<![CDATA[Kotaku: linden lab]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: linden lab]]> http://kotaku.com/tag/linden lab http://kotaku.com/tag/linden lab <![CDATA[ Scientists in Second Life ]]> I was recently discussing the mainstream media's love affair with Second Life, and how the bloom appears to be off the rose. The Denver Westword News recently followed around a Denver University 'media specialist' who is working on SciLands, where NASA the National Oceanic and Atmospheric Administration and other scientific groups have a virtual outpost; while Jeff Corbin, the 'media specialist,' and other academics are practically beside themselves with the potentials for nuclear research in Second Life, the other side is presented:

Now others at [Denver University] seem to be paying attention. "Can you imagine if we really succeed, if we get twenty students into this laboratory to do physics experiments?" says Hill excitedly. "Putting them into a nuclear control room and letting them do things and destroy things and not letting them get hurt? Think of what this means. Imagine how powerful this can be for education."

But not everyone was thrilled when the story hit the online newspaper Inside Higher Ed last year. "Second Life isn't stable enough to test something that important," one commenter wrote. "Why not make a program that will actually simulate that properly? Second Life doesn't even stand up to normal 'game' quality. It can't even properly simulate a car."

Zing! The accessibility of Second Life is cited as a reason institutions are having 'notable' results with their virtual counterparts, but I'd be curious to know how 'notable' is being defined.

With help from the feds, a Denver scientist helps Second Life go nuclear [Denver Westword News via TerraNova]

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Kotaku-5052689 Sat, 20 Sep 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5052689&view=rss&microfeed=true
<![CDATA[ So How Many People Actually PLAY Second Life? ]]> Remember when you couldn't drunkenly fall out of bed in the morning without landing on some kind of Second Life news? Things were getting pretty serious for a while there, to the point where a lot of reports started spinning around that millions and millions of people were "playing" the thing. Millions? Really? Hardly. New Linden Lab CEO Mark Kingdon has, in an interview with VentureBeat, laid out a new userbase disclosure model the company are working on for Second Life. They're not counting registered users as "users" anymore, because while over 15 million people have signed up for the service, nowhere near that many actually use it. No, the number of "simultaneous users" is around 68,000. That's it. 68,000. Sure, that's the number logged on at once, not the total number of "active" users, but the total can't be more than a couple hundred thousand. Chin up, Lord British, there's hope for Tabula Rasa yet!

Q&A: Linden Lab CEO Mark Kingdon on Second Life’s latest evolution [VentureBeat]

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Kotaku-5052067 Fri, 19 Sep 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5052067&view=rss&microfeed=true
<![CDATA[ How Casual MMOGs Are Making Money ]]>

Lightspeed, a venture capital firm, checked out the average revenue per user for some casual, free to play MMOGs (Club Penguin, Habbo Hotel, Runescape, and Second Life), establishing that other that SL - which pulls in a little over $9 a month in ARPU, thanks mostly to virtual land upkeep - these sorts of casual MMOGs pull in around $1.25 ARPU per month. Which, until one considers the user bases of games like Club Penguin, seems like a damn hard way to make some money:

Second Life: $9.30/mthly user/mth
Club Penguin: $1.62/mthly user/mth
Habbo: $1.30/mthly user/mth
Runescape: $0.84/mthly user/mth

Having spoken to many other MMOGs and virtual worlds on a private basis, this estimate seems to be a good gauge for what a well performing MMOG can aspire to from a free to play business model.

Left out are a number of other popular MMOGs like MapleStory; I'd be curious to see firmer statistics for a wider spread of games, though the comments section does include some speculative numbers for a few other games.

