary model was based on a tax on prims, not on land.
See the PDF Second Life Reference with a date of 06/20/03. This 102 page PDF is a detailed documentation of Second Life in 2003.



October 2003 - A Letter from the Publisher: Our Mission at The Alphaville Herald http://foo.secondlifeherald.com/slh/2003/10/index.html
In a recent study, Edward Castronova at California State Fullerton calculated that if the MMORPG (Massively Multiplayer Online Role-playing Game) Norrath were "real" place, the per capita gross domestic product of Norrath would make it the 79th richest country in the world (per capita), just behind Russia, but ahead of Bulgaria.

This remarkable conclusion was based upon the sale of currency and virtual goods of Norrath on ebay and other online locations. Other recent work has pointed not just to the development of virtual economies, but to emerging governance structures, laws, and other institutions within virtual communities. If this is right, then virtual communities in general and MMORPGs in particular are not just games, and not just chat rooms, but are also real places that are developing real social institutions and real economies.
In their first rather academic posts (see above link) The authors layout some of the foundations of how these new Virtual Worlds should be structured & managed. Only later do they get swept up in reporting the "Social Games" played like the Second Life Battles

October 2003 - Second Life 1.1 Released

Clothing, textures, sounds and scripts now enjoy the same protections as other objects, allowing you to set permission on clothing, scripts, and textures so that other people cannot modify or copy your hard work.

There is a new permissions field for the 'next owner'. The next owner is the person who either buys the item, or receives it from you as a gift. By default, the next owner will have permission to customize the object, so if you want to sell a shirt that the buyer cannot modify, turn off Next Owner Modify. There is also a new permissions flag for transferability. If you specify in the next owner field that an object cannot be transferred, then the receiver of your content cannot sell or give away copies of the object. If you want to give away a copy of a shirt, but don’t want the recipient to be able to resell it, turn off Next Owner Transfer.

& Linden Lab gave theses statistics:
Second Life now stretches over nearly 1,000 acres of land containing more than 200,000 user-created objects, including clothing and accessories to buy, nightclubs to visit, and an amusement park owned and operated by residents with more than 30 exciting rides. Second Life residents typically spend 13,000 hours a week in-world, socializing, building and conducting over 17,000 transactions of goods and services.
  • November 2003 Linden Lab, announced changes to Second Life's Terms of Service now recognize the ownership of in-world content by the subscribers who make it. The revised TOS allows subscribers to retain full intellectual property protection for the digital content they create, including characters, clothing, scripts, textures, objects and designs.
  • December 2003 - The Prim Tax revolt results in rethinking the whole prim tax model and establishes the new business model for Linden Lab, based on land taxes or as is now known tier payments, scrapping the prim tax. Version 1.20 Released
Read: THE PRICE OF A NEW WORLD: AN INTERVIEW WITH PHILIP LINDEN


----------------------------------------------------------------

2004
A Year of Sky High Hopes and Expectations

January 2004 - Version 1.2.0 changes goes into effect January 12th, 2004

Version 1.2.0 brought huge changes to the world, resulting in a complete social reorganization. Some say that after 1.2.0 it was "all about the money". 1.2.0 also gave a major directional change to SL, having a major impact on the way economy would develop.

Major Changes in 1.2.0:

  • Base primitive limits per simulator will increase 50 percent in v1.2.0, from 10,000 primitives per simulator to 15,000.
  • Taxes were done away with and replaced by new land model. With building costs and property taxes abolished, you can now build as you like
  • Land was taxed in a higher manner, residents were given the option to pay extremely high L$ rates per month, or in "lesser"-cost USD payments.
  • Prims were divided between land owners based on parcel size (eliminating "prim hogs").
  • Scripters given the ability to create dialogs via llDialog function.

March 2004
- Linden Lab™ announces the sale of private virtual islands to Second Life™ Residents
Resale of land among Residents has also increased with thousands of transactions taking place weekly, rapidly creating vigorous secondary markets for Second Life real estate. Some Second Lifers have even taken on the role of real estate agents, architects, and developers to handle the dramatic rise of in-world land transactions.

Since January 2004, land sales have grown steadily with more than 800 parcels sold at auction to date. Residents have spent as much as USD$550 for an acre of Second Life land, which can also be purchased for Linden dollars, the in-world currency. The entire land mass has grown 5 percent weekly, as Linden Lab has added new servers to its expanding grid computing array.

June 2004 - CNET News


Linden Lab CEO Phillip Rosedale gives correspondent James Hilliard a tour and explains how users are turning their online alter-egos into money-making businesses.

June 2004 - With the 1.4.0 Release (See the Second Life 1.4 Preview Guide)

  • Parcel Audio Streaming is introduced & avatars gained much in the way of personalization through the use of resident-created animations and animation overriders.
  • XML-RPC is introduced - Live Connections to outside servers via XML-RPC allows data and commands to be sent back and forth between disparate systems over the internet. In Second Life, this means computers outside of Second Life can communicate with Resident-created objects and scripts in-world. Some applications for XML-RPC include faster in-world blogging, the ability to send newsfeeds into Second Life and the capacity for store owners to manage their inventory remotely. The seeds of Xstreet & Merchant Servers like Apex and Hippo are sown.

June 2004 - GOM Defrauded in sale of Sims Online Simoleans & Star Wars Galaxy Credits. EA & Sony do not support GOM, but Linden Lab supports GOM and its trading of $ <-> Lindens

"Now we have always called ourselves a "secure way to trade". By that we mean that we *actually* provide seller protection because *we* guaranty delivery. We are holding true to this policy, and absorbing this $3000.00 loss. This $3000.00 is approximately 70% of our profits since January. We didn't build GOM to make us rich. We built it as an experiment in digital world economies, and to provide people like you with a cheaper and more efficient alternative to eBay. We cannot afford to be tought another lesson.

