I sell houses!

Well, that is to say, I put the Beach shack, one of the houses I was talking about the other day, into my tiny and neglected Marketplace store.
 

Beach Shack Box Cover

 
Is that not exciting?

And I may box up the other three I’ve built lately (the Marketplace doesn’t actually require or even encourage boxing things anymore, but I’m used to it, and used to buying things that way, so I think I’ll keep doing that for now), and maybe even have a Combo Pack of all four at a discount, and even put a tiny vendor or store somewhere on my land, and take part in Hunts, and, and, and…

Or maybe I will just leave this on the Marketplace for a bit and see if anyone buys one. :)

Pricing is so odd in SL; some things of about this same quality are available as freebies, others would probably cost five times as much. I tried to price it so that I might consider buying it myself. Which means it’s at the cheaper end of the scale!

Fantasy Faire!

So I hardly ever go to Organized Events, at least not much; I’m not entirely sure why, maybe because there are so many more disorganized ones :) and I often like them better, and organized events tend to be crowded and/or laggy and/or drama-filled, and in general I have this self-image as being too eccentric and/or 133t to do anything that lots of other people are doing, or…

Whatever. :)

But v good friend Michele has been actively weblogging the 2013 Fantasy Faire this year, and I’ve now been there all of twice, and apparently it’s still going on at least for today (they are having a live auction of various parts of the Faire sims and builds, which seems really cool) and maybe for longer although I’m not sure, and I took a couple of pictures that I like, so here I am weblogging about it myself!

Lotus Valley Dream, harbor

There is the left half (depending on exactly how you’re viewing this) of a picture of me standing looking out at the dragon in the Lotus Valley Dream harbor; click through to see the whole thing, bigger sizes, usw.

And here is a closer-up of the Dragon emself:

Lotus Valley Dream, dragon

(or the left half, depending); enthusiastically friendly, no? Or maybe just hungry…

That’s just two shots from one gorgeous sim in a big collection of gorgeous sims in varying and wonderful styles. While I understand and sympathize with the tendency to use SL to make ourselves into our sort of RL ideals (90210-style, if you will), this is the kind of SL thing that really delights me: going beyond the RL-possible, into fantasy, and dream, and creativity, into worlds and realities beyond the ones that we happen to be born into. And the fact that it’s for a great cause, Relay For Life, just adds to that.

Also dragons are cool. :) Not to mention, shopping!

Here’s the group pool for the flickr group for the Faire, where you can see lots more. And assuming I post this in time, you can maybe still go yourself!

And speaking of Sn@tch!

I was exploring a store called “POST”, after seeing it mentioned positively over on The Train Wreck Love Life, and as I was camming about (more on that below) I saw a green dot appear near me on the minimap, and thinking it might be (say) the store owner come by to fiddle with things and I could gush about how great the place was, I pulled my camera back, and it turned out not to be the owner of POST, but instead…

Ivey "Murderdoll" Deschanel

it was Ivey “Murderdoll” Deschanel herself, owner of Sn@tch the store I was gushing about in my last post.

Zomg!

So I fanboy’d all over her in IM (well, I tried to be restrained), and she was humorous and friendly. I’ve spoken to a celebrity! :)

The store POST is very neat. Here’s the Marketplace version, but I really liked the inworld one. Both the store and the products are very well and subtly textured, as Emilly says, and there’s a sort of early-1800′s Europe / Russia feel to it all. Lots of good use of mesh in the objects, so they are low-prim, and many of them are art or book related in some way. Prices range from 0L for various random things lying around here and there, to multiple hundreds for more elaborate objects and structures.

Any store that sells (or gives away!) a copy of “Salome” left open face-down on the floor, a copy of Picasso’s “Ma Jolie” for the wall, and an open notebook with sketches from the Voynich Manuscript (as well as nicely worn rugs, sidetables…) is marvelous in my book.

(Tip for Firestorm and probably other viewer users: you can apply a filter and have the Area Object Search show you just things that are, for instance, for sale for between 0 and 50L, and sort them by nearness. Great way to look for bargains!)

Fishing, Shopping, and Art

I have been doing lots of things, just not weblogging about them. :) I did some tiny bit of the Twisted Hunt, and Steam Hunt 8, and I’ve been building some houses for fun. Might even put some of them up on the Marketplace or in a store or something. But that’s for another post. :)

This one is about fishing while shopping! And Art!

Fishing At Sn@tch

That is me fishing! While shopping! Or actually while waiting to see if any Ds will come up on the lucky boards. As it says under the picture on Flickr, Sn@tch is one of my favorite guilty pleasures in SL. It’s a big sprawling clothing store, not high couture in the slightest, a bit punky and trashy, but a huge variety, much of which I love (I have to ration my trips to the outlet annex for the sake of my clothing budget).

AND they have this great Game Room with lucky boards and mobvends and gatches, and a 7Seas fishing pool where you can catch not only the usual 7Seas fish and stuff, but also parts of special Sn@tch outfits. A great place to just veg out in consumer mode.

And where but SL could you fish casually while waiting for your letter to come up in a clothing store?

:)

Then less rabid-consumery, here is a great short film about Gracie Kendal and her RL self and their art: A Comfortable Skin. Definitely worth watching!
 

And that is all for now, off to fiddle with houses more.

Horns on the street in Costa Rica

So I still don’t use voice to speak of (haha!) in Second Life, for pretty much all of the reasons I gave so long ago; but that doesn’t mean it’s all bad, and when good things happen I do like to mention them.

The other night I was hanging about as usual, and some of us were on voice and some weren’t (which is always an interesting dynamic), and gradually noticed this sound of distant music.

“There’s someone playing a horn out in the street outside my window, can you hear that?” someone said; someone who happens to be physically RL-located in Costa Rica, which is a place far away from here.

“Yes!’ We could indeed.

And that was extremely neat.

I took a little online survey about SL the other day, and the first question was like “What do you primarily use Second Life for?”, and the possible answers were things like education and training and business networking, and buying and selling, building and scripting, and stuff like that. I had to check “other (specify)” just to write in “social interaction”.

If the second thing hadn’t happened before the first thing, maybe I would have written “listening to the horn from the street in Costa Rica”.

(This is why I’ve said in various places that virtual worlds will be important for business not primarily because they are directly useful for business, but because they will revolutionize the way we live, the ways we interact, and that means big changes to revenue streams, and that means business.)

But business aside, this is the kind of thing I love about SL; lying around writing scripts into parts of the world that didn’t used to do anything, watching fireworks on demand, sitting listening to live music and browsing the audience’s profiles, and talking to friends I’ve never met, hearing in the background of their voices the sound of horns on the street in Costa Rica…

Good customer service: Chop Zuey

I don’t usually talk about stores and things here, ’cause this isn’t a stores and things sort of weblog (it’s more a “scripts and pictures of amusing weird things” sort of weblog), but I thought that in this case one good turn deserves some publicity…

I got an email about three things that were incoming from the Marketplace (“Items will be found in the Objects folder”), but in fact they were not found there, or anywhere else. I looked in Recent, and in Objects, and in my entire inventory by item name, and by suspected creator, all to no avail.

I waited overnight and searched again. I cleared cache and relogged and endured the wait while all (hem hem) 75,000 or so inventory items reloaded. And still there was no sign of them.

From the web page in Marketplace I found the owner’s name, and read the instructions in her profile about what to do in case of nondelivery (including clearing cache and relogging), and (per instructions if all else fails) I wrote a notecard with a copy of the email and dropped it to her.