Successful MMOGs can see $1-2 in monthly ARPU [Lightspeed via Worlds In Motion]

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Kotaku-5016482 Sat, 14 Jun 2008 11:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5016482&view=rss&microfeed=true
<![CDATA[ Virtual Property Disputes Landing in Real Courts ]]>

Ok, so virtual property disputes aren't exactly new, but there's a little wrap up on some of the current issues over at a Canadian website. Most of the issues discussed revolve around Second Life, but the questions of virtual property and other virtual issues are getting increasing attention:

[Entertainment lawyer Susan] Abramovitch said the virtual economy has opened the door to new legal issues that are only starting to be addressed around the world.

"The original question is, do we actually need to specifically regulate the virtual economy?" Abramovitch said. "Is it different enough to create challenges or do the regulations that exist in our physical world apply?"
The answer, she said, is gaining importance because private companies currently dictate the "rules" of the virtual world through their end user licence agreements.

Concerns regarding EULAs have gotten a fair bit of (academic) attention in the past couple of months, but the fact that these "virtual" cases are getting real world settlements raises a lot of interesting questions.

Virtual world disputes landing in real-world courts [Canada.com]

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Kotaku-5009502 Sat, 17 May 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5009502&view=rss&microfeed=true
<![CDATA[ NASA Wants Second Life On The Moon ]]> A sense of community is important to NASA. That's why they opened a NASA mansion for parties and just hanging out, hacking software and making Uranus jokes. But the NASA mansion was only good during the night. NASA's Andrew Hoppin explains how Second Life allowed connections during the day.

...we got employees from all around NASA - the 10 geographies around the country - showing up at these Tuesday afternoon meetings. We formed a community of NASA and non-NASA, started coworking in Second Life. Cultural change started to take place at the agency...
But Hoppin would like to see this cultural change happen far, far outside the agency:
We are all learning how to use virtual environments so when we go back to the moon, we can collaborate better. We can go for the ride in a participatory collaborative kind of way.
I can see it now. "We've lost thrusters, we're going down!!"

*NASA employee walks in with 10-foot clown penis*

"Am I late?"

NASA: How CoWorking Opened Us Up [psfk][image]

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Kotaku-376128 Fri, 04 Apr 2008 10:40:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=376128&view=rss&microfeed=true
<![CDATA[ Second Life and ESL Instruction ]]> secondlife_logo.jpg A while back, we mentioned a journal article on using MMOs to aid second language acquisition. Now Forbes has a piece discussing the same issue, only with Second Life. The author spoke with several teachers about their approaches to using SL to educate:
Another popular way to teach English in "Second Life," says Boahn, involves role-playing and quests. "I once dressed up as a pirate, had a ship and everything. I was kind of rough on the students," he admits. "I put some of them in cages, and had them confront language in a shock-and-awe kind of way. They seemed to like it, and they learned all sorts of new words, like 'loot' and 'booty.'"

Boahn's approach may appear nontraditional, but he feels a new medium calls for a new way of teaching language. Even using the game's English interface gives students a chance to practice what they've learned. "We like to encourage teachers to see 'Second Life' itself as a classroom," he says.


Well, certainly sounds slightly more engaging than my go 'rounds with intensive language instruction, even if it is only Second Life. The whole 'implement technology in the classroom' push is frequently lost on me, but I can certainly see the utility of using virtual worlds or MMOs in some applications.

How To Spark Remote Learning [Forbes via Worlds In Motion]

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Kotaku-373763 Sat, 29 Mar 2008 14:00:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=373763&view=rss&microfeed=true
<![CDATA[ Second Life's Got Some Vulnerabilities ]]> secondlifemoney.jpg Dean Takahashi of the San Jose Mercury News revealed that people can take advantage of a known QuickTime problem and become virtual pickpockets in Linden Lab's Second Life. Steve over at PlayNoEvil points out that "anything can that actually affect the integrity of the game or business application should be completely independent of these services to ensure that a breach in 'the other guy's stuff' doesn't affect the security of your business - especially casual applications and services that do not see themselves as having security functionality." Linden Lab confirmed the vulnerability, but the researchers who exploited the flaw were quick to note the issue can be resolved with a simple patch. Still - I think Steve's got a point:

In a video of a scene from Second Life, Miller showed how a player-created character, dubbed an "avatar," walks near the hacker's avatar. Nothing appears amiss, but then a message appears saying that the walking avatar has transferred 12 Linden dollars to the hacker's avatar. The oblivious walking avatar then says, "I got hacked."