Until further notice, all trading in *all* games except Second Life is halted. All currency you may have on deposit with us will be returned to you at a mutually convenient time. Please request a withdrawal and contact either Tom or myself to schedule it. PayPal withdrawals will also be made on our regular sporadic schedule.

Linden Lab (creators of Second Life) is the only publisher to support our efforts. Second Life business will continue as usual. Please accept my apologies for this delay. Linden Lab has worked with us before on this type of fraud, and we're confident that our future with them will be long, happy and prosperous for all. :)

July 2004 - GOM ATMS introduced

"Gaming Open Market installed an ATM machine in Club Elite (they've been in game for about a month)" via: http://foo.secondlifeherald.com/slh/2004/08/coolness_goms_v.html

July 2004 - Public land will go to auction

(An interesting post to the SL Forum) by Philip Linden

Currently, land that is released by a resident without reselling it converts to "public" status. This status means that the land can be purchased by anyone who clicks on the parcel and pays a standard L$1/Meter fee. Scripted objects that look for such land have made this quite a race - the first resident to the public land gets it.

Land prices for auction and resale are now much higher than L$1/Meter, making this highly sought property.

Given that the intent of the auction system is to establish a fair price for land which is desired by multiple residents, the correct feature change seems to be to make land which is released in this manner be automatically sold at auction, rather than being changed to 'public' status.

There has been considerable suggestion and discussion on this topic, and we think this seems like the right direction.

August 2004 - Interview: Cory Linden on IP issues in Second Life

few Interesting quotes"

Cory: The debate about whether digital goods are property has been covered quite well by Greg Lawstowka and Dan Hunter (http://papers.ssrn.com/sol3/papers.cfm?abstract_id=402860) and while there may be some debate about whether items in other MMORPGs meet their definition, since all those items were simply made by the developer for the temporary use of the player, it is clear that new creations inside Second Life meet the various historical and philosophical definitions quite well. Certainly courts will take time to fully understand this, but intangible items have been property for a long time.

Cory: Second Life does import quite a bit of data from the real world and, if anything, Second Life?s support of real-world IP increases the available content set. It allows artists and creators in the real world to freely import their content, which they would be less likely to do if they were forced to give up ownership of it. Also, moving forward, residents will need to get more ability to shape the rules within Second Life as they continue to make the world their own.

Also, in the future what you will see is Second Life consuming less real-world content and creating more content internally, much of which will be exported to the real world.Second Life has important innovation advantages when compared to the real world. Zero marginal cost of reproduction, extremely low communication and travel costs, available capital and reduced capital requirements for business growth, property rights that can be tuned to maximize creativity and fluid, vibrant free markets. Second Life is a place where the only limits are human creativity and time.

August 2004 - The First Economic Statistics Posted by Philip Linden
(Another interesting post to the SL Forum)

Hi All,

Publically available economic statistics are clearly going to be important to the growth of SL, and so we want to design a great system for generating those statistics.

To drive discussion, I've attached a spreadsheet with some actual data from the last 4 week on the SL economy. Take a look and respond with comments on what you think is useful, missing or unclear. Bear in mind that we will likely not have the time/resources to provide every piece of information you might be interested in, so try and prioritize - what would you MOST like to see.

Based on feedback, we will come up with an automated way (website, etc) of providing uniform access to these statistics for all SL residents.

October 2004 - aLife and sLife

Blog Post by Philip Linden
We still do not see lifelike behavior in software systems for the simple reason that they are not sufficiently complex. In emergent systems, more is different, and we have many more neurons than our computers have memory addresses or transistors. But there is every reason to believe that the long waiting for interesting behavior in software simulations will come to an end as the computational complexity of our computers rapidly approaches and then surpasses us in the next few years.

October 2004 - Evolutionary fitness, OR Things I’d like to see next in SL

Blog Post by Philip Linden

For a large and complex system, the chance that any particular peak is the highest one attainable is very small. Applying this idea to Second Life, one can view the peaks as corresponding to different appealing (and therefore persistent and repeated) experiences that have been created.

Casinos and nightclubs in SL, for example, are clearly peaks. But evolution theory tells is that there is this problem of getting off a peak once you are up there - so in SL, having fun building, making money, or getting famous are examples of the environmental forces that tend to keep a lot of energy and people focused on those peaks once they are discovered. The problem is that while every peak is alluring, for the system to continue evolving, you need to somehow get everyone moving around on the landscape to discover other, higher peaks.

Philip goes on to suggest:
  • Golf Courses
  • Shooting Galleries
  • Fight Club
  • Real-Estate Agents

    Everyone complains about land speculation, but where are the real-estate agents at the start area? Why, as a new user, aren’t I tempted by a helicopter ride from “Buddy Kane, KING of SL Realty”? Buddy flys me around to all these cool different places in-world and finally puts me into a nice little starter home on 1024 meters on the edge of a lake. OK, so I agree many of our current population would no more buy a developed lot than show up at Burning man in Khakis, but this is going to change over time. I highly suspect many people showing up at the start area today would rather buy from Buddy than a 512m blank plot from the Guv’nah.

