One evening last week, I decided to take a break from the Educators in VR conference sessions, and I did something I had not done in at least two months—I loaded up an anonymous alt and I paid a visit to Sansar.
Like most other worlds in Sansar, the Galleria shopping mall I visited was utterly deserted, despite showing up at the top of the Popular list in my Codex. (There were certainly no more than forty avatars total in all of Sansar on this particular evening.) After half an hour of morose window-shopping, I signed out again, feeling even more depressed than when I signed in.
I find it almost inconceivable that a mere eleven months ago, we had not one but two social VR platforms, into which their respective companies had poured years of software development work and millions of dollars, throwing splashy, well-attended events in an effort to outdo each other. Today, both of those companies have laid off dozens of staff, one platform has shut down completely, and the other is actively shopping around for someone to take it over, or it will probably shut down too.
Sansar user Zero Cheese posted the following three-minute recording of the most recent Sansar Product Meetup to his Twitter, where the users took to the stage instead of the Linden Lab staff, and instead of cheering me up, all it did was break my heart:
Throughout my three-year journey as a beta tester and blogger, one of the most special things about Sansar has always been its intrepid community of users and content creators, who may have been small in number but mighty in spirit.
There was always the feeling that the next wave of users would be just around the corner, that the next update with its shiny new features would be just enough to entice people to come in, to pay return visits, to move in, to set up homes and stores, and to build a new world.
It never happened. Why?
There will be no shortage of onlookers (armchair quarterbacks) who will speculate on what they think High Fidelity and Linden Lab did wrong, but I would suspect that many of their answers would revolve around one word: hubris.
To the ancient Greeks, hubris referred to extreme pride, especially pride and ambition so great that they offended the gods and led to one’s downfall. Wikipedia says:
Hubris (/ˈhjuːbrɪs/, from ancient Greek ὕβρις) describes a personality quality of extreme or foolish pride or dangerous overconfidence, often in combination with (or synonymous with) arrogance.
Simply put, it was that the people who ran High Fidelity and Linden Lab thought they already knew very well what people wanted, largely based on their shared past corporate experience with Second Life. Oh, they still sought input from the users, from time to time, but overall, they went ahead and did exactly what they pleased, confident that (to borrow a line from the 1989 movie Field of Dreams) if they built it, people would come.
Well, they built it (or, at the very least, they made a good solid start of building it). But the people didn’t come. Why?
I think that Ebbe Altberg and his team at Linden Lab can’t win no matter what they do. If they continue to throw too much time and money at Second Life, Sansar will suffer and they’re betting the future on Sansar…Yet if they try to promote Sansar…folks who are wedded to Second Life get upset.
Wagner James Au of the long-running blog New World Notes received a torrent of comments from Sansar haters when he reported on the current uncertain status of the Sansar project last Friday. It would appear that many Second Life users are still extremely upset at what they feel were all the resources that Linden Lab put into Sansar—time and money that they feel strongly should have been invested into improving Second Life. (Note that we do not know, and will probably never know, what outside investors put their money into Sansar, if any.) That visceral hatred fed into the perfect storm of events that has put the Sansar project in the position it is now in, being shopped around by Linden Lab in hopes of finding investors, lest it pull the plug completely.
Reading through all the comments in Wagner’s blogpost got me to thinking: how could Linden Lab have handled this situation better? Hindsight is 20/20, but to me it seems clear that the company could have handled its messaging about Sansar to Second Life users a lot better than it did.
The message from Linden Lab was clear: Sansar was not intended to replace Second Life; they were meant to be two separate platforms. While that might have allayed the many initial fears by Second Life users that their beloved virtual world was imminently going to be shut down, it also sidestepped the bigger question: how was Linden Lab going to move users from Second Life to Sansar? Because it rapidly became obvious that most Second Life users, in fact the overwhelming majority of them, were very happy with SL, thank you very much, and nothing and nobody was going to entice them to move.