The range of the hack is approximately 100 virtual feet. Nothing can stop the hacker from cashing out that money for real dollars through various exchanges associated with Second Life. Today, about 250 Linden dollars equals one U.S. dollar.

The hackers say the scene shows they can take complete control of any player's avatar and make that avatar surrender any money and other property in its account. That's a serious security breach because many of the 10.5 million registered members of Second Life are trying to make a living in the virtual world by selling goods and services.

I'm a little surprised more of the mainstream media hasn't picked up on their virtual darling's (minor? major?) problems, but the Second Life craze seems to have subsided somewhat.

Second Life pickpockets threaten real world cash potential [San Jose Mercury News via PlayNoEvil]

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Kotaku-328940 Sun, 02 Dec 2007 16:00:36 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=328940&view=rss&microfeed=true
<![CDATA[ 'The Office' Gets Second Lifed ]]> After having some fun at Call of Duty's expense (in a way that I thought was both funny and not playing off Hollywood stereotypes), NBC's The Office is taking on Second Life later tonight. It looks like Dwight K. Schrute will be exploring the virtual world, hopefully without any encounters with snap-on genitalia. I have high hopes, so this had better be really funny. Or really really funny.

On a semi-related note, I take back anything bad that I may have once said about Pam. She does deserve Jim and I hope they are very happy together. Click the picture for a mega version.

The Office Takes Out a "Local Ad" [via joystiq]

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Kotaku-315203 Thu, 25 Oct 2007 14:00:08 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=315203&view=rss&microfeed=true
<![CDATA[ Could Preserving Second Life Create Big Brother? ]]> Believe if or not, I cut a little out of the massive novella/feature on the Library of Congress preserving video games that ran yesterday. I know, I know. If that were in a newspaper, the world's oxygen supply would be suffering from the distinct lack of trees. Anyway, one of the matters that we didn't delve very deeply into was that of preserving Second Life. From project affiliate Jerry McDonough:

One of the big problems with second life when they talk about preserving it is this interactive experience. Linden doesn't do things like keep careful track of what users are saying, they're not filling their disks with years and years of transaction logs - I'm sure the users are very happy about that - but it means that if I took everything on SL's servers at the moment, what I've got is the neutron bomb version of second life - a bunch of very beautiful buildings with nobody in them.
But the topic raises a ton of ethical questions...

For one, is it a library's place to preserve real experience, even if it's part of a virtual world? Are they overstepping their bounds of preserving cultural artifacts and instead preserving culture directly? Or, is such a step not intrusive, but part of a natural evolution for a digital library, preserving first hand experiential accounts wherever possible?

These questions aren't rhetorical—I'm really interested how the gaming community will react. Even if you don't play Second Life, such a model could also apply to WoW, PSHome or any future MMO experience. I think the simple solution is a disclaimer. And tracking the actions of only those who volunteer could work fairly well. But the picture would only be a snippet of something we could potentially capture with 100% authenticity. So would we be doing those to come a great disservice?

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Kotaku-313986 Tue, 23 Oct 2007 12:20:12 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=313986&view=rss&microfeed=true
<![CDATA[ The Library of Congress Loves Video Games ]]> When we usually talk about libraries and video games, it's generally a very formulaic story in which Small Town Library A is battling Parent Group B or Religious Group C to offer [fill in M rated game of choice] for the public to play. The conclusion is often that video games are probably suitable for libraries but there's controversy...yada yada yada.

But today we have a different story for you with a very different ending. The fact of the matter is, according to The Library of Congress, video games are just as important to our historical past as literature, movies and music. And at the moment, the LoC is teaming up with major universities across the country to begin a 2-year initiative with the sole intent of figuring out just how institutions can preserve video games for years to come, while making the content accessible for use and study.