The community responds with sophisticated analysis of the economic & technical landscape of SL. Names I now know pipe in with comments:
  • Chris Altman
These are all great ideas, Philip, but as you noted, the field of undiscovered peaks is huge. Given a rich environment in which to innovate and create, we should be seeing new things being tried out all the time, right? I'm still new to SL, but I'm already getting the sense of "been there, done that". There seems to be some not-quite-tangible ceiling on innovation. Why is it that the peaks you mentioned - casinos and night clubs - are the current pinnacles? What sort of incentive is needed to motivate the idea people to try something new? What tools are missing, if any, and what is lacking with the current tools? One of the things you mentioned is a UI in the golf scenario. As far as I know, we as residents don't have the ability to customise the SL client UI. Theoretically, a UI for such a game could be designed within SL itself with prims, textures and scripting, but how "natural" is it going to feel? How useable would it be?
  • Anshe Chung
One problem with "Buddy Kane, KING of SL Realty" is that everybody enjoys the ride, but not many would pay the markup. Especially the example with the newbie area is kinda problematic. Even if the newbie would already be ready to buy land and pay your extra markup, which you would have to charge over Guv'nah's more simple service, expect being accused of "screwing the newbies". Having said this, as land trader I regularily take customers on tours, showing them various locations for sale to find the exact type of land fitting their requirements and pockets. However, those people usually are not newbies but more established residents who contact me when in need of such service.
  • Gwyneth Llewelyn
Strangely enough, the current "stable" landscape, even if we are at one of those peaks and can't "see" the next one, has not lost its appeal. I also think that there is a big tradeoff in terms of time investment vs. payoff. Designing all the complexities of a golf course takes months, and will there be enough "innovation" to appeal a regular influx of L$? Remember that people (unfortunately) have to spend their spare time building the metaverse. If they start adding up the "real dollar" investment in such a project, things start to become quite hard for getting ROI.
  • Morgaine Dinova

Deklax, the reason why LL undercuts the potential newbie market for land barons (no, don't call them estate agencies, let's be honest here) is because LL profits depend almost entirely on the monthly land tax. Any additional profits from initial land sales are completely insignificant compared to the cumulative profit from tax.

And that is why nothing must stand between the new recruit and his plot of land, not even the disincentive of a small markup by land barons. If I were in LL's current position I would do the same.

That said, in their position I wouldn't use static server assignment at all but dynamic, and therefore land would be almost free --- it would tie up disk storage space only, and hence be extremely cheap. Prims would continue at similar prices to today though, since they reflect use of CPU and network bandwidth resources, but that would be entirely separate from land area.

The following snips are from the now infamous " Anshe Chung Ailin Graef) Flying Penis Interview" in December 2006 by CNet

What were some challenges you had to overcome to get your business started?

Graef: The biggest challenge was the established elite that existed in Second Life before I joined. Many people were around more than a year before me. LBut from when I signed up in March 2004 to when I showed up at the top of the leaderboard was only four months.

This, not surprisingly, created some funny reactions from the existing power elite. Others in similar situations--such as one well-known casino operator--who were also latecomers and successful, ended up being griefed so badly that they gave up and left Second Life. Luckily, I was prepared when it happened.

Cnet: What were some other challenges, and how did you overcome them?

Graef: The Second Life economy changed rapidly. In September 2004, about two and a half months after I had entered the land market, most of our business was still purely trading--buying and selling land, and providing some services associated with this, but not yet really developing land. We and others had invested in the Second Life land market at relatively high prices.

Suddenly, Linden Lab more than doubled the release rate of land. Overnight, the land prices dropped drastically, to less than half that of before. Most of my competitors made the big mistake of not wanting to sell land at a loss. So they sat on land they owned and did not sell it.
At the same time, they had no money to buy new, cheaper land. I swallowed the bitter pill and followed (my husband's) advice to start selling land at a loss, but at the same time, I aggressively bought cheap land as it flooded into the market. This was a very big challenge because it entailed a very real risk of bankruptcy if it didn't work.

There are plenty of skeptics about Second Life who simply can't accept that someone could have a million dollars' worth of virtual assets. So how do you come to that figure?

Graef: First, you need distinguish between three different things: real money in Ailin Graef's bank account. There's no million dollars in any bank account now. Second, the value of Anshe Chung Studios. That number was independently assessed in August by (some) investment firms and was already clearly more than $1 million.

The third thing is the value of what actually is owned by the avatar, which is 550 simulators--some unsold, some with profitable business tenants earning money every month--and the far more difficult, to assess value of content, content rights and stakes in other Second Life businesses.

To liquidate everything without leading to the price of Second Life land or the value of Linden dollars (the currency of Second Life) dropping by more than 10 percent would require up to eight weeks. I am very confident in saying this because in February and March, we cashed out $150,000 because of our investment in setting up shop in China, at the same time that IGE sold off about $100,000 Linden dollars.

At that time, the LindeX volume and the size of Second Life economy was much smaller. Yet even such large liquidations of Linden dollars did not lead to any serious issues. The Second Life economy is so large that I would not be surprised if, in two years, somebody has a net worth of $10 million.

November 2004 - SL Forum posts give a glimpse of the early lands maket: http://forums.secondlife.com/showthread.php?t=26248

"I'm a newbie and Sims Online refugee who decided to risk an adventure on the auction system because I saw a very beautiful parcel, in a new sim that was starting to get cluttered up with malls and ugly roads and buildings. I thought it would be interesting to try to develop the land with a project while trying to keep its pristine beauty."
  • Eggy Lippmann proposes what later would become Open Space Sims in response to mainland landbarons & landuse abuses.
I wouldnt mind seeing LL auction land on void-like sims. You know, 4 sims per server, 1/4th the land fees? I wouldnt mind getting 16384 m2 with my free allocation of 4096. Even if it meant I could only have 1000 prims. I'm sick of all the clutter, people building their boxy houses right next to each other, deleting all the linden trees, bleh.

December 2004 - Cory Linden writes in the LL Blog:
"Much like Gaming Open Market, SLExchange does a great job of integrating into Second Life and makes it easy for users to shop when they aren’t online or don’t have a lot of time. I think that it will be very interesting to watch SLExchange’s expansion over the coming weeks and months."

One of the SLexchange owner's responds:

Thank you Corey for your enthusiasm! We are please that so many Second Life members have found SLExchange.com!

With the vast complexity of SL commerce, it seemed natural that a truly expanded marketplace was needed, and we sincerely hope people will find our eMarketplace to be of value and an important part of their SL experience.

Currently we have over 100 SL content creators listing their wares at our web site and we continue to greet new arrivals each day. Many merchants have listed free items, and we encourage everyone to log in today and see the website update we did this past weekend!

Thank you everyone for the wonderful support - we're just getting started!