Galen, in his most recent guest editorial, was right: Linden Lab should have built some bridges between Second Life and Sansar, in order to make it easier to gently encourage SL’s userbase to begin to explore Sansar. Expecting users to give up their inventories and start over again from scratch in a new virtual world was probably a tactical error. Why couldn’t we have used the Linden dollar in Sansar, for example?
I do remember that, at some point in the past, I read that Linden Lab was going to “reserve” all existing Second Life usernames in Sansar, so they could be assumed by SL folks who wished to migrate over and keep their identities. What happened to that plan? What happened to any plan to make it easier to Second Life users to migrate?
Linden Lab’s mismanagement of communication with its Second Life users with respect to Sansar and their intentions was, I believe, a key factor in their downfall. We will probably never know what Linden Lab’s big game plan was with Sansar vis-à-vis Second Life. Perhaps they didn’t even know themselves. But it’s clear that they felt they knew how to repeat that early success with Second Life. And they have been proven wrong.
Philip Rosedale, the founding CEO of Linden Lab and creator of Second Life, also thought he knew the secret to creating a successful, popular successor to Second Life. And he, and the team he led, were also proven wrong.
It has been a rather spectacular downfall for both companies.
Where does everybody go from here? Hell if I know. I just report on the events; I have long given up trying to predict them. My track record is crap. For example, I predicted Cryptovoxels would fail, only to see the platform thrive. I predicted Virtual Universe would be a success, only to see it fail and fold. And I was completely taken by surprise at both High Fidelity’s and Sansar’s layoffs over the past twelve months.
It remains to be seen whether the newer crop of social VR platforms and virtual worlds will learn from what happened to High Fidelity and Sansar, or even what the lessons to be learned are. More remains to be written, but I will leave that to another day.
Strawberry Linden has continued on with Lab Gab, a regular talk show on Second Life, hosting solo now that Xiola Linden (a.k.a. Jenn in Sansar) has left Linden Lab. Her guests today were Linden Lab CEO Ebbe Altberg, and Grumpity Linden, the Vice President of Product for Second Life, and she did a absolutely wonderful job as host, asking her guests many questions raised by Second Life’s customers.
Strawberry started off the conversation by asking Ebbe to talk about the current status of Sansar. He said (and this is a paraphrase I transcribed directly from the livestream video) that Linden Lab decided that they could no longer sponsor the project financially, so they are looking for a “Plan B”, and are having conversations with interested parties. There is as yet no deal to announce, however. Moving forward, Linden Lab will focus entirely on Second Life and the Tilia online payments business. He hopes that he can be more specific with details of a deal in a couple of weeks or so.
UPDATE 7:49 p.m.: If you are looking for an exact, verbatim transcript of Ebbe’s words (and an audio clip), Inara Pey has what you need. Thanks, Inara!
Ebbe said that in the process of rightsizing, Linden Lab lost a number of staff, but some “heavy-hitters” were transferred from the Sansar project to Second Life. He said Linden Lab is now in a very healthy financial position, but it was sad to let so many good people go, and they were doing everything they could to help them find new jobs. Out of respect for the people who were laid off, the company will not name the people who were let go, although the laid-off staff could let others know if they wanted to, themselves. (And although I did receive a list of the names of Linden Lab staff laid off in the most recent layoffs from a well-placed source, I will not be sharing it.)
Strawberry (bless her heart!) also asked Ebbe about the rumour that Philip Rosedale, Linden Lab’s founding CEO, was coming back to Linden Lab, and Ebbe said that that was not true. He and Philip do keep in touch regularly, though.
The rest of Lab Gab was about Second Life, and the conversation involved VP of Product Grumpity Linden. Work is proceeding on a large endeavour called Project Uplift, which involves moving much of Second Life’s infrastructure from server farms into the cloud (the hosting of sims, etc.), which Linden Lab expects to complete by the end of this year.