So our story today doesn't present some artificial controversy ending in a sad, bleak future of debate and wasted efforts. Our story today is about the very real victory for game developers, enthusiasts and scholars, in which the top library in the nation has said they're part of this video game fad for the count.


Press Start Loading...

"We're taking baby steps here," confessed Beth Dulabahn. She's the Director for Integration Management at the LoC. "No sense on making it harder on yourself that you have to."

In truth, the Library of Congress has been collecting games since the 1980s. Due to their advantageous position—the Copyright Office is part of their organization— they've come across various collections just by receiving copies of published materials as mandated by copyright law.

comics-a.jpg"Many people would probably be surprised at the kinds of things we have here," Dulabahn explained. "For example, we have probably the US's largest comic book collection, over 100,000 comic book issues that have come in through copyright."

While their collection is currently small, only encompassing around 2,000 titles that are 100% the result of copyright deposits (as opposed to formal acquisitions or donations), they aren't yet ready to collect more. What? But we just said that the Library was crazy about video games! This brings us to the initiative and what's going on now.

The Initiative

At the moment, there are a few forces affiliated with the Library to answer a fundamental question before they can begin serious acquisition: How does one build a video game archive in the digital age?

Within the Library itself, you have the Motion Picture, Broadcasting, and Recorded Sound Division. One can decipher their responsibility from their apt title. Now relocated to a new facility in Culpeper, VA, the division has pulled those 2,000 games out of temporary warehouse storage, and specialists are using their new lab space to examine hardware preservation while doing R&D for future solutions of game archiving.
CulpeperEntrance.jpg
"One of the facets we want to document with videogames [as we did with film] is not only having the actual games themselves, but many of the associated material to have the real sense of the full gamut of what videogames and the industry meant in cultural terms," said Senior Cataloger Brian Taves. Yes, he means the sweatshirts, the posters and the shoes. They want all the cultural materials they can find.

These specialists aren't just film and audio buffs who were roped into video game preservation for grant and funding purposes. On the contrary, the two members of the division I spoke with were extremely enthusiastic about the prospects of a video game archive, likening the challenges to those already faced in film and broadcast, and the cultural importance to that of any other artistic medium they archive.

"It is one way, a bit like the fabled discovery of the library's paper print collection back in the 1940s. When they found, in a closet, films that had been deposited for copyright of otherwise lost films in the very early days of filmmaking that proved to be a real treasure," said Taves. "And for us, that's what this has turned out to be and we're really excited to see this collection growing.... The Library's been collecting films for almost 70 years now on an active basis, so we see videogames now as part of that whole body of acquisitions."

So that's one aspect of Library game preservation, but at the moment, it's the smaller part of what the Library is working on. The larger initiative is called the "Preserving Virtual Worlds" project.

The National Digital Information Infrastruction Preservation Program is a huge initiative interested in digital preservation. This encompasses basically everything imaginable on Earth. Under that, there is the Preserving Creative America initiative. Here is where you see the Library's interest in preserving all sorts of creative works, like film or books, into digital formats. Then, one of the eight grants under this Creative America umbrella is the Preserving Virtual Worlds Project.

Preserving Virtual Worlds

Spearheaded by the University of Illinois, the Preserving Virtual Worlds project is a 2-year program starting in 2008 that will hopefully build a model of game and interactive fiction archiving. In a partnership with Stanford University, University of Maryland, Rochester Institute of Technology, and one commercial institution—Second Life makers Linden Lab— University of Illinois hopes to create metadata standards to make content manageable before moving forward to create case studies (ie test examples) of actual video game archiving.

I sat with the University of Illinois faculty/Project Coordinator Janet Eke and Principal Investigator Jerry McDonough recently and talked more about Preserving Virtual Worlds over lattes.