And the next day I had an email saying that I had had three items redelivered from the Marketplace (“Items will be found in the Objects folder”), and lo and behold there they were, and there was also a now copy of my notecard with a brief note from the store owner saying that they had been redelivered and I should let her know if there was any problem.

And that was good!

The store in question is Chop Zuey, who makes Couture Jewelry, as in say:

(That is, needless to say, not me there.)

So if you are looking for some nice couture jewelry, especially of the big festive sparkling type, and you want to frequent a place that is nicely responsive to its customers’ problems when they have them, this is a place to put on your list.

(And as to why the Marketplace messes up deliveries so often that store owners have instructions on what to do prominently displayed in their profiles, well, that’s a whole nother thing…)

Life after Google

There’s certainly lots of turmoil within Google right now, between the clever and non-evil people who made it successful, and the “Google Plus At Any Cost, we will own the world!” people; and there’s no telling how it’ll come out.

But at the moment the g+ fanatics seem to be winning. (Even this Official Google Announcement was apparently posted only on Google+, so I can’t give a real link to it; but hopefully the URL there will continue working and pointing to the right thing.)

Over the next week, we’ll be adding support for alternate names – be they nicknames, maiden names, or names in another script – alongside your common name.

If we flag the name you intend to use, you can provide us with information to help confirm your established identity. This might include:
- References to an established identity offline in print media, news articles, etc
- Scanned official documentation, such as a driver’s license
- Proof of an established identity online with a meaningful following

We’ll review the information and typically get back to you within a few days.

(Gotta love that “typically”.)

And for anyone that’s nervous about sending their driver’s license to strangers, we are assured on mashable that

Google will destroy all documentation you send them once the account verification process is complete.

Everyone who feels they need more quasi-governmental agencies in their lives, demanding proof of identity and scans of your driver’s license, and assuring you that their random employees can be trusted with your information, raise your hand…

Didn’t think so.

There are at the same time reports that in order to sign up for any Google service these days, you have to also sign up for Google+ (including, presumably, telling Google your real name, and being prepared to offer official documentation for any nicknames you might want to use); and Google’s search results are starting to return Google Plus pages even when they are by no measure the best hits, which is incredibly stupid and the techs are already telling us how to get around it.

So there are clearly two things going on:

  • The Google Plus people at Google either don’t understand Internet culture, or think that they can change it (with themselves as the central storehouse and universally trusted driving engine of that change), and
  • Someone with power at Google thinks that (unlike Wave and Buzz, which were allowed to die when it turned out no one really wanted to use them) Google Plus is so important that all of Google’s other services can be taxed to supported it, by forcing anyone wanting to sign up for those other services to also sign up for Google Plus (and, if they don’t want to sign up for Google Plus, to go off to Yahoo or someone instead), and even corrupting search, which is Google’s base offering and frankly the only thing (well, maybe webmail) that we really want from them.

Of course Google may still save itself from these people; it’s far too early to give up.

But what if they don’t? Where will our bellweathers go to escape the stupidity, leading most of us along with them? Facebook for social stuff presumably, because that’s where everyone is anyway. But who will we use for search, and for webmail? And whatever else Google does that I’ve forgotten to mention?

Maybe the best thing would be for us to fragment again, and have there be more than one Big Obvious Search Provider, and more than one Big Obvious Webmail Provider, and even more than one Big Obvious Facebook-thing, and so on. If nothing else, Google’s failure would be a lesson on the dangers of bigness and obviousness, and the arrogance that tends to come with that.

On the other hand, Google’s implosion would open a very big opportunity for someone else to come in and take its place, by doing the good stuff without the dumb mistakes. Not sure who that would be; opinions welcome. What’s Yahoo doing these days? I tend to think of them as an old company that fell into the “web portal” rathole and never really returned, but maybe there’s potential there.

I really ought to make some bold prediction here, so that if Google does implode and my prediction turns out to be right, I can prove how clever and prescient I am. :) But for the moment I will just cross my fingers and hope that someone smart and powerful over there decides that shilling Google Plus isn’t worth corrupting all of the company’s other offerings, and that Google goes back to being the good guys. ’cause I am always an optimist!

(I will get back to the Combat System Scripting eventually, I promise! Or at least I have a good-faith intention to. But you know… shiny things!)

UGCFTW5!

Well, the news has somehow leaked out that today is my fifth rezday; it’s been five years since I joined Second Life (presumably on 22 November, 2006).

I remember some time back (must have been quite awhile) I was lucky enough to attend a Fifth Rezday Party for Washu Zebrastripe (the inventor of prim hair!), and we were all astounded that anyone could have a Fifth Rezday Party. Of course, as I recall, this was shortly before SL5B, and for a Resident to be older than the world itself is pretty amazing.

I can’t claim that distinction. :) But I do have a last name (or a dot in my name, depending how you look at it), and I remember when the Grid used to go down like every Wednesday (at the very least), and when we had real lag, not these tiny slowdowns that youngsters complain about these days. (We didn’t have none o’ these “sculpties”, either; flexi-prims were new and shiny enough for us!)

I thought I would take a few minutes’ break from the fireworks and parades in my honor and so on to say how great I still find SL, and scribble down my thoughts on some of the reasons why.

It’s very significant, I would say, that I’ve just starting taking a serious look at PvE combat and combat scripting in the last couple of weeks. And similarly that I just started breeding my first breedables in the last few months. Two things, each of which have been around for a long time, each of which are The Big Thing about Second Life to a significant number of people, and yet it’s taken me Five Years to get around to them. And there are still more things waiting for me that I haven’t tried at all yet; probably haven’t even heard of yet.

On the other hand I haven’t played World of Warcraft in weeks (months, maybe); because I’ve done everything that I want to (one 85 DPS, one 85 healer, one 85 tank, all the raiding experience I felt like getting). I may get lured back in for awhile to play a Pandaren, and to get my main toons up to level 90, but then I will probably get bored again.

And dearly as I love Glitch for its humor and quirkiness and art, I haven’t been doing any more recently than poking my head in, tending my little garden, squeezing my chicken and milking my butterfly, maybe gathering a few beans from the nearest bean-trees, and leaving again. There’s a complete encyclopedia of everything there is to do there, and I’ve either done, or decided not to bother doing, just about all of it. I know the devs will be adding stuff, eventually, and then maybe I’ll come back to look at it.

I occasionally get messages from other virtual worlds I’ve tried, like Blue Mars and Twinity and all, about how a new shopping mall has been added, or how they’ve added a new beach where there’s a vehicle you can drive around. And these make me laugh, because they’re so trivial. Can you imagine getting a piece of mail every time someone made a new model of car or motorcycle in SL, or opened up a new shopping mall or public beach? Talk about information overload!

The reason, the only reason that Second Life has been able to hold my interest for five years, is that users can create stuff.

(The people I’ve met there also hold my interest, but that’s interest in the people, which could have been maintained via Skype or email or even (gasp) actual visits, even without SL.)

So this is going to be another post like my original UGC FTW post (three years ago, I see!), only somewhat less organized. :)

User-generated content instantly gives Linden Lab a huge staff of unpayed (and for that matter of paying) content developers, who produce the content that keeps people coming back to the world, and keeps them wanting to live there, and keeps there being brand-new stuff all the time, driven by the Invisible Hand of the Market to cater to users’ wants. User-generated content isn’t just about the creators; in fact it’s not even primarily about the creators. It’s primarily about the people who see or get or buy or otherwise experience the work of the creators, and thereby find the world an interesting and enjoyable place.