Development is underway on a companion mobile app for Second Life (not a 3D viewer) for chat, customer support for merchants, etc. The idea is to provide a tool for SL users to stay connected with their friends even if they are not on a desktop computer. They expect to have an alpha/beta user test at some point in the future, hopefully within a couple of months. The iOS Apple app will be released before the Android app.
Grumpity Linden’s colourful avatar
The launch of Premium Plus accounts (essentially, super-premium user accounts with even more features and benefits) is “close”, according to Grumpity, but she would not commit to a release date yet. Premium Plus users will pay about US$20 less for the upcoming avatar name change feature than current Premium users. So, you might want to wait for Premium Plus accounts to launch before deciding to change your avatar name.
Grumpity also announced that the cost to transfer a buy-down or grandfathered sim will be cut in half, from US$600 to US$300. There are no other land price change announcements at this time.
Finally, Keira Linden, the Product Manager for the Name Change Project, made a special announcement. Over 2,400 submissions were received for the Second Life Name Changes contest. Eight last names were chosen as the contest winners, instead of just five as they had originally planned. Keira reported the winners here:
Conundrum
Dismantled
Huntsman
Littlepaws
Nova
Ravenhurst
Wumpkins
Yeetly
All the winners will be emailed, and they will get a free avatar name change when this feature becomes available. (Note that there will be a whole bunch of last names available to choose from at launch, not just these eight.)
There were many other topics discussed that I am not covering here, but you can watch this episode of Lab Gab on YouTube:
Yes, I can laugh about it, today. But only because I’ve also had a really good cry about it this week. By all reports, the Sansar project is struggling, and I’m still feeling devastated and upset at the news.
I’ve written before about my soft spot/blind spot when it came to Sansar, after I responded so strongly to the first big layoff of staff in October 2019, flip-flopping back and forth like a fish out of water about whether or not to continue writing about the social VR platform, which of course was my whole reason to start this blog in the first place. (And yes, I’m still flip-flopping, obviously. But I will not be writing about anything currently going on at Linden Lab with respect to Sansar, beyond what I have already reported. Expect nothing but radio silence on that matter.)
The backlash to my blogpost about the second round of layoffs (including a fair share of hate messages), triggered a downward spiral where I landed up spending a good chunk of this week lying in bed, in a black pit of depression out of which I am only now starting to crawl.*
Ryan took a lot of heat for that blog post — some from Sansar Discord account holders. He followed with an apology and last night he stated that he was closing his blog.
I can’t say that I applaud his blogging methodology; it certainly wasn’t responsible journalism. Ryan has stated (via Discord) that he is not a journalist, only a blogger. But that isn’t cutting it with me. We are ALL responsible for what we say and what we do — as well as the manner in which we do it. That being said, the “facts” put forth in his article have not been officially refuted as of this writing and I have publicly defended him on that count. That same public — and especially the people in Sansar — do have a right to know what is going on. I hope that Ryan rethinks his position on closing.
Yes, I have indeed rethought my position on shutting down this blog. I have been heartened by the small outpouring of support and encouragement I have received this week from numerous people, including one very well-timed pep talk from Lorelle VanFossen, blogging evangelist and organizer of the Educators in VR group, when I was ready to pull out of speaking at their upcoming conference. (Thanks, Lorelle.) The overwhelming message I got back was that people did not want to see me stop blogging. So I won’t.
And, of course, Chic is absolutely correct. Whether or not I call myself a journalist is beside the point; what matters is how I do my job as a blogger, and I made several grievous errors in judgement this week. I rushed to publish a story without taking into consideration its potential impact to Sansar users, Sansar content creators, and Linden Lab employees. I should have reached out to Linden Lab for a comment before publishing the story, particularly to double-check that Sansar was indeed shutting down (as I had originally, and erroneously, reported).
I fucked up royally, and I’m sorry.