"This project is really about how do we begin to preserve this type of content, answering some fundamental questions of how will we even begin to do this," explained Eke. "And what we will begin to preserve is a huge question that will certainly come along...but we're really starting with how."

It may all seem like a load of bureaucracy - all these committees, initiatives, grants, 2-year chunks of time, etc. And then on top of it all, those running the study claim that they are nowhere near being ready to archive video games. But there really are a multitude of problems that need to be sorted out before archives can move forward on a mass scale.

Copyright_symbol2.gifTake copyright, for example. While the Library worries less about copyright due to their relationship with the Copyright Office, organizations like the University of Illinois aren't granted immunity with products that show up at their door, despite partnerships with the Library.

"... if I own a physical copy of a piece of IP, I can dispose of it as I wish," McDonough explains. Aptly, he'd been (legally) streaming the BBC in HD just moments before on his Mac. "I can sell it, I can give it to somebody, but I can't copy it. Copyright is just that, you're not allowed to make a copy without the permission of an IP owner unless it's gone out of copyright."

And to archive, McDonough thinks that copying is an absolute necessity. Because while consoles should and will be preserved (somewhere in the chain of archiving), they probably won't provide the most practical way for users to experience and research content.

"Things on five and a half inch quarter...hardware is getting scarce and the medium has almost no longevity. The only way we can make sure the stuff stays alive is getting it on an active computer system with demons monitoring it that make sure were not suffering bit corruption," says McDonough.

It's a frustrating situation to be in, but the irony is not lost on us: Copyright is meant to protect an IP, but ultimately, that copyright may prevent researchers from saving a work from extinction. Microsoft once explained to me the difficulty of tracking down IP owners to reproduce their games as XBLA titles. Protip: If Microsoft can't find the source of an IP, nobody can.

The only way to solve copyright issues moving into the future is to bring commercial partners on board. Whether or not you like Linden Lab and their game (?) Second Life, there's no doubt that it makes for an excellent archival model for the project. On one hand, we get a case study of a library teaming up with a commercial venture. On the other, we get a model for MMO archiving, if such a thing is even possible.
secondlife3.jpg
Brenda Gunn can explain the significance of libraries partnering with commercial groups better than I, a mere blogger ever could. She's the Associate Director of Research & Collections at the UT Austin's Videogame Archive. She's not directly related to the Preserving Virtual Worlds project, but she's keeping an eye on the study because it's the hot topic right now in video game archiving.

"This is a significant point in that [LoC] is saying libraries and archives can't do this alone; the funding simply is not there...the level of ongoing support for this videogame archive will have a direct impact on the what level of access [we] can provide."

That's why at UT Austin they've teamed up with partners like NCSoft's Richard Garriot, FPS legend Warren Spector, or even "The Fat Man" himself, video game music legend George Sanger. According to Gunn, before such partners approached Austin, a game archive "wasn't on our radar at all."

Research libraries will absolutely need the support of commercial video game publishers to archive their work. Whether it's to help create metadata (companies provide information on everything from the engine they used to their plotline) or just supplying access to those precious IPs, the commercial aid is not an option, it's a necessity.

"If you're going to do any game preservation on a large scale, it has to happen with [commercial] help. If for no other reason, they control the IP. They don't give us the content, we can't preserve it," explains McDonough. "So the question is, do they have strong enough interest in preserving the content to contribute any of their own resources towards it. How much do they care about their own game alive?"

Shimmering Hope
FinishLine.JPG
We opened this feature with a bang. We told you that the war was won, that the governmental and academic library community was on gamers' side. And then we went into a list of reasons why archiving still wasn't ready to happen and scared you with words like "copyright" and catchy Wall Street slogans like "IP."

But trust us. If nobody cared, they wouldn't have all these headaches. The freaking Library of Congress is onboard. And this is a major, major win.

"Perfection, we don't know what that is," says Project Coordinator Eke. "You're striving to succeed, and that striving will define what it means to succeed..."

Hmm...it sounds like they get MMOs, at the very least.

