Another Fifteen-Minute Second Life Avatar Makeover: A Complete Head-to-Toe Mermaid Makeover for Only One Linden Dollar!

Photo by Annette Batista Day on Unsplash

Mermaid and merman role-play in Second Life is perennially popular (sometimes combined with pirate role-play). I have had a mermaid avatar in Second Life for as long as I can remember, although I must confess that I do not pull her out that often nowadays.

Here is what my mermaid avatar looked like before her makeover, a system-layers-and-flexiprims look cobbled together from various freebie mermaid outfits I picked up over the years (the lovely mesh tail was a recent free hunt gift from Solas NaGealai of BlueMoon Enterprise):

Mermaid: Before Look

Well, I decided to give my mermaid one of my patented fifteen-minute avatar makeovers today, to move from a classic, system avatar to 100% mesh!

Here is what she looks like now:

Mermaid: After Look

This avatar is wearing:

Mesh Head: the Freya Bento mesh head from Catwa (free group gift; the Catwa group is free to join; more information here). TODAY IS THE LAST DAY YOU CAN PICK UP THIS FABULOUS FREEBIE!

Lipstick: HD Lipstick (part of the Freya package, this comes in a wide variety of colours).

Hair: this absolutely perfect mermaid hair is called Spring Briar Fae Hair, which I picked up for free at a Crazy Hair Hunt many years ago now. I combined it with a hairbase from the Catwa Master HUD, tinting both it and the eyebrows on the Freya head to match.

Mesh Body: Classic mesh body by Meshbody (L$1 group gift; The Shops! group is free to join; more information here).

Choker: This beautiful golden Nefert choker is a free group gift from Poison Rouge at the current round of the Très Chic shopping event (you can join the Très Chic group for free). It hides the slight mismatch between the skin tones on the Freya head and Classic body perfectly!

Mermaid Bra and Tail: This is a freebie, too! Just join the Arata Shouten group for free, and check the group notices for this lovely gift (which was my impetus for making this blogpost). You’ll need to alpha out your legs, of course, using the included Classic Meshbody HUD.

Mermaid Animation Override: I picked up this mermaid AO as part of a free hunt gift at FallnAngel Creations many years ago. (If you hunt around at the various mermaid role-play areas in SL, you might find a freebie mermaid/merman AO.)

TOTAL COST FOR THIS AVATAR LOOK: ONLY L$1! (for the Classic mesh body from Meshbody). Everything else was free!

Linden Lab CEO Ebbe Altberg: Second Life Has Seen a 50% Increase in Regular Monthly Users Because of the Pandemic

Second Life’s new logo (more info)

Last year, I wrote:

In the December 2017 issue of The Atlantic magazine, Leslie Jamison wrote an article about Second Life. The webpage for that article has the original article title, Second Life Still Has 600,000 Regular Users (which you can check for yourself by doing a Google search):

However, it would seem that Leslie’s editor at The Atlantic wanted a somewhat punchier title, and so we have The Digital Ruins of a Forgotten Future, which shows up when you click on that link. (I’m pretty sure that Linden Lab is less than pleased with that particular editor.)

There’s a quote from that article which is, to my knowledge, the most up-to-date statistic we have about how many people still use Second Life: “Of the 36 million Second Life accounts that had been created by 2013—the most recent data Linden Lab will provide—only an estimated 600,000 people still regularly use the platform.”

“Only” 600,000? That still makes Second Life, far and away, the most popular metaverse platform, at almost 17 years old. Even popular newer platforms like VRChat don’t have that level of usage. (Note I am talking specifically about open-ended purpose social VR and virtual worlds here, not games like Fortnite which are slowly expanding into non-combat, social environments.)

And yet, somehow, the mainstream news media continues to portray Second Life as quaint, outdated, and “forgotten”. In case you doubt that 600,000 figure, it was supported by statistics released by Jessica Lyon, the founder, CEO, and project manager of the Firestorm viewer project:

Let’s get this out of the way first:  542,967 unique users across 9.9 million sessions spending 17.7 million hours logged into Second Life on Firestorm over the last 30-day period. 

If you assume that Firestorm has 90% of the SL viewer market (a reasonable assumption), that still works out to about 600,000 regular monthly users (that is, people who sign into Second Life at least once a month).