I realize now that I have an obligation to you, my blog readers, to get the facts of the story correct, and to provide as many different perspectives as possible in covering that story. I know that many of you come to this blog to get your news about social VR, virtual worlds, and the metaverse—I now get between 600 and 6,000 views per day—and I have a duty to use that growing power and influence responsibly. This is not just a hobby blog, not any longer. I am a journalist, whether I like it or not.
And my talk next Saturday at the Educators in VR conference will be slightly different from what I originally planned. The moderators have given me permission to talk about whatever I like, so in addition to speaking about social VR and libraries, I will also share some lessons learned the hard way in my two-and-a-half years of writing this blog. Think of it as two talks for the price of one!
And I will slowly be easing back into blogging over the next two weeks. I still think that I need to take a break, but of course the world does not stop. February 20th, 2020 will see both the official public launch of Decentraland and the relaunch of version 2.0 of Somnium Space, for example. I will try to report on various news and events as they happen.
And thank you to all the people who did reach out to me, to express their concern, constructive criticism, encouragement, wisdom, unbiased third-party perspective, and support. Sometimes it takes a crisis to find out who your friends and supporters are, and it would appear I have many that I did not realize I had gained over the past 2-1/2 years. So from the bottom of my heart, thank you.
I’ll be all right. The blog will continue.
*It didn’t help matters that, over the past three weeks, I had taken on the extra burden of blogging daily updates about the Wuhan coronavirus (also known as 2019-nCov and then COVID-19), in an effort to get people to begin to prepare for a potential global pandemic. I worked and worried myself into an anxious, doom-porn-addicted, stressed-out mess, and as a result I took this blog into a very weird tangent that confused a lot of my regular readers. Lesson learned. I’m sorry.
I will leave the pandemic advice and counsel to the many experts out there. I don’t need to become the world’s self-appointed saviour from this coronavirus. (As some of my sassy gay friends would tell me: “Get off the cross, honey. People need the wood.” 😉 )
Note: As I promised in this update to my most recent blogpost, here is a very timely guest editorial by Galen, someone who was a very active content creator and programmer in Sansar. We agreed that, under the circumstances, it would be better to publish this guest editorial sooner rather than later.
Given my frankly codependent three-year relationship history with Sansar (and yes, codependent is the most apt word I would use to describe it), I think it best that I step back completely from writing about Sansar, or rejoining the official Sansar Discord. However, I will make my blog available to other writers like Galen who wish to write guest blogposts—editorial or otherwise—about Sansar. (I do reserve my rights as blog owner to veto any blogpost submissions I consider unsuitable.)
All the images used to illustrate this guest editorial were taken and submitted by Galen.
The future of Sansar
A Guest Editorial by Galen
Sansar is dead. Everyone else was afraid to say it. So I’ll say it. And there it is.
No. I’m not an insider. Yes. I’m speculating. Take this editorial as the opinion of someone who has been on the outside for a while now.
“Congratulations! You’ve been selected to be among the first to create social VR experiences with Sansar.” That’s how the July 6th 2017 email to me began. I spent a few thousand dollars ordering a fast gaming PC and an HTC Vive. I set up my account and logged in as soon as I got those delivered and configured. Within a couple days I had my first door opener script in the store as a freebie. I quickly built a little scripting empire with loads of freebies and eventually for-sale products. Not to mention doing countless hours of free mentoring and paid consulting. I met some of the most talented 3D artists ever. I couldn’t believe how much talent was already there before I even arrived for the closed beta.
I knew about the other social VR worlds emerging. I dabbled a little. I specifically chose Sansar. Why? Because Linden Lab. They got virtual worlding right with Second Life. Many people mistakenly believe SL was first and so nobody else could compete later. This could not be further from the truth. There were quite a few successful virtual worlds available and even popular before SL wiped them all away. Let’s not forget Active Worlds. They were 10 years ahead of SL. Yet people migrated from AW to SL in droves in the early years. Why? Simple answer is that SL was better. I had lots of reasons to believe Linden Lab would do social VR better because they had the experience and knew the formula.