(I say it’s “primarily” about the content consumers rather than the content creators because, with a few exceptions, we all consume more content than we create; we all enjoy more stuff that other people make than we make ourselves. I create lots of content that I like and that I hope other people like, but I experience orders of magnitude more content created by others.)

I think this is the key thing that most of the people tossing around the weird little milkshake analogy lately are missing. (The original article, headlined as it is “Why Second Life Failed”, of course seems to me to be coming from some Zone of Deep Cluelessness, since as far as I’m concerned SL is doing just fine thank you.)

All of this “milkshake” thing seems to boil down to saying that you can figure out which products are going to succeed by figuring out what they are for, and then seeing if that is something that people want. (Deep, eh? I wish I could think of deep stuff like that and then write books about it and all.)

I think this is actually wrong and/or stupid in many cases; I would argue that most innovations have been potentially able to do lots of different things, and the reason they succeeded is that their owners were able to figure out pretty quickly which of those things people actually wanted, and bend them in those directions. (In fact even the original milkshake example shows that, if you consider the product to be the store and its services as a whole, rather than just the milkshake line.)

And that’s exactly the right way to think about Second Life. It’s not designed to provide one specific thing; it’s designed to let people create and provide to each other whatever it is they want (within the capabilities of the platform). That general approach can’t lose. The platform has to have good enough affordances for people to actually use it, it has to have good mindshare and stability and so on, it has to be sufficiently funded to survive dry times, and so on; but the general principle is just pure win.

From this point of view, it would be exactly wrong to try to figure out what Second Life is, or should be, designed to do, except for the very high level “to enable people to create and experience stuff that they want to create and experience”. As we (and the Lab) notice some kinds of things that people are using it to create and experience right now, we can definitely make sure that the world is, and stays, good at those things. But that doesn’t mean we can decide that those are The Things, and focus only on those. Enabling User-Generated Content in general, and keeping the world good at that, in general, is in my very strong and pronounced opinion the right way forward. If Linden Lab doesn’t do that, someone else will; and whoever does do it will win.

(And that will eventually mean lots of money, as I’ve observed before.)

So anyway. :) Those are my Fifth Rezday Thoughts on why it is that I’m having a fifth rezday at all, and why and how Second Life has held my interest for all this time, and how it can keep doing that, for the Good of All.

Now, back to the cake!

Is Frogger More of a Virtual World Than Second Life?

This morning in the tub when I was trying to think of some more headlines that would make Second Life sound bad without being too obvious about it, I decided it was again time to make some subtly negative comparison of SL to something else. And the perfect example was right there on the bathroom wall, on my poster of old arcade games: I would make a post saying that Frogger is more of a virtual world than Second Life!

Now this might seem weird at first glance, since people don’t usually consider arcade games to be virtual worlds, but the thing is, there’s no one agreed upon definition of “virtual world”, so really I can write anything that pops into my head, and no one can say that I’m wrong. So nyah-nyah in advance to all you negative commentors!

In order to make Second Life look as bad as possible, I think it’s useful to think about all the ways Frogger is more or at least as much of a virtual world than Second Life, and not think about any of the things that suggest the opposite. Here’s at least eight:

  • Frogger is geographically contiguous – Second Life is not. Long ago, it was possible to walk from one end of Second Life to another. Now, SL is dominated by thousands of private islands, many of which are artificially inaccessible. By contrast, you can hop from one end of Frogger to the other, if you don’t get run over, just like it’s possible to walk from New York to Australia in the real world.
  • Frogger has an internally consistent, universal physics — Second Life does not. In some areas of SL you can fly; in others, you cannot. You can even change the position of the sun, and soon, the very way light is filtered. And so on.
  • Frogger has a pre-existing ecosystem of flora and fauna — Second Life does not. Alligators and speeding trucks thrive in Frogger. Outside of virtual pets and the rare virtual ecosystem, SL is mainly bereft of animal species, and has none that exist independent of their human creators and owners.
  • Frogger is self-contained and relatively separate from the the wider Internet — Second Life is much more integrated with the web, and therefore, arguably less “worldly”.
  • Frogger doesn’t have much dynamic user-generated content — but Second Life doesn’t have “natural” dynamic user-generated content either. In Second Life, user-created objects artificially instantiate out of thin air; also, Minecraft is better than Second Life, too.
  • Frogger is a single unified experience of a world — Second Life contains multitudes of very different world-like experiences. A “world” that contains, for example, space marine shooters, fantasy MMOs, urban roleplay, furries, Goreans, real life educators, metaverse artists, and so on and on, seems less like a world, than a platform for multiple worlds. The real world, after all, contains only one kind of thing, not many different ones!
  • Frogger has not stubbornly continued to be successful despite my constant sniping — Second Life has. Not that I’m bitter or anything. But someday SL will finally fail, and then people will stop snickering at me behind my back, pointing and giggling about Blue Mars! Someday they’ll all pay!!11!1!

Ehem. Sorry.

Of course, none of this suggests Frogger is superior to SL, oh no not at all, didn’t mean to suggest anything like that, any more than I did in my “Why call it Second Life when it has a low retention rate?” story, or my “Coffee and Power can succeed unlike SL which is a pathetic failure” story, or my “Second Life has failed due to poor execution and market timing” story, or my “Second Life is doomed because I am not in charge of it” story (parts 1-27). But I will say this: If you’re interested in widening the market for virtual worlds (and I am), it’s a good idea to widen the definition of the category, preferably enough so that it includes some CEO that will reliably return my calls.

For us mainlanders, how about raising tier limits?

So the other weekend the Lab had a big sale on estates; waiving the renormous setup fees that they usually charge, for all normal or Homestead estates sold on the weekend.

Which is nice, if a bit gimmicky, if you’re someone who wants to own an estate. (Or if you’re a speculator who wants to buy a bunch and them flip them next week for people who missed the sale, for a reduced setup fee, or something Wall Street like that.)

Less gimmicky, and for the benefit of Mainlanders like me who love living in the thick of things, I would recommend that the lab raise the amounts of (main)land that people can own at each level of tier. In the current schedule, for instance, someone paying US$40/month in tier can own up to 8,192 square meters of mainland (plus 512 square meters of tier-free Premium land). At US$125/month, it’s 32,768 (half a sim); at US$8/month, it’s 1024 (one sixty-fourth).

Mainland is quite cheap now, 1L per square meter or under in many places without direct water access. And even at that price, lots of it sits around unsold, I suspect because tier is inflexible, and hasn’t gone down with the falling economy like land prices have.

One approach would be to just lower the prices at each tier, of course; make it US$30 and US$100 instead of US$40 and US$125, or whatever.

I think it might be more interesting to raise the allowed amount of land at each tier, though, and leave the amounts the same. It more or less amounts to the same thing, but psychologically it’s simpler. Someone currently paying US$40 per month and with their tier maxed could immediately go out and buy more land, without having to think about it; whereas if the tier for their current holdings just went down to US$30 instead, they might take that extra ten bucks and buy a fancy new yacht, or even (horrors!) a couple of RL coffees.

What would the benefit be to the Lab? In the short run it’s revenue-neutral, in that they are still getting the same tier payments, and all they have to part with is lots of unowned mainland that isn’t doing them any good right now anyway.

In the medium term there’s some opportunity cost, as some people who would have decided they really did want more land and tiered up won’t do that, since they can have more land now without paying. But on the other hand there are also more sales of Lindens as all those people who now have more land go out and buy stuff to put on it.

