Showing posts with label Linden Lab. Show all posts
Showing posts with label Linden Lab. Show all posts

Tuesday, September 10, 2013

Ego, and Linden Lab's Bad Decisions

Someone's got a really inflated sense of his own importance in the SL Doctor Who fan sphere, and after a couple of months of absence is claiming that without him the whole lot is dying off -- people are losing interest without him there to do all the marketing yadda yadda yadda, and the BBC wants nothing to do with SL after seeing how many self-absorbed jerks are present not only in the SL Whovian community but across the sci-fi fan base in general.

Granted, there is a grain of truth somewhere in all of this idiot's egotistical nonsense.  Certain regions never got the sheer amount of daily traffic others have, due mainly to being clique-ish, elitist, drama-causing jerks.  No one likes to put up with bad attitudes, and word of mouth spreads rather quickly to kill off groups, businesses, and communities that engage in that sort of behavior.  "We're the best around and our sh** doesn't stink" and "those other peeps are a**holes" only gets you so far, and then all you've got is an empty region no one wants to visit because you're all too busy having yourselves a circle jerk to notice that your attitude is what's driving people away.

So the claim that certain Whovian regions in SL are dying has some merit, but it has little to do with not having a certain lying, conniving, warpath-trodding bully around to handle all the marketing and do the bulk of the public relations.  It has more to do with bad attitudes, and Mr. Loser has the biggest, baddest one of them all, which is more than likely the primary reason he was finally pushed out of the Whovian region he called home for so many years.  Yet he'll continue to blame everyone but himself for his troubles and gloat over the havoc he thinks he's wreaked, and all because he couldn't be the one and only big dog in the proverbial kennel.

Ego.  It ruins a hell of a lot for a lot of people, and in SL it's no different.

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But more than anything, if there is a decline in the SL Whovian community, I suspect it's more a symptom of a wider problem in SL altogether: ridiculously high tier and bad business decisions by Linden Lab that are combining to cripple Second Life itself.

Let me explain.

By acquiring xStreetSL and transforming it into the marketplace, even going so far as to convert to direct product upload instead of the magic boxes (which required at least some small bit of virtual land), the need for maintaining a highly expensive in-world store was effectively eliminated.  Why spend hundreds of dollars of real money per month on a virtual region and maybe barely break even, or worse, lose money, when you can use a sandbox to build and upload content to the marketplace, thus eliminating a huge chunk of overhead cost?  With tier remaining at an all time high and real-world incomes shrinking for most SL users, the writing was on the wall as to what the consequences would be, and the consequences include the steady loss of privately-owned regions that can now only be stemmed with cutting tier across the board.

To be fair, Linden Lab does seem to have finally learned from its mistake in eliminating the non-profit-education discount, and reversed that decision earlier this summer.  This may help attract educational institutions and non-profits to return to the grid, though many may not want to come back after having been burned before by LL and they may not like all the new restrictions placed on content ownership on the grid.  Basically, Linden Lab claims rights to all content created on the grid, and has moved to block people from being able to save their own created content for use on competing grids, effectively putting up a very high, very thick wall between Second Life and real-world people whose content has helped generate a lot of money for the Lab over the last ten years.  Other grids, such as InWorldz and Avination, have far fewer restrictions or none at all, and sim-on-a-stick has freed up a lot of content creators to save their work to a format that allows them to practically take it wherever they wish.

So right now Linden Lab is betting that its other computer games will salvage the company's prospects, while belatedly realizing that some of its past business decisions pertaining to Second Life simply aren't sustainable in the long run and is now slowly working to remedy those mistakes.

Will Linden Lab eventually lower region tier pricing across the board?  Sooner later it'll have to.  No business that wants to remain open keeps its prices high in the midst of record low demand, especially when demand is so low because of an ongoing economic depression that shows no sign of recovery.

Wages have to go up and prices have to come down, in order for people to start spending again.  That's economic reality.  Only time will tell id the geniuses at Linden Lab will wake up to it.

Monday, February 25, 2013

Problems with Server Side Baking

Here are some links regarding the in-development server-side-baking feature being prepared for gridwide use by Linden Lab:

http://modemworld.wordpress.com/2013/02/23/sl-projects-week-8-3-viewer-materials-and-ssb-load-test/

http://modemworld.wordpress.com/2013/02/23/playing-with-ssb-and-viewers-quick-test/

http://modemworld.wordpress.com/2013/02/25/viewer-round-up-summary-week-8/

As expected, there are some issues with the feature, but many Third Party Viewer (TPV) developers seem to be getting their viewers up to speed, most notably Singularity and Cool VL Viewer.