But did they? Was I the only person who was bothered that the majority of the Sansar team seemingly had little experience creating or maintaining Second Life? More than a few I talked to had barely visited SL. They were starting fresh. They might as well have been a new company competing with SL without the benefit of all that experience. Which it seems is effectively what they were.
And now it seems they’ve fired most of the Sansar team. Few lessons learned on the way in. Few lessons learned on the way out. This is how it looks to me.
I spent a lot of time defending LL in their decision making regarding Sansar. By the time I left in late 2018 I was done defending them. I still sympathize with everyone though. I like Ebbe Altberg, LL’s CEO. I like all the LL staff I met. Many of whom helped me in my own projects. I certainly like and respect the many friendly and talented residents of Sansar. Most of the early adopters seem to have fled like I did. I respect everyone who poured tons of passion and money into Sansar like I did. We did what we could to make Sansar a success in hopes that Sansar would propel us on to something amazing. And enduring.
So what went wrong? Lots of people have expressed differing opinions. I can’t address all of them. I’ll examine a few of them broadly. But I want to focus on my own. I have a solid idea of what I think went wrong. And a solid idea of what I think LL should do going forward. They can profit from Sansar yet.
So why do I think Sansar is dead? As far as I can tell LL has eliminated its Sansar development team. As with most business ventures, if Sansar is not moving forward then Sansar is moving backward. This is the same move High Fidelity made shortly before shutting down their project. LL most likely will not shut down their servers anytime soon. It probably doesn’t cost them much to store all the experiences we created. As I write this there are only 16 publicly visible instances active with visitors. That shouldn’t cost very much in AWS fees. So there’s no real reason for LL to shut down its functional system. Nor thus to announce an actual end to Sansar.
But now Sansar is a zombie. It seems to be on autopilot. Maybe a few people left to maintain it. And probably a few other people to continue preparing for some planned official events. Again, this is my speculation.
If Sansar is not really dead then why stop development? Because it has failed to thrive. It’s that simple. LL put a lot of money and effort into creating and promoting Sansar. But it did not take off. Not like Second Life did. Not even close.
So why did the one succeed and not the other? Lots of explanations have been floated. Most of the ones I’ve heard revolve around technical deficiencies. The avatar isn’t very sophisticated or customizable. You can’t work together on building a scene. You need a beefy computer to run Sansar. And it has to be a PC. As a software engineer I can sympathize with how frustrating these sorts of complaints can be. But I don’t think they were ever the fundamental problem. Why not? Because SL would never have taken off by this same reasoning. The technical platform wasn’t really better than some of its competitors who had many years’ head start on SL. And it was very buggy in the early years, even after its explosion in popularity.
One thing SL had in those early days was a bold and innovative development team. Philip Rosedale led a freewheeling process that churned out big new features every week, it seemed. They were never finished. They were buggy. And they were cool. That had changed by late 2007. A new management team and process traded limber speed coding for cumbersome quality engineering. This wasn’t all bad. They managed to mostly end the grey goo attacks. And many other forms of griefing. They tightened up a lot of loose nuts and bolts. But they also brought the rapid pace of feature development to a near halt.
I think LL brought that same dreary spirit of sluggish development to its bold new experiment in Sansar. They had such a good starting point. But can anyone really say that they thought the slow drip of minor feature updates was anything like SL’s early days? Were we really better off with timid releases that had fewer bugs than we were with a gusher of crazy experiments that regularly crashed sims and clients in SL’s heyday? I know a lot of creators and users of Sansar complained about bugs when we found them. But I think this is a little shortsighted of us. They didn’t hinder SL’s growth at all. They shouldn’t have hindered Sansar’s either.
I’ve argued many times that commerce was the real driver of Second Life’s success. It’s one thing to offer someone a product they like. It’s another to offer them a product they can profit from. Whether with money, prestige, or any other thing. Second Life introduced the ability for creators to govern how their creations are used through permissioning. And they created a frictionless currency that eventually enabled creators to exchange their earned lindens for US dollars and some other real-world currencies. In my opinion nothing was more important than this set of innovations.