Well, in a May 22nd, 2020 VICE story about the boom in business in virtual worlds during the pandemic, Linden Lab CEO Ebbe Altberg (the makers of Second Life), had this to say:

“The Second Life community, which now has about 900,000 active users monthly, hosts hundreds of events daily,” Ebbe Altberg, the CEO of Linden Lab, the creators of Second Life, tells VICE. Altberg reveals that the most regularly attended virtual events include live music performances, shopping fairs, fan fiction conventions, book and poetry readings, academic lectures, fashion shows, and art exhibitions. “Events in Second Life can be held spontaneously or with careful planning,” says Altberg. “We have an events calendar and destination guide that helps the community discover what is happening at any given moment. Inside the Second Life Viewer, many communities also form chat groups that allow for like-minded people to stay informed about the latest events.”

Linden Lab does not often reveal usage statistics, so this is noteworthy. What is also noteworthy is that the number of people who log into Second Life at least once a month has jumped from about 600,000 to approximately 900,000—a 50% increase!

Even though Linden Lab has been trying mightily to promote their virtual world and increase the number of people using Second Life for well over a decade, the company has been caught flat footed by this significant increase in usage (be careful what you wish for!).

In fact, they recently announced that they were unable to respond to a surge in demand for Second Life regions (better known as sims, which is short for “simulators”):

Well, this is awkward…

Due to the ongoing public health crisis, we’ve experienced an unprecedented surge in demand for new Second Life regions. While we are thrilled by the heightened interest, the increased demand has consumed our available inventory of full regions and homesteads (there are still many parcels available on existing regions, both on the mainland and from private estates). 

We are committed to maintaining (and improving) the stability and performance of Second Life. So while we are very gratified that we can be of help to people in these trying times, unfortunately, our current server systems cannot accommodate unlimited growth without adversely impacting that stability and performance. This means that region inventory in Second Life will be extremely limited and may not be readily available until early fall.

As we’ve discussed previously, Second Life is in the process of migrating from our existing dedicated servers to a cloud hosting service. That migration has already moved a number of the most important services and databases, but we are not quite ready to host simulators in the cloud. We have a crack team working on that and are making lots of progress, but there are significant changes needed to make sure that we can provide the performance, stability, and security required. When that process is complete we will have a nearly unlimited region capacity, but until then we are constrained by the size of our existing server fleet.

While our migration project has been underway for some time, even our most optimistic business projections did not anticipate a surge of the magnitude we have seen in recent weeks for additional regions. While we planned for growth driven by improvements to Second Life and other factors, we didn’t expect demand to be created by a global pandemic.

As a result, we are in the unfortunate position of hitting the maximum capacity of our “old” servers until the “new” cloud servers are fully operational.


Of course, Second Life is not the only metaverse platform to see an increase in business because of the global public health crisis. Many other social VR and virtual worlds have seen an increase in use, and they have been receiving many inquiries from educational institutions, businesses, and convention organizers. For example, the Balticon science fiction and fantasy convention, taking place this weekend, set up a virtual convention meeting place in Second Life.

Sensing a business opportunity, the pandemic has led to a sharp increase in the number of companies offering platforms supporting remote team work, or (as I prefer to call them) YARTVRA. (This last link will take you to all the blogposts I have written about the remote teamwork marketplace to date.)

And this is not going to be a temporary situation, either. In a best-case scenario, we are going to have to wait 12 to 18 months for a vaccine, which means that social distancing policies, lockdowns, and quarantines are going to be implemented, off an on, for the foreseeable future by governments around the world. We could well see successive waves of coronavirus infection well into 2021, or even 2022!

The coronavirus pandemic has created an unprecedented business opportunity for social VR platforms and virtual worlds. As the saying goes, make hay while the sun shines!

Photo by Luca Huter on Unsplash

UPDATED: Taking a Second Look at the New High Fidelity

HOUSEKEEPING NOTE: I realize that when I talk about High Fidelity now, I could be talking about two entirely separate platforms:

  • the old, social VR platform High Fidelity, which of course is now essentially shut down (although those of us with accounts can still visit it); and
  • the new platform, a 2D virtual world with 3D audio.

Because of this, from now on I will always refer to “the old High Fidelity” and “the new High Fidelity” on this blog, to make it clear which platform I am referring to. I will also create a new blogpost category called The New High Fidelity. Of course, High Fidelity is the perfect name for this new platform, with its primary feature of spatial audio! (This is one of the reasons why it’s a good idea to have a separate platform name from your company name, however.)