Not surprisingly, the Firestorm elitists and liars are having a tougher time getting their resource-hogging, crashtastic, low-frame-rate to work, and are claiming that it will likely be some time before a stable version that can handle Serve Side Baking will be released -- so naturally, the Firestorm clowns will release a version of the viewer that has SSB before they can even get it working properly with Linden Lab's code.  "Genius" at its finest.

Also not surprising is that some commenters aren't buying the lies Jessica Lyin' and her merry gang of suckups are telling.  "Joseph" writes:
It really does not surprise me at all that Firestorm is in such a terrible state right now. And at the meeting it sure had a tone and implied like so many problems are caused by LL’s code even though Jessica did make sure to state that many problems come from Firestorm itself. The LL 3.4.5 is a GREAT viewer and certainly isn’t some mess of buggy code like it sounds like the Firestorm devs make it out to be. If any Firestorm user or any of the Firestorm devs truely used the LL 3.4.5 viewer for a decent amount of time they would see that not only does it perform a hell of a lot better than Firestorm it has a hell of a lot less bugs. Firestorm is a crappy clunky mess in comparison. All things considered the LL 3.4.5 viewer is an awesome viewer. The problems Firestorm is having right now is because instead of just adding features and UI improvements over the past couple of years to the LL viewer, they have delved and messed with so much of the internals of the program itself thinking they can do everything better than the lab. If one looks at the commits to the code since the beginning of Firestorm over two years ago, the developers have mucked and messed with so much more of the code than just adding features and UI changes. Instead of just letting LL deal with the internals of the program they have gone in and tinkered and messed with so much of the guts of the program itself and this is why now after merging it is such a terrible mess. If the Firestorm devs had a minimalistic approach to what they changed in the code other than UI improvements and adding features, the current internal version wouldnt be the unstable horrendous god awful mess it is now. Anyone can go to their mercurial repository and see exactly what they do to their source code, and see hundreds if not thousands of commits since the beginning of the project of them making changes to the core engine of the program so to speak and that is why they are in the mess they are in today. Often times Phoenix was described as a monstrous unmaintainable collection of hacks held together by bail wire, spit, duct tape etc…and the irony is that now a days that is exactly what Firestorm has become.
As evidenced from this and other comments, not everyone believes what Ms. Lyin' has to say, and for good reason -- people know from actually trying to use Firestorm that it's an unworkable mess of code, the very same critiques used against Phoenix, which actually works on more people's computers and which has now been abandoned by the developers.

As for the Server Side Baking issues, it's clear that the official roll-out may not come quite as soon as previously stated by Linden Lab or others.  It'll be implemented across the grid sooner or later, but it seems clear that the TPVs most likely to have stable viewers that have SSB won't include Firestorm.

Monday, October 1, 2012

Institutional Wishful Thinking: Why Steam Won't Save Second Life

New World Notes has taken to deleting my comments when made from certain terminals, so to bring a long-running debate from there over here I'm including a screen capture along with a copy-paste.

Recently there has been a debate over the issue of Linden Lab's outrageously overpriced land model, which forces users to fork over one thousand U.S. dollars and an additional two hundred ninety-five dollars a month for server maintenance.  Hamlet Au has given his reasons for why he thinks Linden Lab won't be lowering prices any time soon: it would have, in his opinion, a crippling short term effect on the company's bottom line, speculation that has little basis in fact.  The reason for his opinion?  It would hurt the five hundred or so land barons who make their living, most only barely, renting out virtual real estate.

The flaw in Hamlet's reasoning has always been the assumption that an across-the-board price cut wouldn't be compensated for by an influx of new and returning customers.  But Desmond Shang, a small land baron, stated in comments that he agrees that land tier prices have to come down sooner or later, and he was invited to post his own guest entry on New World Notes.  That entry led to some unreasonably hostile responses in-thread, which led to Hamlet expanding on one that piqued his interest.

Unfortunately, Hamlet seems to be clinging to the notion that Second Life can be successfully marketed as a gaming platform even though Linden Lab has not developed and is not developing the tools that will make it attractive to hardcore RPG gamers.

As I said, I don't entirely agree with Masami -- for instance, I don't think this suggestion would preclude land barons like Desmond (who runs an RPG themed area himself). But with SL soon to launch on Steam, a roleplay focus seems to be an ideal solution to a lot of Second Life's problems.

 Well, no it isn't, and my response is posted below with some additions.


The reason is this:  Wishful thinking isn't going to save Second Life, and having a link on Steam isn't going to do it either as long as land tier prices remain unaffordable to most users. This point cannot be stressed enough.  Second Life does not have the tools to become anything like what Steam users are accustomed to, so the chances of an influx of users flocking to an overpriced, buggy grid that is woefully inadequate to 3D gaming are remote.