Yes Sansar eventually had these features. Kinda. Sorta. They even introduced an innovative mechanism for creators to earn ongoing royalties as downstream creators sold their incorporated components. But in my opinion they simply failed in this critical area. They were slow to introduce the sansar dollar currency. They took way too long making it so you could directly pay people in sansars. And as far as I can tell they still have not made it possible for users to pay scripted in-world machines for services. Like paying for an hour in an amusement park. Or paying a tip jar at a concert that splits revenue with the house. And they haven’t enabled scripts to pay those machines or pay into users’ accounts directly. Like auto-payment of recurring fees like rent. Or wages for employees.
I don’t think I can really blame Linden Lab for this. I don’t think LL would be allowed to create the linden currency and its market in today’s regulatory environment. They shut down the alternative currency exchanges in part to comply with stricter banking regulations that emerged ostensibly to combat money laundering and other ills. This is probably the main reason LL was so slow in introducing the Sansar dollar and in making it easy to use. This is almost certainly a significant factor influencing other virtual worlds. It may well be why High Fidelity opted for a quasi-independent cryptocurrency. Not strictly owning the transaction ledger probably exempted them from SEC reporting requirements. This could be what’s stalling VRChat’s virtual economy too. In this sense Second Life is grandfathered into something that can’t be easily built from scratch today.
It doesn’t help that the Sansar dollar is not at all frictionless as a currency. They charge a lot to buy Sansar dollars. They charge a lot to sell Sansar dollars. They charge a lot to buy things with Sansar dollars. They charged a lot to give the gift of Sansar dollars. (It seems they eliminated this fee eventually.) I spent a lot of time defending LL’s need to profit from their platform. And I understand why it would be hard to introduce or increase fees later in time. But I think it is impossible to overstate how important the nearly frictionless (and fee-less) use of lindens is to SL’s ongoing success. Hundreds of millions of US dollars in perhaps billions of annual transactions attests to it.
CORRECTION: It seems my information is old. Apparently LL no longer takes a cut from from gifts. It seems they only now charge for store sales, cashing out, and for transferring from your USD balance to PayPal.
The inability of people to easily use their lindens to buy things in Sansar is arguably one of the other opportunities LL missed. I’m sure plenty of the creators in SL who dabbled in Sansar would have gladly spent some of their SL-earned capital in Sansar if they could. But let’s expand the scope of this. It makes way more sense when you realize that many of those same creators really wanted an easy way to bring their creations into Sansar. And many regular users wanted to port their inventories. I’m not going to argue that this would have been easy to implement. In fact I argued early on that this was a bad idea for many reasons. Sansar was its own new thing. It deserved a clean break from the downsides of SL’s old technology. And intellectual property owners in SL deserve a say in whether their goods can be ported anywhere else.
But I think it’s time to reconsider this idea. If Sansar is dead then Linden Lab needs to decide what to do with its development budget going forward. Exactly who didn’t come to Sansar? Why, Second Lifers. Who were looking for Second Life 2.0. Which they were told Sansar was not. So it’s obvious what they want. They want SL 2.0. They almost got it in High Fidelity. But LL is uniquely positioned to do this the right way. It’s a compromise way. Something between the clean break of Sansar and the tepid development path SL has been on for over a decade now.
I gave the following proposal for what to do if Sansar failed in another guest editorial in 2018. Let’s explore that proposal a little more here.
The heart of my proposal is to create a new technology platform and brand it as Second Life 2. The critical thing to do differently from the Sansar project is to make it so it is at least somewhat compatible with SL. The most crucial thing to share is users’ identities. Followed by their bank accounts. No separate accounts. All the same as now. Everything else is negotiable. This should not be.