Merwan Marker

CoOwner

SL Exchange

----------------------------------------------------------------

2005
The Great Year to Build a Business
or the early bird gets the worm

Kermitt Quirk invented Tringo over the Christmas holidays by combining Bingo and Tetris. He scripted it, held beta runs trials at The Barnyard owned by Omar Drago and LovesIt Langdon and once it was stable, started selling it.

March 2005 - Release 1.6.0
  • Steer your avatar more smoothly while walking by left-clicking on yourself and driving with your mouse
  • Video streaming – In much the same way as streaming audio, both live and on-demand video can be streamed into Second Life and played back on any textured surface in-world. The QuickTime engine is used for streaming playback, allowing support for open standards like MPEG-4. Requires that QuickTime be installed.
September 2005 — Linden Lab announces that Basic Memberships - formerly $9.95 - are now free.
"Second Life is taking off in a way that greatly resembles the early internet — and appeals to an open, creative, entrepreneurial community." said Philip Rosedale, CEO and Founder of Linden Lab. "Browsing a website doesn't cost anything, and neither should exploring Second Life. Moreover, the number of people buying land and developing content in Second Life is increasing so rapidly that we believe that not charging for Basic Memberships will actually increase our overall revenues."

"The thousands of content developers creating clothing, games, services, and other experiences within Second Life will be delighted by our transition to a free model in which tens of thousands of new residents will gain free access to the platform" said David Fleck, VP of Marketing for Linden Lab. "We expect the US$18M for goods and services transacted annually to grow rapidly with this change by stimulating more new development and economic activity.

The stage is set for Second Life to expand and become an open platform." Second Life continues to grow at an accelerating rate and will shortly reach 50,000 Residents. "For me, Second Life isn't a game — it's a job, a living, a place to do things I can't do in real life" said Munchflower Zaius, Second Life entrepreneur. "I began selling avatar skins to make extra money and it's become my sole income — and now, it's more than enough money to support me and my two kids.
October 2005 - Second Life Opens the LindeX Currency Exchange, GOM goes out of business, and Linden Lab stabilizes the money supply.
Comment re: GOM by Gwyneth Llewelyn:- "The GOM story was always misrepresented in the media, and always will be, since LL did little to discourage it. GOM was going to go away anyway, because of several internal issues, and LL tried to save it by buying it. When the deal failed, LL had no choice but to create their own service instead."
Comment re: GOM: by Prokofy Neva - "So why am I continuing to use the word GOM? Because these are independent businesses with resident ideas that are being taken over, perhaps with their own avid acquiesence if they are failing, perhaps reluctantly at the thought they'd be closed by LL coding their own sites anyway.
http://wiki.secondlife.com/wiki/History_of_Second_Life/LindeX_Chatlog
http://secondthoughts.typepad.com/second_thoughts/2005/09/index.html

----------------------------------------------------------------

2006
The Year of Great Expectations & Media Hype

The year of the story that started the boom of media coverage and the resulting rapid population growth

March 2006 — Linden Lab®, announced it had completed a successful financing round of $11M led by Globespan Capital Partners and with participation by Jeff Bezos. Current investors Benchmark Capital, Catamount Ventures, software pioneer Mitch Kapor, and the Omidyar Network also participated in the round. The best guess is that total amount of venture capital invested now exceeds 20 million including funds provided by Rosedale.
"Second Life has grown to over 165,000 residents with an economy worth over US$60mm per year. With thousands of Second Life creators building more complex and engaging content, we are rapidly moving toward a mainstream global market," said Philip Rosedale, CEO of Linden Lab. "
April 2006 - Flexiprims introduced



May 2006 - Second Life Resident Anshe Chung is featured on the cover of the U.S. magazine BusinessWorld and reported to be the first person becoming an Real Life (RL) millionaire due to Second Life business.

May 2006 - MWN.com's GOING PRO IN SL - Aimee Weber interview


October 2006 - the 1,000,000th Resident joined Second Life.

Not all reporting was positive though:

From:Second Life: What are the real numbers? Posted by Clay Shirky
http://many.corante.com/archives/2006/12/12/second_life_what_are_the_real_numbers.php

Comment by Howard Rheingold on December 16, 2006

I've lectured in Second Life, complete with slides, and remarked that I didn't really see the advantage of doing it in SL. Members of the audience pointed out that it enabled people from all over the world to participate and to chat with each other while listening to my voice and watching my slides; again, you don't need an immersive graphical simulation world to do that. I think the real proof of SL as an educational medium with unique affordances would come into play if an architecture class was able to hold sessions within scale models of the buildings they are studying, if a biochemistry class could manipulate realistic scale-model simulations of protein molecules, or if any kind of lesson involving 3D objects or environments could effectively simulate the behaviors of those objects or the visual-auditory experience of navigating those environments. Just as the techniques of teleoperation that emerged from the first days of VR ended up as valuable components of laparascopic surgery, we might see some surprise spinoffs in the educational arena. A problem there, of course, is that education systems suffer from a great deal more than a lack of immersive environments. I'm not ready to write off the educational potential of SL, although, as noted, the importance of that potential should be seen in context. In this regard, we're still in the early days of the medium, similar to cinema in the days when filmmakers nailed a camera tripod to a stage and filmed a play; SL needs D.W. Griffiths to come along and invent the equivalent of close-ups, montage, etc.

The one difficult to surmount obstacle is the learning curve. One figure I'd like to see is the number of people who create objects and environments in SL. That population is where the innovations are likely to emerge.

I think the SL hype deserves debunking, but let's not set that debunking up as an eternal straw man. Who, exactly, is predicting that any percentage of the population will really live in SL? (Someone who has lost a loved one to WOW?) To me, the point has long since ceased to be whether or not this is going to be as popular as solitaire, but whether some truly useful innovation is going to emerge.

November 2006 - Copybot developed. LL Makes a statement Use of CopyBot and Similar Tools a ToS Violation
CopyBot was originally created as a debugging tool by the libsecondlife development team.