[image source]

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Kotaku-313328 Mon, 22 Oct 2007 12:00:49 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=313328&view=rss&microfeed=true
<![CDATA[ Wii, Second Life Win Good Design Awards ]]> Japan Industrial Design Promotional Organization (JIDPO) has announced this year's Good Design Award or the so-called "G-Mark." Design-wise, this is a pretty big deal. Almost 3,000 products were screened, and this year a total 1,043 products were given the coveted G-Mark. Out of those, there is a Good Design Award Best 15. Think of it as the cream of the crop, best of the best. The Nintendo Wii (and Wii-mote and Nunchuk) snagged a spot in that 15. The Wii wasn't the only gaming entry as Second Life also made it into the Best 15. Congrats Nintendo and Linden Lab!
G-Mark Best 15 [Official Site via Jean Snow]

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Kotaku-306386 Wed, 03 Oct 2007 00:00:04 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=306386&view=rss&microfeed=true
<![CDATA[ FBI Checks Gambling In Second Life ]]>

SL creator Linden Lab says:

We have invited the FBI several times to take a look around in Second Life and raise any concerns they would like, and we know of at least one instance that federal agents did look around in a virtual casino.

It's hard to judge the scale of gambling in SL as the biggest poker casinos are making a mere $1,500. The US government has not made a decision on whether virtual gambling with virtual money is legal — Even if SL's money can be exchanged for US dollars! Apparently, Linden could even face criminal charges under American anti-gambling statutes that say "something of value" is wagered. The Unlawful Internet Gambling Enforcement Act, which was passed last year, targets credit card companies and other electronic funs transfers that make internet gambling possible. Linden could be held to that statue. But it gets tricky: Things like whether a 3D sim casino is actually the same as a casino. According to Sean Kane, a lawyer who has studied the virtual world legal issues:

If you're buying money on the Lindex (a virtual currency exchange) and utilizing it for gambling purposes, Linden could have a much higher level of responsibility. If they would be found in violation, that's difficult to say, but I can see a much stronger case being made.

Right now, it seems like the current system is like Japanese pachinko in which players play for metal balls. Those metal balls are then sold for actual money. But doing this, the pachinko industry is able to escape being labeled as "gambling" in Japan as it is technically illegal. Whether or not the US government will be as tolerant as the Japanese remains to be seen.

SL Casinos [Reuters]
Storm Trooper [Danny Choo]

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Kotaku-249454 Wed, 04 Apr 2007 07:00:15 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=249454&view=rss&microfeed=true
<![CDATA[ Linden Labs to Open Source Second Life Software ]]>

It looks like Linden Lab is trying to get their paper subscription numbers to match their real ones.

The company today announced that they are throwing open the doors for developers to Second Life, relasing the code to the heart of the game, the Viewer application.

The Second Life Viewer is used by subscribers or 'Residents' to access the virtual world's Grid. Freely-downloadable from the Second Life website, the Viewer software enables Residents to control their in-world avatars, interact with each other via Instant Message, create content, buy and sell objects, access multimedia content and to navigate around the virtual environment. The source code for the sophisticated client software will now be made available to developers who wish to extend and enhance its functionality.

"We feel we have a responsibility to improve and to grow Second Life as rapidly as possible," said Philip Rosedale, CEO and founder of Linden Lab. "We were the first virtual world to enable content creators to own the rights to the Intellectual Property they create. That sparked exponential growth in the richness of the Second Life environment. Now we're placing the Viewer's development into the hands of Residents and developers as well. This extends the control Residents can have over the Second Life experience and allows a worldwide community to examine, validate and improve the software's sophistication and capabilities."

"Open sourcing is the most important decision we've made in seven years of Second Life development. While it is clearly a bold step for us to proactively decide to open source our code, it is entirely in keeping with the community-creation approach of Second Life," said Cory Ondrejka, CTO of Linden Lab. "Second Life has the most creative and talented group of users ever assembled and it is time to allow them to contribute to the Viewer's development. We will still continue Viewer development ourselves, but now the community can add its contributions, insights, and experiences as well. We don't know exactly which projects will emerge - but this is part of the vibrancy that makes Second Life so compelling."