Next up would be the grid. SL2 would exist within the same space as SL1, the current grid. I don’t necessarily mean that an SL2 sim would have to be exactly 256 meters squared like SL1’s sims. One option would be for them to be some multiple of that size. For example a 1024 x 1024 SL2 sim would occupy 4 SL1 sim slots. The SL1 grid would need some upgrades to be compatible and to make it relatively easy for users to cross from one grid to the other. And maybe a better option is just to punt by creating some sort of grid-to-grid teleport system. The SL2 grid can be like a parallel world where you simply cannot “see” across the divide. Or maybe only through specially designed portal windows/doors. That sort of wizardry can be created down the road and wouldn’t be required on day one. The only critical requirement is that a user can travel fairly easily between SL1 and SL2 sims.
What about avatars? Do they need to be the same? I would argue that they shouldn’t be. The avatar that Sansar had introduced wasn’t all that bad. It had quite a few solid innovations. And it was arguably easier to dress up than SL’s arcane mess is today. Maybe this would be worth starting over with lessons learned from SL and Sansar too. Maybe some sort of hybrid that would allow skins and some other avatar assets from SL1 to be ported to SL2. Or not. I do believe that SLers will tolerate the fact that they have to create and outfit new avatars in the new grid. I think this initial irritation will be far from a deal-breaker for them. In fact it will likely spur a whole new fashion race to cater to SL2 without killing the SL1 fashion industry. Spend some time developing the basis for this. Don’t hack this part.
One dubious design choice in SL is that there is effectively no limit to how computationally expensive an avatar can get. I proposed in Sansar to introduce a mesh complexity budget to allow users to have as many mesh clothing attachments as they wish by balancing how rich each attachment is against what else they wish to wear. I recommend something similar for SL2 avatars. If they go over that budget they start paying fees for the extra weight. And SL2 sim owners should be able to limit entry of avatars based on their complexity.
What about VR and all the visual glitz of Sansar? Yes! Definitely. Do it. I think almost everyone agreed that Sansar looked great. Just don’t do it at the expense of the live editing experience. I know there are lighting and other optimizations that come from compiling a scene in Sansar. There is an easy compromise though. Selectively bypass or even disable those optimizations during building. Do background compilation as the scene gets updated. If SL users can understand progressive loading of sims then they can understand progressive baking of lighting and sound optimizations. And that’s another thing. Let’s accept that users want to start interacting with scenes as soon as possible. Progressive loading may have downsides for some use cases. But whole-scene loading has way more downsides for many casual uses. This is something you can have both ways though. It should not be hard to develop a progressive loading scheme that’s based on distance to the viewer. Things nearby load first. Then things slightly farther away. And so on. They’ll likely feel more like it’s loading faster. And then you could also allow SL2 sim owners to decide which of the two modes they prefer to require visitors to enter via. SL does have some prioritization to its loading order but it’s not strictly distance-from-you oriented.
One of Sansar’s most elegant features is its on-demand loading of scenes on the server side. I recommend that SL2 sims follow this model. Allow sim owners to decide whether to pay a premium for always-on service if they wish. But otherwise allow empty sims to auto-unload after a while of disuse. Make it owner-configurable how long that timeout period is. And have those sim owners pay only for active time.
One interesting possibility for SL2 sims would involve a radically different notion of what a parcel is. Let’s say you have land leased in large square units like in SL1. But let’s say when you parcel that off into smaller chunks you are really creating separate sims. The equivalent of whole scenes in Sansar. Each parcel-sim would run on its own processor just like a scene in Sansar. But you’d still be able to see that parcel as part of a larger property. The owner of that larger property could charge the parcel owner rent for the privilege of being included in their valuable neighborhood.
One problem with sims that don’t stay online 24/7 comes when you are in one sim and the neighboring one is offline. What do you see in that case? Although it’s not perfect here is one proposal. Every sim gets stored as a model already. In SL1 sims they are dynamic. In SL2 they could be static models. When you are in one SL2 sim you could look out far into the distance and see potentially hundreds of scenes on sims (parcels) that are currently offline. How? By having your client access the static models of those sims instead of trying to talk to active neighboring sims the way SL works now. Those sims’ models can be stored in different level of detail (LOD) versions to suit their apparent size to the viewer.