December 2006 - The Penises attack http://en.wikipedia.org/wiki/CopyBot
December 2006 - Newsmaker: Virtual magnate shares secrets of success
CNET news.com: December 20, 2006

Last month, Ailin Graef issued a press release announcing that the company's total holdings, comprised mainly of virtual land in Second Life, were worth more than a million real-life dollars. For those who aren't familiar with the complex economies of virtual worlds, such a claim may seem incomprehensible.

But for anyone who has spent significant time in Second Life, the number seems all too possible, given Chung's dominance of the land market there.

On Monday, Graef visited CNET's Second Life bureau for a discussion about her business, how best to set up businesses in Second Life and the nature of competition there.

Unfortunately, as the interview was commencing, the event was attacked by a "griefer," someone intent on disrupting the proceedings. The griefer managed to assault the CNET theater for 15 minutes with--well, there's no way to say this delicately--animated flying penises.

It's not clear why the griefer attacked, but Anshe Chung is controversial to some Second Life residents for reasons such as inflexibility on land pricing, the signs she has placed in many areas of the virtual world that are visible to anyone flying overhead, and her ability to get many residents to sell their land to her.

Chung refused to continue the interview in the CNET theater but agreed to go on in her own space.

Once restarted, the interview was attacked again, and the protester even managed to crash the entire server on which Chung's theater is held.

December 2006 - Growth of Second Life Community and Economy

Highlights:

Premium Residents. Premium Residents has grown from 5,000 at the start of 2005 to over 36,000 at the end of November 2006. Since its inception more than 90,000 unique Residents have bought currency on the exchange. Basic Residents account for significant economic activity.

Regions of Land Owned by Residents. The Second Life world is made up of over 3,500 regions of land. I expect that 70% of Linden Lab’s revenue will come from land sales and maintenance fees.

User Hours. In November of 2006, Residents spent more than 6.4 million hours in-word – that’s more than 10 times the number of user hours in January 2005. Similarly, the monthly peak number of Residents in-world at the same time, concurrent users as seen on the Second Life home page, has grown dramatically, reaching over 18,000 in the past couple of weeks.

LindeX Volume and Cash Payouts. The LindeX is a virtual user-to-user currency market in which Residents can buy and sell Linden Dollars (L$) – the virtual currency of Second Life. Residents use L$ to buy and sell virtual or real goods and services in Second Life. We first launched the LindeX in October of 2005. Since then more than $15 million dollars worth of Lindens has been bought and sold on the exchange – with $2.6 million traded in November alone. Many Residents operate businesses in Second Life where they sell virtual or real world goods or services in exchange for L$. They can then sell their L$ on the exchange and use their resulting US dollar balances to pay the maintenance fees on their land in Second Life, or they can get real cash. Since October of 2005 our Residents have cashed out almost $8 million with about $1.1 million of that in November. The larger shaded area on this graph shows the number of US dollars traded for L$ on the LindeX exchange. The smaller shaded area shows the number of US dollars Linden Lab has paid Residents who have sold Linden dollars on the exchange. Many Residents make enough money that Second Life is their sole income.

Economic Activity. This chart is for the economists in the community. The dark blue chart shows the total supply of Linden dollars in-world at the end of each month since January 2006. The light blue chart shows the total Linden dollar volume exchanged between Residents. The orange line is simply the light blue chart divided by the dark blue chart – the total in-world Linden dollar transactions divided by the supply of Linden dollars. In a real economy this is called the velocity of money. Basically, this means that Linden dollars are cycling through the economy about 2.2 times each month. In November of 2006, there were about a trillion Linden dollars in circulation and about 2.4 trillion L$ passed between Residents, implying an economic velocity of 2.4. The economic velocity has been surprisingly steady as the economy has grown. The average monthly economic velocity in 2006 was about 2.2x with a standard deviation of 0.16x and a median of 2.3x. The stability of this monthly number is interesting given that the daily exchange of Linden dollars has been inflated at times by individual users performing tests on some of their scripts.

But economic velocity is one of the many underlying metrics of Second Life that show a high level of consistency over time. It’s that consistency that makes forecasting Second Life growth surprisingly accurate and exciting to contemplate.

I hope this additional transparency into the underlying statistics of Second Life is helpful to you. I’m sure there are many statistics that people would love to see and we’ll be releasing more information over time. I think the community would agree with everyone at Linden Lab that being involved with the growth of Second Life is a lot of fun!

(Since 2006 the statistics provided by Linden Lab have become much more opaque. See the End of this post, Dec 2009 for the latest and compare a few numbers)

----------------------------------------------------------------

2007
The Year of Ups and Downs



In 2007 the hype goes negative & continued growth causes server problems and instability as concurrent users approach 30,000. Scalability is questioned. Corporate marketeers flounder, businesses suffer and the boom ends.

January 2007 - The SL client is open sourced
I rez an avatar on Jan 31st 2007 in this time of explosive growth.


January 2007 - OpenSimulator was founded as an open source simulator project.

Feb 2007 - Linden Lab launches voice in Second Life

May 2007 - Child Sex Scandal in Second Life

May 2007 - Sculpted prims are made available on the Main Grid as of version 1.16.0(5).

By May I have finished building my first house all from freebies and prims. A short time later JeanRicard was first rezzed.

July 2007 The Lindens add more Mainland continents, Corsica and Nautilus or whatever they are called

July 2007 - TechCrunch reports. Will The Last Corporation Leaving Second Life Please Turn Off The Light
& The New York Times reports - Virtual marketers have second thoughts about Second Life.
On its website, Second Life says the number of total residents is more than 8 million. But that counts people who signed in once and never returned, as well as multiple avatars for individual residents. Even at peak times, only about 30,000 to 40,000 users are logged on, said Brian Haven, an analyst with Forrester Research.

"You're talking about a much smaller audience than advertisers are used to reaching," Haven said.