In the long term, I like to think that having that land occupied by people who will be doing interesting things with it, rather than lying fallow and empty, will draw more people to the mainland, and to SL in general. Retention is likely to be higher if people see interesting things than if they see empty abandoned or For Sale land. And that’s certainly a benefit.

So how about it, Labbies? Can I have, say, 12,288 square meters for my US$40/month? Be your best friend! :)

The secret is out! “Placemaker: Plazas” released to worldwide acclaim!

Well, I’m sure there will be worldwide acclaim soon, anyway. Probably!

Placemaker: Plazas / publicity shot

There is the publicity shot for Placemaker: Plazas (Basic Edition), just released onto the SL Marketplace.

For a mere 400 Linden-dollars, you can own a device capable of producing literally a whole lot of different and sometimes even interesting (and in any case full-perm) plaza-like structures!

I have no doubt if that price-point makes any sense :) but I thought I’d give it a try.

So buy it if it sounds interesting! Let me know if it works for you, if the instructions were confusing, or anything else. If I continue to find the general idea interesting, maybe someday there will be a “Placemaker: Houses”. That was actually my original thought, but that turned out to be a little grandiose to code from scratch, so I started smaller…

SL Merchants: stop with the cruft!

… and in this case I don’t mean the mediocre-quality 2007 freebies on sale for 99L.

The cruft I’m referring to here is (are) the unnecessary scripts that many of your vendor devices are delivering to customers’ inventories, with names like “Floating Text” or “rotation script” or “vendor script – delete me”.

(Or most adorably of all, “New Script”.)

Vendors all too often deliver this stuff along with the stuff that the customer actually wanted (and sometimes annoying non-script cruft like pose stands, multiple landmarks, and so on), and they (you) ought to stop. Not only because it’s annoying to customers, but because it makes you look sort of clueless and unprofessional, and because annoyed customers are that much less likely to be repeat customers.

Why does this cruft come up in the first place? A little background: there are two different basic ways a vendor can work:

  • Vendors that you buy things from with the “Buy” option on the menu, where you get a little popup that says “Buy a copy of Whatever and its contents [list of contents] from Whoever Resident for 235L?” or “Buy contents [list of contents] from…”; we’ll call these “Buy vendors”, and
  • Vendors that you buy things from with the “Pay” option on the menu, and you get a little popup asking how much you want to pay, usually with just a single button with the price on it, but no list of exactly what you’re getting; we’ll call these “Pay vendors”.

A vendor can be set up so you don’t need to select either Buy or Pay, but you just need to touch it, and it acts as though you’d selected Buy (or Pay). You can still tell a Buy vendor from a Pay vendor, though, by the kind of popup you get after you touch it: either the list of contents that you are buying, or just an amount to pay.

(Not being much of a Viewer 2 or Viewer 3 user, I haven’t verified the exact contents of these popups on those viewers, but I think they are similar; feel free to leave comments if things are significantly different there.)

But anyway!

The interesting difference between the vendors for our purposes is this:

  • a Buy vendor always delivers everything in the prim to the buyer, but it doesn’t need to contain any scripts at all, whereas
  • a Pay vendor does have to contain scripts, but it has total control over what it delivers to the customer (so in particular it doesn’t have to deliver any unwanted scripts to anyone).

So the two primary sources of cruft are:

  • Buy vendors that contain scripts that they don’t need mixed in with the goods, and
  • Pay vendors whose scripts are poorly written, and deliver stuff (often including themselves!) that shouldn’t be delivered.

So how do we fix these things?

Remove the scripts! (Buy vendors)

So Buy vendors don’t need to contain any scripts at all in order to sell things (they just need to have the appropriate “For Sale” boxes filled in in the Edit window). Then why do we so often end up with useless scripts in our inventories when buying from Buy vendors? Because sellers put scripts into the Buy vendors in order to get various effects (floating text, spinning, etc), and then they leave the scripts there, even though they don’t actually need to.

If a box that is a Buy vendor has a Floating Text script in it whose only function is to make the box say “Awesome Blue Hat 240L” in floating text above it, the merchant should remove that script; the floating text will stay (it’s like, after you paint a wall, you don’t have to keep the paintbrush around for the wall to stay painted).

If a box has a rotation script in it whose only function is to make the box rotate around in an eye-catching fashion, the merchant should remove that script; the rotation will continue. (This is true for the common ways that people make sale boxes rotate; there are some kinds of rotation that will actually stop if you remove the script, but your sale box is unlikely to be using any of those.)

If a box has that ubiquitous “anim SMOOTH” script in it that makes the textures on the box rotate around, the merchant should remove that script; the cheesy attractive texture animation will continue.

If a box has a “New Script” in it whose only function is to make the box shoot pretty colored sparks out the top, the merchant should remove that script; the particle display will continue. (Again this is true for the common kinds of particle-displays. More elaborate kinds may stop if the script is removed, but in that case you should consider switching to a Pay vendor instead, or moving the particle script to a different prim, or otherwise avoiding delivering it to your customers.)

The result of removing these scripts is that when your customer buys one of your products from your Buy vendor, they get only the product, and none of those baffling and annoying extra scripts. They get a more satisfying shopping experience, and you get a higher customer retention rate. Goodness all around!

Don’t deliver the scripts! (Pay vendors)

Okay, so for Buy vendors the important thing is to just take out all of those visual effects scripts that don’t need to be in there anymore. What about Pay vendors?

In a Pay vendor, there’s always at least one script involved, with the job of noticing when someone has paid money to the vendor, and figuring out what to do about that. (For Buy vendors, SL itself takes care of seeing the buy action and delivering the goods.)

The script in the Pay vendor can do basically anything it likes; it can deliver copies of the items that are in the prim’s contents, it can deliver just the single boxed item that was selected at the time, it can contact some central server that will handle the actual delivery to the buyer. (That last kind is what you are using when you use a Pay vendor to buy something, and the actual item is sent to you by “Fred’s Central Vendor Server” or whatever.)

So if the script in a Pay vendor can control exactly what is delivered, why do these vendors also end up delivering unwanted cruft? Because so many Pay vendor scripts are incredibly simple and basically just deliver everything found in a particular prim. So this can include both all of the kinds of unnecessary scripts that Buy vendors tend to deliver (Floating Text and family), and also the vendor script itself!

This is easy to fix. Typically your vendor shouldn’t be delivering any scripts at all, so you or your friend who scripts can just look in the vendor script, find the place where it’s making a list of prim contents to deliver, and be sure not to add any scripts to that list.

So for instance if the script has a place that says:

    integer n = llGetInventoryNumber(INVENTORY_ALL);
    for(i=0; i<n; i++) {
        items += [ llGetInventoryName(INVENTORY_ALL, i) ];
    }

that is building up the list of things to deliver, you can change it to:

    string item_name;
    integer n = llGetInventoryNumber(INVENTORY_ALL);
    for(i=0; i<n; i++) {
        item_name = llGetInventoryName(INVENTORY_ALL, i);
        if (llGetInventoryType(item_name)!=INVENTORY_SCRIPT)
            items += [ item_name ];
    }

which leaves any scripts (including itself!) out of that list.

(If you do need to deliver scripts, you can use llGetInventoryName() to find out the name of the vendor script, and at least not deliver that. More sophisticated vendors have a configuration notecard or something like that, so you can explicitly tell them what to deliver; those don’t generally have the problem of delivering extra script cruft in the first place.)

Waring: llAllowInventoryDrop (PSA for all)

As an Extra Bonus for those who have read (or even just skimmed) this far, here’s a Public Service Announcement and a warning.