Today, Kent Bye of the Voices of VR podcast invited a group of people to join him in a specially-created instance of the new High Fidelity:

I created a map for High Fidelity with 21 audio zones (9 big and 12 small), tagged with different contexts to facilitate emergent conversations. Audio-falloff is annotated with speaking & lurking rings. I’m hoping to test and iterate on it more this weekend.

This is a design based off of Kent’s earlier work on a categorization of social VR platforms based on types of presence:

Four Qualities of Presence in Social VR (from a presentation slide by Kent Bye)

Now, I really have to hand it to Kent. Many days, I seem to be operating in a pandemic-lockdown-induced brain fog, but he took Philip Rosedale’s new platform and ran with it.

Basically, Kent took his taxonomy of social VR and created a diagram for people to inhabit, complete with chat circles indicating the sound fall-off! It’s a novel, even genius, way to frame a conversation in a virtual world, and it was so simple to do; all he had to do was create and upload an image and embed it in the invitation URL he sent around. The following diagram gives a sense of scale:

And, after spending half an hour or so conversing with the people he invited to his world, I am now beginning to see some of the benefits of such a platform. As I said before in my initial, somewhat negative first impressions of the new High Fidelity, I am primarily a visually-oriented person, as opposed to an audio-oriented person. In fact, I don’t even own a set of headphones! Instead I used the microphone on my webcam, and I still found that I was able to join and leave conversations easily.

One of the things that Kent really likes about the new High Fidelity is the ability to break off into side conversations easily, by physically moving away from other groups. For example, Jessica Outlaw (a social VR researcher whom I have written about before) and I had such a conversation, talking shop about various social VR and virtual worlds in the Social & Mental Presence circle:

Jessica (who was also planning to attend an engagement party in the new High Fidelity later today) mentioned to me how she had difficulties getting people to use even simpler social VR platforms like Mozilla Hubs, and how she thought that this would be a much easier way to introduce inexperienced people to virtual worlds. And yes, I agree: even the dead-simple Mozilla Hubs can be a somewhat steep learning curve to somebody that is brand new to virtual reality and virtual worlds, let alone much more complicated platforms like Second Life, where newbies need to spend at least an hour getting their bearings!

Among the guests was Alex Coulombe (whose work I have written about before), who in another side conversation, talked about how he could see offering a choice for people attending a theatrical production in VR: higher-end users could choose to watch and hear the play in a VR headset, while lower-end users might opt to just hear the play in 3D audio via the new High Fidelity platform, maybe even while out on a jog!

So, I am slowly warming to the potential applications of the new High Fidelity! Thank you to Kent Bye for inviting me to the conversation.

UPDATE 3:51 p.m.: Kent Bye gave me permission to quote from our discussion afterward on Twitter:

Thanks for coming out! Glad you were able to get some new insights for how High Fidelity might fit into the ecosystem. I’m personally really excited for it as a way to rapidly prototype 2D blueprints of spaces that facilitate specific social dynamics.

The interstitial hallway conversations and serendipitous collisions are some of the hardest things to recreate in VR and embodied virtual worlds — at least so far. Setting and maintaining deep context across a large number of people is hard, even at conferences where there’s a pretty specific context already. Connecting people with their problems to solve and innate interests is a persistent problem across all mediums. High Fidelity has the opportunity to start to do something different that other solutions haven’t yet. I think of it as a potential portal into an embodied experience, but also to facilitate these more ephemeral threshold spaces where a lot of the best conversations end up happening.

It starts to solve the problem of: I want to talk about this topic, but I don’t want to sit in an empty VR/virtual room until someone comes about. So you can hang out with the audio while doing other things and be more patient with waiting folks to drop by. Setting a deeper context for gathering usually happens with Birds of a Feather: Meet at Location X and Time Y and we’ll talk about Z. This sets an intention to have a very focused and productive conversation with deep and meaningful shared purpose. By annotating spaces, then you can start to potentially remove the “at Time Y” part of the equation, and have a persistent location where people will organically gather around topics. Mixing the planned and unplanned will go into my next design iteration.

I need a lot more iterations to be able to set the proper context and rules that facilitate this, but having the context deeply embedded into the architecture of a space has the potential to create a hub where people go to meet and collide with others in the industry, kind of what happened today based upon who saw my few Tweets about it.

Thanks, Kent!