Some in the audience don't want to be reached. After marketers began entering Second Life, an avatar named Urizenus Sklar -- in the real world, University of Toronto philosophy professor Peter Ludlow -- wrote in the public-relations blog Strumpette that the community was "being invaded by an army of old world meat-space corporations."

He and other residents accused companies of lacking creativity by setting up traditional-looking stores that didn't fit in. His column was reproduced in the Second Life Herald.

Nissan Motor Co., a subject of such protests, has since transformed its presence in Second Life from a car vending machine to an "automotive amusement park," where avatars can test gravity-defying vehicles and ride hamster balls. Sun Micro has made its participation more interactive and fanciful, Chief Gaming Officer Chris Melissinos said.

Ludlow isn't impressed. He said most firms were more interested in the publicity they received from their ties with Second Life than in the digital world itself. "It was a way to brand themselves as being leading-edge," he said.

Angry avatars have taken virtual action. Reebok weathered a nuclear bomb attack and customers were shot outside the American Apparel store. Avatars are creating fantasy knockoffs of brand-name products too.

Some buying and selling does go on in Second Life. An avatar can acquire currency -- called Linden dollars -- by earning it or buying it with U.S. dollars. (The exchange rate is 268 Lindens to $1.) With a stack of Linden dollars, an avatar can spice up his or her look or while away the time in a casino.

July 2007 - Second Life Gambling Ban shortly followed by

August 2007 -
Collapse of Ginko Financial

September 2007 -
I start this blog

September 2007 - Surprise! European VAT Tax Surcharge in SL

September 2007 - Controversy erupts over Anshe Chung and ACS's 10 Linden Collection & involvement in SLEXchange (nowXstreet SL)

I have cut all the old SLX forum post here since it may son be gone.
  • Apotheus Silverman:
Sep 11, 2007 Post subject: Recent concerns in the forums

In reading through these forums I see there is quite a bit of speculation and misconception about SL Exchange's relationship to Anshe Chung and ACS. I want to take a few moments to address some of the fears and concerns expressed over the past week as well as hopefully key you all in on the reasons and motives behind some of what's happened.

Anshe's role at SL Exchange

It's best to start at the beginning. Anshe has had partial ownership of SL Exchange since 2005. Although Anshe has been a partner for over two years, I have always had and continue to have controlling shares in the company and complete autonomy in all things relating to management and operation of SL Exchange. Anshe gets a vote if she desires, but I have the final say in everything.

I feel it's necessary to mention that the company does not distribute dividends to its owners. The only people getting paid here are the ones who work for the company. I draw a salary along with the rest of the staff, but Anshe doesn't get paid as she doesn't work for us. We're a small company with a tight budget that leaves no room for dividends, and any excess funds we do end up with go straight into improvement and expansion.

The ACS 10Linden Link

Anshe asked me if I would create a category for some items that she was bringing over from IMVU. I wasn't thrilled with the idea of a new category just for these items, but I wanted to assist her because we, as a company, hadn't done much for her in all the time she's been a partner.

Because I'm a coder at heart, my focus was on making something that would give her what she wanted without compromising the infrastructure of the Marketplace. I completely missed the boat on how a link like this would be perceived by our Merchants. I expected some rumblings about Anshe being a part of SL Exchange, just like there always are whenever someone brings her relationship to SLX to light, but I had no inkling that this would be perceived as a blow to our other Merchants.

You expressed your outrage and you were heard. That link was changed to a L$10 link for all L$10 items within a day. Then after further consideration and further reflection, I decided to remove it completely and as of Sunday, September 9, 2007 it was no longer on SL Exchange.

It was never my intention to undermine our Merchants. I sincerely apologize for my misjudgment; my actions appeared to be an attempt to do exactly that and I will give serious thought to this effect for changes we make to the service in the future.

Anshe's "comeback"

Unbeknownst to me, yesterday Anshe came back to the forums to try to promote her concept again. I was livid.

I personally removed that thread. I did so because the initial post and subsequent replies by Anshe contained multiple violations of SL Exchange's company policy. And although she is not on staff here at SLX, as an investor in the company she needs to abide by that policy. She blatently overstepped her bounds and when she did so, her posts were removed as they were totally unacceptable.

Anshe's Status on SLX

Thank you to those who mentioned Anshe's Admin status on these forums. That was a forum mis-label and has been corrected. She did not and still does not have any special Forum privileges.

I hope this helps to clear up some of the misunderstandings about Anshe and her position here at SL Exchange. I have and will continue to have full authority and final say in all decisions relating to the operation of SL Exchange. I've learned a valuable lesson from the events of the past week and I assure you SL Exchange will not make the same mistakes in the future.

I want to thank every one of you for taking the time and energy to express your fears and concerns. You made your views known and you've been heard. I hope now we can all put this behind us and move forward, working together to make this place we call Second Life the best it can be.

October 2007 -
The CBS - CSI:NY episode launched by the Electric Sheep Company using the new OnRez Second Life client ( the first major independent Second Life client launched since Linden Lab) fails. (Later the Electric Sheep layoff most of there staff and abandons SL totally)

On October 9th, 2007 in San Jose, California, the Virtual Worlds Interoperability Community Summit was held.

This featured a gathering of 58 people from 23 different companies and organizations that participated in a wide ranging discussion of the issues and challenges to enable interoperable Virtual Worlds. The day's agenda was crafted to touch on a wide ranging set of issues to foster a discussion of the challenges to interoperability and the standards that would be required to support them. In addition, there was discussion about the next steps we could take to further our goals and vision.

At the end of the meeting a few common themes emerged:

  • The desire for interoperability of Virtual Worlds
  • The need for standards to support this
  • The desire to form an alliance based on this initial meeting to move this forward

We are now taking steps to form an alliance to further this discussion. This alliance will be open to everyone, however the details of the alliance are not yet established. The alliance will not be a standards body, but a group that will determine the necessary technology and standards to enable virtual world interoperability. Once the standards are determined, the alliance will then work with existing standards organizations like W3C, Khronos, IETF, Oasis, ISO, etc to get existing standards changed or new ones ratified.