There are a bunch of legacy “copied from person to person for years” scripts out there that contain the line:

    llAllowInventoryDrop(TRUE);

I’ve seen this line in at least some Floating Text scripts; it may well occur in some other kinds of scripts as well.

While I’m sure that whoever put it into the original script had some good reason to do it given what that particular script was intended for, it’s definitely not something that you want in a random vendor.

If you have a script in a vendor that contains this llAllowInventoryDrop TRUE line, you may be opening your customers (and therefore yourself) up to being pranked and griefed in ways that might range from amusing to very harmful, depending on the prankster and the point of view.

(I’m not going to go into detail here on the exact vulnerability to avoid encouraging pranksters and griefers; a few minutes of web searching will find all the necessary information quickly enough.)

And if you do have one or more of these it’s not enough to remove the script or to remove the offending line from the script. If you find one or more vendors of yours have this line in a script, and you don’t know exactly what it’s doing there, you should change the TRUE to FALSE and re-save the script. So instead of the line above, it should say:

    llAllowInventoryDrop(FALSE);

You should also check the contents of any vendors that you find the dangerous line in, to make sure that they don’t contain anything that you didn’t put there.

And about those posing stands…

Okay, that’s all for the “avoiding script cruft” issue. But while we’re on the general subject, I doubt I’m the only one that’s annoyed when Every Single Item I buy at a store comes in a box that also includes a posing stand with the store’s logo, and two or three landmarks for the store and its various branches (and the owner’s boyfriend’s Rock club, and…). I mean sure, have a little vendor that gives away free logo posing stands to people who want them, and by all means have a landmark-giver in the doorway, but if I buy five items from your store, I don’t want five copies of your posing stand, ‘kay?

So could y’all please leave those out, too? :)

So is Google evil after all?

Or, more specifically, are they evil because they are (or may be) deleting (or forbidding, or something) “google plus” accounts that are opened using SL avatar names, or usenet or forum pseudonyms, or basically anything else that fails some kind of naive “real name” sniff-test?

I dunno. Maybe. Or probably. Or maybe not. Probably not, really. But is this guy a jerk?

If you see a person with an obviously fake name, go to their profile and find the “Report Profile” link in the bottom of the left column. Report it as a “Fake Profile”. We want Google+ to be place for real people to connect with other real people.

There has certainly been something of a flurry of concern about it. I sent him a little note after reading some of the furor:

I think you really meant something like “if you see a ‘person’ that is obviously a company or a spammer, go to their…”. Real people use all sorts of names, “Fake” and otherwise. It’s the fake people you want to keep out, not the real people with “fake” names…

No reply yet, but he has now come back with one of those “wait, wait, what I meant was…” posts (which I can’t figure out how to link directly to; scroll down on the one above):

Holy cow. I was offline most of yesterday and it looks like I started a firestorm by accident.

Kevin McCurley’s comment sums up the spirit of my post better than I did: “In the meantime please interpret this post in the loosest possible sense – only flag things that are clearly not representations of a real person. We’re not out to ostracize people or enforce unreasonable conditions. Businesses and organizations will have their own profiles in the future”

The policy page (http://www.google.com/support/profiles/bin/answer.py?answer=1228271) leaves some room for interpretation and says: “For this reason, Google Profiles requires you to use the name that you commonly go by in daily life”

It doesn’t say anything about your legal name.

I’d better not say anything more about this since: a) I’m an engineer and b) there are plenty of edge cases that I’m sure are legitimate and not explicitly covered in the ToS.

… and (c) he’d like to remain employed if that is still possible at this point.

Which does more or less correspond to what I said. But still, “commonly go by in daily life” certainly does leave some (“some”) room for interpretation.

And really this whole thing gives me a creepy feeling. Why is Google policing the appropriateness of names and the “realness” of accounts, anyway? (As opposed to, say, the spamminess or otherwise of behavior.) The full quote from that policy page is:

Google services support three different types of use when it comes to your identity: unidentified, pseudonymous, identified. Google Profiles is a product that works best in the identified state. This way you can be certain you’re connecting with the right person, and others will have confidence knowing that there is someone real behind the profile they’re checking out. For this reason, Google Profiles requires you to use the name that you commonly go by in daily life.

This is actually pretty stupid. (Botgirl’s autotuned version is at least amusing!) How do they, in the 21st century Internet, know how their just-launched product “works best”? And why do they feel it necessary to forbid other ways of using it? The fact that someone is using the name “Fred Muggs” rather than “Teh Fredster!!” doesn’t mean anyone “can be certain you’re connecting with the right person”, or that anyone “will have confidence knowing that there is someone real behind the profile they’re checking out”; names are not magic.

And really, “checking out”? That phrase plus the fact that initially google plus required not only a “real” first and last name, but also a (publicly viewable) gender, makes me wonder…

Is Google Plus really intended as a dating service?

It would explain alot, anyway. Maybe they will notice that they didn’t really plan to take over the world with a dating service, allow pseudonyms as long as they aren’t being used to spam or defraud, and this will all blow over. I continue to think, at least in my crotchety moments, that maybe all of the boring people will vanish into Facebook and Google Plus, and the rest of us can go back to using the rest of the Internet. The end of the Endless September? If Google could give us that, I think I’d forgive them for a certain amount of arguable low-grade evil… :)

(Thanks to the NY Daily News for the nice little evil-Google graphic, heh heh.)

Second Life’s Transformation into Profitable Chicken Farm Seriously Threatened by Second Life Users’ Hate and Fear of Change

I was recently talking to one of my very good CEO friends with whom I regularly hang out at exclusive meetups and other trendy events, and while I don’t know if he agrees with me about everything, I do know that many present and former Lindens, US Presidents, and the prophets of all major religions, including Philip Linden, probably do, because after all I am right, and Second Life is doomed unless it changes completely.

In particular, Second Life will inevitably vanish into oblivion unless it does three things:

  • Implements “click to move your little person around” like the Sims,
  • Integrates intimately with Facebook,
  • Transforms itself into a chicken farm.

And I don’t mean some stupid virtual chicken farm, I mean a real-life chicken farm, with chickens and stuff. Have you seen the profit margins those places make? It’s insane!

The chicken franchise is, after all, orders of magnitude larger than the Second Life franchise, or even the Sims franchise. Everyone eats chicken! mmmmm, chicken!

Of course Second Life’s current stuffy narrow-minded piggish repulsive decaying stupid users, who don’t listen to me and even satirize me in their weblogs even though they have probably never even talked to Rodvik, will moan and whine and kick their little feet about this, because they hate and fear change. And chickens. They are chicken-haters!

The inevitable changes to the UI that will allow you to click and move your little person to the window where they can buy Linden Lab stock, the only necessary operation once the company is transformed into a profitable chicken farm, will be met with stuffy narrow-minded piggish repulsive decaying stupid whining, but I will counsel my good friend Rodvik (who I call “Rod”, or even “Roddy-baby”) to ignore them, since one’s current users are always less important than the millions of users that one might have in the future if a miracle occurs.

And you should by no means read or pay any attention to people who advise listening to current users, because they are wrong.

Virtual Worlds Best Practices In Education 2011

VWBPE

I will let friend KendallQ do all of the work here, by quoting the notecard she sent that eventually got me (and got me into) that picture…

Hi all –

Many of you know that the VWBPE Conference starts today.

I had mentioned to some of you that I would be presenting on “Conflict Transformation for Organizations”. This is an unusual topic for a conference of this type and I am excited to be included.