This is all heady stuff. Lots of coding work to do some of the above. One option is to just go with separate scenes like in Sansar for the first release of the SL2 grid and evolve more integrated approaches over time. Again, SLers will tolerate this just fine.
Practically speaking, the SL2 model is going to require a hybrid SL client that contains both SL1 and SL2 codebases. The Firestorm client has managed to keep pace with and largely outcompete the main client from LL. So I imagine that team would do just fine in collaboration as the SL core team develops the early prototype client.
Should SL2 require a high end gaming machine? Or be dumbed down to work well with older machines? I don’t think it has to be dumbed down. But probably the best answer is to let users decide how far they want to go with their computing hardware. The budget-conscious user who just wants to hang out with friends could ramp down the graphics settings to suit their old machines. And power users could ramp the settings all the way up for their photo shoots and VR applications. Over time most users will gradually adopt more performant machines to enjoy all of SL at its best.
So why bother doing this SL2 stuff in the first place? The answer is simple. The goal should be to phase out SL1 over time. SL1 and SL2 would likely coexist for quite a few years. The SL2 grid would start out as a curiosity to many. And a promising place to try new artistic and business endeavors. Especially if the SL2 grid is truly VR capable. Think of these parallel grids as analogous to how SL has both voice and text-chat modes. Many users exclusively favor one or the other. Some use both interchangeably. No doubt the same will be true for the parallel SL1 and SL2 grids. But if most of the new development is focused in SL2 then most people will gradually spend most of their time there. Most won’t even notice the gradual change in their behaviors.
But again, why bother doing this? Why not just keep upgrading SL as it is today? This editorial is already too long so I won’t go into detail. I’ll just say that SL is held back by some of its early design decisions. Most of them made lots of sense in the early days. And now they weigh SL down. The bottom line of those choices is that they keep SL somewhat expensive for many users. They require LL to maintain an overly large hardware investment. They limit designers’ choices. They keep SL looking a bit cartoonish. They prevent many realtime gaming dynamics. They prevent VR adoption. They make it difficult for larger corporations to form to bring ever more grand creations into existence. In short the technical limits are holding SL back.
I and some others have argued that LL made a mistake by not allowing Sansar to have adult content and activities. This would be another benefit of building a parallel SL2 grid. LL would not have to introduce different rules for both grids. The existing culture of SL should be allowed to flourish in the same way in SL2 as it comes online. I know that stuff may scare away some media companies with deep pockets and an aversion to anything more risque than Toy Story. But it’s also apparent that if LL actually banned adult content from SL then SL would immediately vaporize. It’s an important part of SL’s success.
And more generally it is Second Life’s residents who have made SL such a success. Most of them have been unhappy with the overall feeling that Sansar was a waste at best and a betrayal at worst. I think they are shortsighted in this. But there it is. Their opinions matter. I’m convinced that developing a Second Life 2 grid as a parallel to the current grid and allowing users to be themselves in both is a recipe for success. And not just in keeping SL afloat in the stagnant growth pattern it seems to have held for over a decade. This would very likely make SL flourish anew. This would be a real success for social VR. This would be what brings many of the SL refugees that populate VRChat back home.
I know I’m an outsider at this point. But I haven’t completely abandoned my wish to see Sansar succeed. I was actually hoping to create a virtual presence for my science fiction stories in Sansar. I was hoping there might be more opportunity for me to return someday to do so much more. But that’s probably not going to happen now.
There’s so much more I’d like to say. But this is a start for me. And hopefully it encourages a bigger discussion. I think it’s time to admit that Sansar is dead. But Second Life is alive and well. And ready for an SL2 project. One that respects the current investment hundreds of thousands of people still have in SL today. A couple years ago I didn’t think I’d be the one to say this. But I’ve changed my mind.