December 2007 - Linden Lab CTO, Cory Ondrejka is fired by Philip. Critics & residents speculate that something is a af oot, Is this the beginning of the end? a purge of management? a sale or is it preparations for an IPO?

Zee Linden - Second Life economy posts solid growth in Q4

Economic Growth. Many of our economic metrics showed much slower growth from Q2 to Q3 as can be seen in the charts below. We believe the slower growth was primarily due to the impact of stricter security on credit card processing, shutting down gambling in July and beginning to charge VAT September. With those things behind us in the fourth quarter, the Second Life economy demonstrated its resiliency. The LindeX - the purest measure of economic activity in Second Life - grew 13.2% to nearly $7.6 million USD for December and $22 million USD for the full quarter.

lindexgrowth.png

Concurrency. Peak concurrent users, shown in the red line on the chart below, grew 12.5% in the fourth quarter to more then 58,000 - up more than 210% for the full year. We’ve seen a growth in concurrency almost every week since the beginning of September. Growth continued last weekend when concurrency grew another 5.3% to 61,500.

userhours.png

User hours. In December, approximately 893,000 residents logged more than 25.6 million user hours (shown in pink in the chart above) or more than 30 hours a month per user. Of that just 519,000 Active residents, spent 25.5 million hours - averaging more than 49 hours per month. (”Active” is defined as users who spent over an hour inworld during the month.)

----------------------------------------------------------------

2008
It's All about Land

http://www.gridsurvey.com/charts/econ12.png
Average L$ paid per Mainland Square Meter - April 2006 - Dec 2009
Source: http://www.gridsurvey.com/charts/econ12.png

January 22, 2008 - Banking Prohibitions - Following the Ginko collapse in 2007 Linden Lab announces it is prohibited to offer interest or any direct return on an investment unless your a RL regulated bank. This Killed the already damaged stock markets & banking sector of the SL economy. RealEstate prices hold up 30 days then fall from $6L/m down to $2L/m.

February 2008 - Linden lab cracks down of Ad Farms

Mar 8, 2008 - $75/m OpenSpace Product (Sim) announced
Openspaces will no longer have to be purchased in sets of four at a time, as they have been so far. They can be bought singly, for a setup fee of USD$415 followed by a fee of USD$75 per month.

All other island services are therefore available for single Openspace regions, at the usual region rates, and Openspaces will no longer have to be placed together on the grid, they can be placed apart.

To purchase an Openspace region you will still need to own a normal island already, however you will not have to anchor your Openspace to that region, it can be placed wherever you would normally be able to place an island.

Finally, we are going to increase the prim count for Openspaces. They will become exactly a quarter of the normal 15000 prim limit for a region, so they will be set at 3750 (to date they have been limited to 1875 prims).

The response is generally:

This is fantastic news.

Thank you Linden Lab.

April 2008 - Windlight rendering became part of the regular release in client version 1.19.1

Mainland prices fall as the Lindens add more mainland and new Open Space islands. Full regions are hit hard by the move of rental residents to the new Openspace sims. Mainland parclels and whole Island sims lose resale value, it is now recognized your just a renter really. The "realestate market is in upheaval.

May 2009 - The lindens start adding new "Designer Mainland" Bay City.

June 2009 - Mainland supply on hold until July

Posted by Jack Linden on Jun 17, 2008


The average price per meter is the key metric we observe to decide levels of mainland supply. It takes account of all resident-to-resident sales per day, but excludes a number of data items such as zero value sales (when friends swap land around), Governor Linden sales (including Auctions themselves) and all private estate sales.

We also measure sales by groups and those by individuals separately although at the moment the average price for both is similar (group sales being as much as L$1 per meter lower on average).

It will be no secret to those that have bought or sold land recently, that the average price of mainland has been falling. In 2007 we managed the price down slowly from a high figure of L$12 per meter to a more reasonable L$6 to L$8. It then rose a little as we reached March of this year before falling consistently since then. In recent days we have seen it dip below L$6 per meter which we feel is a little low.

There are a number of factors behind this recent drop, not least the large number of Openspace regions sold through the new Land Store and the changes in island pricing. Of course the supply of new Mainland at auction is another factor.

At Linden Lab, we respect the investments you make in Second Life land and are sensitive to price fluctuations related to our auctions of new land. To allow the market to absorb the land recently added to the grid, we will be suspending whole region auctions for the next four weeks after which we will review the situation again (on or around the 11th July).

June 2008 - Philip Rosedale turns over the CEO position to a new Mark D. Kingdon (M Linden). Rosedale replaces Kapor as chairman of the board.

July 2008 - IBM and Linden Lab Interoperability Announcement

IBM and Linden Lab have announced that research teams from the two companies successfully teleported avatars from the Second Life Preview Grid into a virtual world running on an OpenSim server, marking the first time an avatar has moved from one virtual world to another. It’s an important first step toward enabling avatars to pass freely between virtual worlds, something we’ve been working toward publicly since the formation of the Architecture Working Group in September 2007.
Q: How will Linden Lab prevent property from being copied into other virtual worlds?

We’re paying extremely close attention to that question. We will be designing this with the Second Life community to ensure their needs are met. We want to stress that when it does become possible to move avatars between worlds, we will take the utmost care to protect the rights of Second Life property owners and creators. Linden Lab will not design a system that lets people openly violate the permissions of SL goods and take them to other worlds. We recognize that intellectual property is the engine that drives Second Life, and we are completely committed to preserving the qualities that make Second Life the unique, innovative and dynamic place that it is today.
August 2008 - Mono was launched in as part of the 1.24 Server deploy

September 2008 - Linden lab cracks down of Ad Farms again
The good news therefore, is that Network advertising (Ad Farming) will no longer be permitted on the Linden Mainland unless you have a written agreement with Linden Lab (essentially meaning a license to advertise). Anyone currently operating such a business inworld will need to remove their adverts by the 1st October 2008.
"Linden Lab does not provide any advertising capabilities other than our Search listings in Second Life. In general, it's important to understand that Linden Lab views Second Life as a platform and focuses its efforts on development and improvements of the platform. We do not create content or services within Second Life"

October 2008 - OpenSpace Price Change - ALL Land/Server GROWTH STOPS

October 2008 - The Lindens restart adding Mainland Nautilus Lacuna and more.