This will be at 2 SLT on Friday. The SLURL is http://slurl.com/secondlife/VWBPE%20South%203/120/117/43.

ABSTRACT is:

Is your way of handling conflict like Howard Stern, Oprah Winfrey; or do you avoid conflict, possibly at all costs? Regardless of the world you are operating from, conflict is a natural part of every-day life and also part of every organization.

“Conflict is normal in human relationships, and conflict is a motor of change. Transformation provides a clear and important vision because it brings into focus the horizon toward which we journey – the building of healthy relationships and communities, locally and globally. The goal requires real change in our current ways of relating.” (source: John Paul Lederach, “The Little Book of Conflict Transformation”)

By reconsidering the way we think of conflict and learning new ways of communicating and relating, we can build stronger relationships with our allies as well as those we inspire to a different way of thinking and feeling.

Not only do we feel and work better with easier relationships but the real “winners” are the individuals who will have fuller, richer lives and are more productive.

OTHER PRESENTATIONS TO CONSIDER:

  • “Digital Literacy and the Death of Community: Implications for Education” by Kaseido Quandry aka John Carter McKnight, Friday, 1:00 p.m. SLT
  • “Learning about Community in Virtual Worlds” by Elisabeth Hayes (aka Nila Indigo) and John Carter McKnight, Friday, 5:00 p.m. SLT
  • “A Virtual Traveler’s Notebook: Some Reflections on Professional Learning & Sharing in Second Life” by Kimberly Flack aka Kimmer, Friday, 6:00 p.m. SLT
  • “The Perky Pug: Engineering Play With Strangers in World of Warcraft” by John Carter McKnight, Saturday, 11:00 a.m. SLT

You can find locations for the other presentations by checking out the Master Schedule tab on the left here — http://vwbpe11.vwbpe.org/.

Please feel free to share this information with anyone you think might be interested.

Best regards,
KendallQ

I got there just too late to hear botgirl and friend give keynote. :) I am not really a Educator, and will prolly not go to many Sessions myself, but lots of inneresting people will, so if you get a chance, pop in! Never know who you might meet, or what thoughts you might encounter…

Gamificationing

Little people with letters on themI think I’ve figured out why I so often disagree with Hamlet Au‘s opinions about how Second Life should change. As I speculate here, I think Hamlet is talking as an investor or a business consultant, saying what he thinks will improve new-user signups, or retention, or profitability in general; whereas I’m talking as a resident, saying what I think would make the world a better place to be a resident in, for people who are at least to some extent like me. Of course the world has to continue to exist :) in order to be a good place to reside, so I am somewhat concerned with profitability, but it’s not primary.

So for instance when Blue Mars decided to give up development of the actual virtual world, in favor of an “is my AV hot or not?” app for cellphones, that may have been a great decision in terms of bottom line, but presumably was not great news for those who enjoyed the actual virtual world.

And when Hamlet praises the new “Rank” system on the Second Life official forums, and hopes that it will soon have an equivalent inworld, I think he means that he believes (based on his knowledge of similar systems in places like the 2.5D Habbo Hotel (“Habbos Like: army cool diceplaya elite police force financier football friends fun funny habbo habbo government job justin bieber lol love music nypd pays police white house”)), that this would increase new-user retention, concurrency, profits, etc; but when I say I think it would be an awful idea, it’s because I have a really hard time imagining how such a thing would actually improve my experience of the world, aside from any profitability impacts it might have.

I remember when I briefly tried “vSide” awhile back, there was some system of “Creds” or something, based on something like a ranking system or achievements or friends or money spent or something, and various items that I might have wanted to buy were only available if you had enough “Creds”, and I didn’t. And this turned me off, and was one of the reasons I stopped going there; one thing I don’t want a virtual world telling me is that I Am Not Good Enough!

On the other hand I do appreciate the value of a constant little stream of validation in any activity. So maybe it would be possible to imagine some sort of “Gamification” of SL that would, rather than telling you that you are currently Not Good Enough to get some particular item or upload some particular kind of content, instead give you little attaboys, little blips of praise or accomplishment. Might be worth thinking about.

World of Warcraft has (at least) two almost entirely separate reward and rank systems, one of which I think is completely inappropriate for SL, and one of which might actually be interesting.

The inappropriate one is the obvious one: every character has a level, and the most obvious driving force behind the entire game is leveling up. You level up very very fast at the beginning, which provides a steady stream of little rewards to start with, while you’re still perhaps finding out what-all there is to do in the game. Low-level characters can only go to low-level places, and use low-level items, and fight low-level monsters. A high-level character can kill a low-level character of the other faction with a single blow.

Importantly, it’s a ranking system among characters (“toons”), but not among players; in general each player is expected to have a number of toons, and the level 15 druid that you’re talking to is quite likely just the latest toon of someone who also has two or ten level 85 characters of other classes and races.

And this would all be completely inappropriate for Second Life. SL isn’t about some ubiquitous overarching story that everyone is taking part in, some set of predefined ladders that everyone goes up and that everyone is interested in. It’s not about creating a character, leveling it up one of the available ladders, improving one’s gear, and then starting a new character with different abilities, to climb a slightly different ladder. SL can be this, if you get into one of the RP systems, but that’s entirely up to the player; it’s not baked in. And it shouldn’t be; changing SL to be that way would be like making it into an “is my AV hot or not?” app for cellphones, or for that matter into a sales platform for dishwashers. It might be profitable, but I (and I think most residents) would lose all interest.

On the other hand, WoW also has the more recently-added “Achievements” system. Achievements are things that you do outside of the level system, and that get you at most little decorative rewards, like a new title to display over your head, or a pet that will follow you around but doesn’t actually do anything in the game. And the vast majority of achievements don’t even do that; it’s just another achievement that you’ve achieved, the game makes a cool little noise and informs anyone standing nearby and anyone in your guild who happens to be logged in at the time, but that’s it. There’s a “compare achievements” mechanism that you can use to compare your achievements with those of anyone nearby, but I don’t think I’ve ever seen or heard of anyone using it.

Could we have a similar system in SL? Maybe. It wouldn’t be like the thing on the forums at all, with every person having one single rank-like title (“Honored Resident”, “Member”, “Advisor”, gak); instead there’d just be alot of checkboxes that you could either ignore entirely, or work more or less hard on getting them checked off. Having checked off alot of them would not get you any special powers on the forums or in the world. I can’t emphasize this strongly enough; tying them to special powers leads to cheating and hacks and drama and destruction.

There could be a bunch of very easy checkboxes, so that new residents get a nice welcoming stream of validation messages when they start out. And it should be easy to ignore those checkboxes you never intend to check off; someone who has no interest in combat games should not be constantly prodded by the viewer because they have not yet checked off the “kill or be killed in a combat game” box. (I really hate the thing on Facebook or wherever it is that’s always reminding me that I’ve provided only 47% of the intimate personal information that they’d like me to reveal; that’s all I ever intend to provide, thank you very much!)

So what would be some fun checkboxes? I’m sure people are making lists like this all over the SL web even as I type. :) Maybe:

  • Find the Friends List panel
  • Find the IM and Group IM panels
  • Say something in open chat
  • Walk!
  • Fly
  • Teleport
  • Find the world map
  • Teleport to somewhere on the world map
  • Receive an IM
  • Send an IM
  • Offer friendship to someone
  • Be offered friendship by someone
  • Buy something / spend Lindens
  • Sell something / receive Lindens
  • Rez a cube
  • Change the texture of something in Edit mode
  • Create a new piece of clothing / body part / notecard…
  • Join a group
  • Create a group
  • Take a snapshot

And so on and so on. :) Most of those are newborn sorts of things; I think I’ve done all of them but “create a group”.