There is, of course, a catch. While the code is being made freely available to developers, Linden Labs will "incorporate certain code changes and enhancements" to thei official version of the Viewer. In other words, they're releasing the old code to developers. Nice.

SAN FRANCISCO —(Business Wire)— Jan. 8, 2007 Linden Lab(R), creator of 3D virtual world Second Life(R) (http://www.secondlife.com), is releasing the code of its Viewer application to the open source software development community. Developers can now access the source code to the Second Life end-user software in order to make modifications, enhancements and to add new features. The move marks Linden Lab's continued commitment to building the Second Life Grid as an open, extensible platform for development, rather than a closed proprietary system.

The Second Life Viewer is used by subscribers or 'Residents' to access the virtual world's Grid. Freely-downloadable from the Second Life website, the Viewer software enables Residents to control their in-world avatars, interact with each other via Instant Message, create content, buy and sell objects, access multimedia content and to navigate around the virtual environment. The source code for the sophisticated client software will now be made available to developers who wish to extend and enhance its functionality.

"We feel we have a responsibility to improve and to grow Second Life as rapidly as possible," said Philip Rosedale, CEO and founder of Linden Lab. "We were the first virtual world to enable content creators to own the rights to the Intellectual Property they create. That sparked exponential growth in the richness of the Second Life environment. Now we're placing the Viewer's development into the hands of Residents and developers as well. This extends the control Residents can have over the Second Life experience and allows a worldwide community to examine, validate and improve the software's sophistication and capabilities."

"Open sourcing is the most important decision we've made in seven years of Second Life development. While it is clearly a bold step for us to proactively decide to open source our code, it is entirely in keeping with the community-creation approach of Second Life," said Cory Ondrejka, CTO of Linden Lab. "Second Life has the most creative and talented group of users ever assembled and it is time to allow them to contribute to the Viewer's development. We will still continue Viewer development ourselves, but now the community can add its contributions, insights, and experiences as well. We don't know exactly which projects will emerge - but this is part of the vibrancy that makes Second Life so compelling."

Linden Lab intends to incorporate certain code changes and enhancements into the official version of the Second Life Viewer, which will only be available from the Second Life website. All code developed outside Linden Lab's in-house engineering team will be thoroughly reviewed to ensure quality standards, stability and security. Support will continue to be given for the official version of the Viewer only, with third party projects unsupported by Linden Lab.

Initial projects may include: bug fixes; improvements to compatibility with less common hardware configurations; support for additional multimedia types; User Interface changes; and potentially new look and feel 'skins' for the Viewer itself. Timeframes for these enhancements will vary depending on the scale of the project and project team.

The source code and additional information will be available from Second Life's website at http://secondlife.com/developers/opensource.

NOTES TO EDITORS

Second Life and Linden Lab

Second Life is a 3D online world with a rapidly growing population from 100 countries around the globe, in which the Residents themselves create and build the world which includes homes, vehicles, nightclubs, stores, landscapes, clothing, and games.

The Second Life Grid is a sophisticated development platform created by Linden Lab, a company founded in 1999 by Philip Rosedale, to create a revolutionary new form of shared 3D experience. The former CTO of RealNetworks, Rosedale pioneered the development of many of today's streaming media technologies, including RealVideo. In April 2003, noted software pioneer Mitch Kapor, founder of Lotus Development Corporation, was named Chairman. In 2006, Philip Rosedale and Linden Lab received WIRED's Rave Award for Innovation in Business. Based in San Francisco, Linden Lab employs a senior team bringing together deep expertise in physics, 3D graphics and networking.

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Kotaku-226981 Mon, 08 Jan 2007 11:00:06 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=226981&view=rss&microfeed=true