----------------------------------------------------------------

2009
New Management, Re-factoring and Reorganization

January 2009 - Linden Lab acquires OnRez & SLeXchange in order to merge and integrate them in the SL service.

March 2009 - Linden Lab started a project to create a new continent ( Zindra) especially designed for adult content which came online in October 2009. Land swaps follow and a migration starts, leaving whole sections of the old mainland vacant. In April a Linden Lab press release spins it all this way: Linden Lab Ushers in New Era of Second Life with Initiative to Customize The Experience for Each User

August 2009 - Tom Hale gave a tour of the new Second Life 2.0 viewer due to be launched sometime in 2010.

September 15, 2009 - The Adult policy goes live and the viewer restricts access to Adult SIMs unless your verified as over 18+.

November 2009 - Second Life Enterprise™ Beta Released - Linden Lab Adds Behind-the-Firewall Product and Apps Marketplace to Second Life Enterprise Offering

November 2009 - Linden Lab announces a new Resident Help Network (RHN) Portal and closes the Mentor Program December 11, 2009, saying it does not "scale": Groupname: Second Life Mentor (3639 members) comments in the form include:

  • I can't deny the feeling anymore...
    ...
    ... the average linden labs decision maker does more damage to the grid in 5 minutes than 10000 griefer kids could do in a week!

  • It's D Day. The day LL closes the best free resource they ever had.

    All I can say is for all those I knew it has been a pleasure working with you.
    For all those I never got to meet, it was a pleasure being in the same group as you.

    I will always do everything in my power to assist those that are lost or can't figure things out.

    May LL one day realise how much they have lost by letting this resource go.
A very sad ending to 2009 for many.

Though The Lindens issued a Press Release of 65% Growth for 2009 and the media and bloggers just blindly republished it, looking at the figures one sees a more modest growth of less then 7% for the year.

January 2010 - 2009 End of Year Second Life Economy Wrap up (including Q4 Economy in Detail)

Trading Activity on the LindeX – The volume of exchange on the LindeX, the marketplace for Linden dollars (L$), the Second Life virtual currency, reached US$29 million in Q4 2009, representing 1% growth compared to the previous quarter and 10% growth over the same quarter a year ago. A portion of the trade in Linden dollars has migrated to the Xstreet SL exchange as well as third-party exchanges, which we believe is a contributor to the flat trend in LindeX volume.

Lindex-Q409.png

User hours reached 113 million in Q4 2009 – User hours declined in Q4 when compared to Q3 2009. This decline is attributed overwhelmingly to a decline in user hours from accounts that spent more than 300 hours logged in to Second Life each month. See the chart below (User Hours by Usage Band) and the SPOTLIGHT of the Q2 2009 Economy Blog post for an explanation of this dynamic.

The Q4 figures show a 5% decline when compared to Q2 2009, and a 1% increase when compared to Q3 2008.

User Hours-Q409.png

The Impact of Scripted Agents, a.k.a. Bots

Scripted Agents, commonly known as Bots, can be helpful tools in Second Life. When used appropriately, they can improve the Second Life experience. However, some Bot usage is in violation of our Terms of Service. In 2009, we started taking action to mitigate the usage of Scripted Agents that are in violation of our policies, in particular Bots used for the purpose of improving the results generated by the Second Life search algorithms. Since September 2009, we've been gradually increasing enforcement of our policies, and as a result, have been seeing declines in total user hours.

Oh Yes Land, lets not forget land ~LOL~

http://www.tycheshepherd.com/images/gridsize_2009.png
Source: http://www.tycheshepherd.com/images/gridsize_2009.png

Tyche Shepherd reports at the start of 2010 that 6 Estates have been detected as holding more than 1% of all Private Estates The largest being Dreamland ACS @ 5.6% of all Islands in Second Life. Anshe Chung hustled to adapt in 2008

----------------------------------------------------------------

2010
The Future - Coming Soon

After two years of "New Management" and "Community Relations Management Nightmares" will "Coming Soon" be the theme of 2010?

January 2010 - The RHN Portal - as of Jan 26th all it says is Coming Soon
From the new RHN Forum:
  • Jan 26, 2010 - the RHN Application is outdated, "Applications will reopen in mid January 2010"

January 2010 - from Mashable: What’s Up With Virtual Worlds? [ANALYSIS]
The State of Virtual Worlds

Dedicated virtual worlds platforms haven’t become mainstream despite all the press attention and investor enthusiasm. Maybe most users find them too abstract, or maybe the sort of extreme anonymity they provide only appeals to a few subsets of people.

The greatest virtual world success story to date for grown-up users (it’s a whole different story for kids) is arguably the online roleplaying game World of Warcraft. Maybe the lesson to be learned here is that socialization alone isn’t enough to keep people interested in a virtual reality. If socializing is the sole objective, people usually prefer to be themselves on Facebook or Twitter (Twitter).

Also consider Foursquare (Foursquare) and Gowalla (Gowalla), which make virtual worlds out of the real one. Like virtual worlds, socialization on its own appears not to be enough to sustain location based services. Foursquare and Gowalla found success where previous entrants in the space had struggled by incorporating gaming elements to keep things interesting.

And while location based services and massively multiplayer video games are not the virtual reality science fiction that geeks hoped for, if you think about it, social networking and location gaming are concepts so out there that even most sci-fi authors didn’t see them coming.