We could argue that once someone’s been inworld for awhile, they will have found other sources of validation and fun besides the little achievements. On the other hand it’s easy to imagine the occasional olderbie achievement: “Rez your 500′th cube” or “delete your 10,000th thing from inventory” or “make your 100th friend”. Even “own an entire sim”. How about “be hired by Linden Lab”? :)

I dunno. I think I can convince myself that these things might be fun, and might increase new-user retention some. On the other hand I’m not sure, given all of the things that might be fun and might increase new-user retention, if this is anywhere near the top of the list. (Get sim-border-crossings working first, ffs!)

:)

Avination and the Freebie Issue

No freebies!Another alternative grid that’s been getting some talk lately is Avination. It’s another OpenSim grid, technically pretty stable from my small amount of experience there, with a functioning currency system, and a couple of interesting potential differentiators (i.e. things that might make it different enough from Second Life and from all of the other OpenSim grids to be notable).

The first differentiator, which I won’t mention outside of this sentence, is gambling; they haz it.

The second one is their novel and as far as I know unique Freebie Policy. Or, as it might also be called, their anti-Freebie Policy.

The Freebie Issue is another one of those controversies that I’ve studiously avoided in weblogifying about virtual worlds. The issue has enough facets and subtle nuances that it would take a whole essay to treat well, and on the other hand lots of people seem to have strong one-sentence opinions on it; not a great combination.

Personally I like it when people share stuff, and I think it’s healthy for an economy in general when in order to make a buck you have to work harder and/or have better ideas than the people who are producing stuff just for fun. On the other hand I do understand the argument that store-provided freebies are a sort of Tragedy of the Commons thing: that sellers would do better if none of them gave out freebies, but if anyone does, then in order to stay competitive you have to also. I suspect that the argument is true in some sectors, false in others, and irrelevant in others; but it would take significant work to get any good data on which are which.

Anyway, Avination comes down on the negative side of the issue in various ways. When you land at an Avination starting point, there are no boxes of free AOs, no stores giving away free “better than newb anyway” clothing. The Freebie Policy says “No Freebies may be given out in stores at the welcome areas”. And since you start with zero money, that means the only way to even walk like a person is to invest in the world.

It’s an interesting thought; they are counting on there being enough people who already know that they want to be in the world, and will be willing to put down cash before they’ve really experienced it.

(Yeah, I’m assuming that no one would want to experience a world while waddling around like a duck; a pretty good assumption I think!)

Not only can there be no freebies in stores at the welcome areas, no store can have more freebies than it has non-freebies, you can only give away freebies that you made yourself, and no freebies can be copy-transfer.

This led me to wonder just what they mean by “freebie”. The Policy seems to define them as “promotional gifts”, but just what does that mean? Is something that costs $1 (in the local currency) not a freebie anymore? What if I make something and want to give it away full-perm just for fun, not “promoting” anything but maybe my reputation for generosity; is that still a freebie in the relevant sense?

I posted that basic question as a thread on the Avination forums (which has since moved): does the Freebie Policy forbid me, as an individual rather than a store, from giving anything away full-perm?

For about a week it got only some unofficial answers from unofficial people (some sensible, some appearing to directly contradict the stated policy), and then finally there was an apparently-official reply from “Randolf Baxton, Forum Support”, which suggested two things:

  • Avination needs to do something about the attitude of their support people, and
  • The Freebie Policy does in fact apply to individuals just like it does to stores.

Which is pretty radical, really, if true. It’s not necessarily bad, but it’s a large departure from Second Life (differentiator, see?), and suggests a really significant outlook on the world: that this isn’t a place where the vision includes people randomly making and sharing things, modifying and passing them on, etc; on the contrary it’s a place for buying and selling, where the amount (and perhaps indirectly the quality) of stuff is carefully reined in. The rules about what you may create and what you may do with your creations are founded on the needs of commerce, whether you yourself intend to be commercial or not.

Not my kind of place, described that way, but nothing requires it to be. I think it will be interesting to see if it is lots of other people’s kind of place.

There’s an episode of Gridwrap (one of those long video things I never have time to watch) in which one of the Avination folks talks about the whys an’ wherefores of the Freebie Policy. I found it interesting both for what she talked about and what she didn’t talk about. She talked alot about how many freebies are copybotted (i.e. produced by using rogue client programs to copy other people’s stuff in violation of copyright), and most of them are very low-quality, and how Certain Other Grids have lots of “sims full of poor-quality freebies that no one wants”. She doesn’t talk at all (at least not that I noticed; my attention did wander) about how freebies compete with for-sale things, and raise the bar on how interesting your stuff has to be before you can get money for it. (Which I gotta think is part of the reason for the policy.)

And I think that’s about all I’m going to say on the subject tonight. :) Personally I like the sharing culture, where people make stuff and pass it around full-perm, or at least copy-transfer, and it passes from hand to hand forever. I probably like lots of stuff that the Avination people would consider low-quality (and when they say “freebies that no one wants” I have to admit what I hear is “stuff that isn’t to my taste and therefore should not exist”). On the other hand I don’t like copybotting or copyright violation; and on the third hand I’m not sure that freebies or full-perm things have much if anything to do with that.

I’m tempted to post a bunch more questions to that forum thread; about whether dollarbies count as freebies, about what the minimum price you have to charge before something stops being a freebie is, about whether it’s allowed to sell things copy-transfer (hint: for big sectors of the economy, like poses and scripts and textures, it pretty much has to be), and so on.

But probably I should try not to badger them (even Randolf) too much, and just keep an interested eye on them and see how they do. Maybe even log in again once in awhile…

(At the moment I am a very butch short girl in Avination, wearing boy’s clothes and walking around with a macho boxer-strut, because of the two AOs that I bought I preferred it to the hooker-slink in the female one. And I just bought some elf-ears!)

RedZone is silly

Irrelevant picture of Red Zone deodorant.  Or something.So I generally avoid SL Controversies o’ the Day, because there are so many of them, and as fun as they might be to wade into, who has time?

But a couple of different friends have now asked me about the “Red Zone” controversy, and whether they should be worried about it, or protecting themselves from it, or using it, or whatever, so I thought I’d contribute my answer here.

The very short answer is: “No”.

The slightly longer answer is “No, it’s silly; ignore it entirely unless you’re in the mood for megabytes of drama”. (Not to suggest that there’s anything wrong with megabytes of drama, if you are in the mood!)

The rest of this posting is the even longer answer. :)

Red Zone, for anyone fortunate enough not to have heard of it, is a product (or these days apparently a line of products) in Second Life, that purport to protect you against griefers and “copybotters” (i.e. people using content-stealing clients), by (for instance) automatically ejecting them from your land. And (the special sauce!) also automatically ejecting their alts.

Which means that it purports to know when one AV is the alt of another.

It uses various heuristics to identify AVs who grief or use evil clients. The heuristics are necessarily approximate; even humans can’t agree on just what constitutes griefing or evil in a client, and even if we did have strong definitions it’s still hard and unreliable to detect just who’s crossed the line.

And then it uses even shakier heuristics to guess who is an alt of whom. High on the list is trying to get the SL client programs used by nearby people (i.e. by you) to connect to an external website (via tricks with media URLs) in a way that will allow correlating the AV’s name to an IP address (that is, the address that a server sends data back to when you ask for it).

This is relatively easy in most cases, because streaming media in SL doesn’t go through the Second Life servers at all; when you’re in a club listening to a live singer, say, the club sends just the URL of the audio stream to your SL viewer, and the viewer then directly connects to that URL (which is under the control of the singer, not Linden Labs) to get the sound.

Now the fact that two AVs are associated with the same IP address is no proof that they are alts, of course. They could be two different people using the same computer, or two different computers that are behind the same firewall (some kinds of firewalls cause everyone behind them to appear to be at the same IP address, others don’t). Similarly, if two AVs are associated with different IP addresses, it doesn’t mean that they aren’t alts; someone really dedicated to keeping eir alts secret will just use them from different computers (or while causing the same computer to have different IP addresses, which is also possible).

Red Zone may or may not do clever stuff to try to minimize errors from this sort of thing; doesn’t matter, though, as the alt-detection will still be approximate at best.

So if I walk onto RedZone protected land, and someone who once used a computer in the same Internet cafe that my housemate once used once got on a blacklist for using an evil client due to a false-positive in some evil-client-detecting heuristic, I might find myself ejected.

Similarly if someone buys some expensive Red Zone product and uses it to get a list of Dale Innis’ perhaps-alts, they might get a list that includes some of my alts, my housemate’s alts (if I had any housemates who used SL :) ), anyone that ever used a computer in the same Internet cafe as my housemate, etc, etc. Could be a long list!

Since Red Zone uses streaming media URLs to try to identify alts, one way to avoid it is to turn off streaming media in your SL viewer, something that people do all the time for other reasons anyway. Some Red Zone fans and/or sellers have apparently suggested that Red Zone should, or does, detect people with streaming media turned off, and declare them griefers and/or copybotters also, since after all they are trying to evade Red Zone.

Given all that, why is my answer to “should I worry about Red Zone?” a nice short “No”?

Because it’s silly.

It’s all just silly.

If you find yourself ejected from some place because Red Zone has falsely classified you as the alt of a griefer, or because you had streaming media turned off, that’s not a place you want to be anyway. After all, it’s owned by someone fool enough to be ejecting people via Red Zone!

If it seems to be a really nice place otherwise, you can bother to contact the owner, explain to them that Red Zone is silly and you aren’t a griefer, or you have media turned off because it crashes your machine, and see if they’ll override it and let you in. If they do, you’re in. If they don’t, they’re silly and you don’t want to be on their land anyway.

If your SL SO rips into you because they bought a list of people Red Zone says are your alts, and that list included your SO’s bitter enemy, or an artichoke-fetishist, or whatever, patiently explain to them that Red Zone is silly, and those people aren’t actually your alts. If your SL SO trusts some random piece of drama-soaked software more than they trust you, the relationship was doomed anyway, and the sooner ended the better.

Is Red Zone a violation of the ToS, or if it isn’t, should the ToS be changed so that it is? Is it a violation of any particular country’s laws, or of common decency, or the Will of God? Is the author a clever programmer, a scammer, neither, or both? Should Red Zone have been banned from the SL Marketplace? Should it have been allowed back in?

If those questions interest you, feel free to dive in! There is for instance a humongous SLU thread (which I haven’t read) on the subject, a JIRA on banning RedZone, a more general JIRA about having more control over where one’s viewer loads media from (I kinda like that one), and on and on and on.

(There’s also a thing called “GreenZone” that is in some way or another designed to detect and/or do something about RedZone, for you meta-fans.)

And again, if all of that interests you, feel free to dive in! Lots of fun to be had, people to meet, flamewars to heat up or cool down, and so on.

But if all of that bores you, and you’re just wondering if RedZone is something you need to worry about?

Nah.

It’s silly.

Clouds from both sides now…

Okay, I was about to go to sleep, ’cause of I am really sleepy, but then I noticed something on Twitters, that led me to something on NWN. that reminded me of something else on NWN, that led me to try something, that… and now…

So anyway!

I have in the past expressed great skepticism about the usefulness in virtual worlds of server-side rendering (sometimes called “cloud rendering” or even just “cloud”, although the latter is poor word usage since there are so many other potentially cloud-related things) any time in the non-distant future.

I am still quite skeptical that it’s going to Change the World any time soon, but in fairness I have to report two Interesting Developments that might actually Prove Me Wrong.

(Gasp!)

First off, there is now what seems to be some non-faked demos of Blue Mars running via server-side rendering, between California and Hawai’i. If it’s actually usable, and it appears to be, that’s a really interesting technical datapoint! Apparently the general user population can’t actually use it yet, but it exists, and maybe someday soon random people will be able to.

And second off, there is now a beta-level in-browser server-rendered client for Second Life that random people can use, and that I’ve used, and that actually works! zomg, eh?

SL Beta In-Browser Viewer!

That’s me using it. It seems to work! A maybe one-minute automatic within-browser install, and then bang you’re in a subset of SL, on a “guest” account that’s apparently good for one hour. Or something. So in that picture I am not Dale Innis, I am 1234567 Guest or something. But I’m inworld!

Some notes:

You can choose one of a couple dozen pre-made AVs, both male and female (none of this lame “choose your gender once and for all” crap from other VWs, yay!).

I seem to have somehow ended up with a random mixture of two after playing with the buttons a bit. Mostly “City Female”, but with the long pink hair and a few other features of “Cosplay Female”. Nice. :)

It’s laggy. Not horribly laggy, but still laggy. Since it’s server-rendered, every keystroke has to go up to the server, get interpreted into AV motions or whatever, which then change the picture, which gets compressed and streamed back down to your eyes as through it were a movie. Which takes awhile, but it was definitely usable. (Zoom and pan and other camera movement was quite instantaneous; presumably that doesn’t have to go up to the server, or at least not much.)

The place where they start you out by default is some crowded and generally lame club. If that had been the first place I saw in SL, I probably wouldn’t have come back. Reminded me of my first experiences in vSide or IMVU. Why SL would want to start people out there, I dunno. Some theory about their Target Audience, I suppose.:P

But there are lots of other destinations, which aren’t nearly as lame. I was happy to see Inspire Space Park there. Next time I try this, when I am actually conscious, maybe I will go there. (In the picture, I am sitting in a placid spot in France 3D.)

It’s a subset of SL, function-wise. No inventory, no building, no map, didn’t see any general TP. You can walk, fly, chat, IM, and zoom and pan the camera, and change to a different premade AV; and as far as I can tell that’s it. Which makes SL seem alot like the comparatively uninteresting competitors that aren’t doing nearly as well as it is. But as long as people are eventually drawn deeper in…

Anyway, fascinatin’! I must sleep now and stop pretending that I am conscious enough to be posting to the innertubes. But I thought I should make y’all aware of these Inneresting Developments! I am still wondering about the Business Model (i.e. they are maybe neat demos, but is it sustainable for Blue Mars and LL to basically pay for function equivalent to a high-end graphics card for every user?), but that is after all not really my field. We will see!

Yet another new Thingmaker! An’ Video!

As you know if you watched the video :) version 3e of the ThingMaker is out. It’s basically the version that was in the box at Ten Thousand Things Camp; it has a few new thing-making patterns, and it’s the first released version that puts textures on prims.

As usual, it’s available in the Store for a mere 175L, and all previous purchasers should have gotten the automatic update (via my dead-clever update distributor script). Don’t hesitate to IM me if somehow you didn’t.

Although I still love staring at it for hours while listening to trippy music :) I’m wishing that it had even more thingmaking patterns. I think I will teach it some more less-round one next…

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