Currently monthly tier for a private region is nearly three hundred U.S. dollars, and for a brand new region the initial setup fee is one thousand dollars. That's an outrageous price tag fewer and fewer people are willing and able to pay. If the initial setup fee were, say, one hundred dollars and the monthly tier returned to $195.00, then it might become economically feasible. (Note: there are groups that allow members to sell private regions to others at far less than Linden Lab's initial setup fee — I've used one in the past to acquire a full region transfer for only three hundred dollars, although the tier on it was due soon after, something buyers have to take into account.) But with the current pricing model RPGers becoming the Thing That Saves Linden Lab...er, Second Life...just isn't realistic. The most likely scenario is that there will be some kind of exodus of hardcore gamers from SL to Steam, where they can play games that have the tools necessary for the genre. How large or small such an emigration is remains to be seen, and it may not even be significant enough to worry over. But what should be obvious to everyone is that there will be no mass migration from Steam to Second Life — not when Linden Lab hasn't done the work to make it into something RPGers would get into.

And that's the crux of the problem. For all people keep touting Second Life as a gaming platform, the tools for developing it toward that end were never created. With the hideously complicated scripting system that is constantly undermined by Linden Lab's often unstable changes, RPG developers have to create HUDs, floating text attachments, and items such as weapons, and that has the problem of generating higher lag depending on the number of scripts associated with all these items. And because there are so many different RPG systems (i.e. DCS and SGS), players and roleplay developers alike have to compensate for incompatibility issues, leaving less time for actually playing the games.

In the virtual world games Steam carries, tools such as weapons, potions, gadgets, and other necessities have already been created and provided. The only problem is the limited range of customization options inherent to most RPGs, which is the only area SL could potentially be better in offering to users. But the high prices make coming to the grid prohibitively expensive.

With SL losing an estimated 8.3 regions every day to the ridiculously high prices, literally thousands of sims a year, at some point something's got to give, and it's going to have to be land prices.  Baby steps toward making SL more affordable, as Desmond Shang has suggested, simply aren't going to do the trick.  Land prices are going to have to come down to a reasonable level, because if they don't then Linden Lab is looking at financial bankruptcy within one or two years.

Monday, August 20, 2012

More Regions Disappearing from SL

Over at New World Notes Hamlet Au is disappointed to learn that one of the Next Big Things to save Second Life isn't doing what he hoped it would, namely, turn SL into the gamers' paradise he apparently wants it to be.  This latest revelation comes on the heels of his blog entry last week that hyped the "publish[ing]" of SL "on Valve's Steam distribution network", which is apparently the latest Next Big Thing that will save SL from the slow disintegration of the grid.
Some people are joining Hamlet in hyping this Steam thing as the feature that will bring swarms of 25-40-year-olds to the grid, injecting new life into it and making up for the loss of regions that has been taking place over the last couple of years.  Others are downplaying these developments as not having any significant impact on the number of new users to SL, and I happen to be among that crowd.  And there's a reason why we don't expect this to take off: the high price of land in SL and the inescapable fact that Second Life is simply not a gaming platform.  It never was and never will be.
A popular region called Hosoi just announced that, because of financial difficulties, the sim owner is forced to close it down and leave the grid.  And it's not just one but four full regions shutting down.
Now, this should not be surprising to anyone who has kept up with news of SL on NWN.  In May and September last year, and in June of this year forecasts predict a ten percent loss of privately-"owned" regions.  The single biggest reason for these region losses is the ridiculously high price of land in SL, with Linden Lab charging people up to $1,000.00 USD to buy a new region and $295.00 USD a month for maintenance fees on the server that houses it.  And since servers are shared by several regions, this means that each server brings in many hundreds if not thousands of dollars a month.  It's a pricing model that only barely worked back in 2006, when there was still the illsuion maintained that the U.S. and world economies were somewhat strong.  But that illusion ended in 2008 — four years ago — and it is just plain stupid to expect people to sustain what has become an outrageously expensive luxury when most of us are not even able to earn a living wage and the ones who are able are finding their savings being gobbled up by everything from higher food prices to economically-crippling medical bills.
Now, the simplest solution to bring in more revenue is to cut region prices by one half to two thirds, making SL land pricing competitive with grids such as OpenSim and InWorldz, both of which charge less than $100.00 USD for private islands — both the initial buying price and the monthly server maintenance fee are around $75.00) — and provide far more resources for those regions.  Linden Lab currently allows only 15,000 primitives (the basic building blocks that are used to generate the amazing constructs users have made over the years).  InWorldz allows up to 45,000.  If you had a choice between paying $75 a month for 45,000 prims and shelling out $295 a month for 15,000 prims, the choice really doesn't even exist.  You'd opt for a grid that charges far less and gives you far more for what you're paying.

That's exactly what SL region owners are doing.  OpenSim was reported this past February as having experienced a small explosion of new users flocking over from the ridiculously expensive Second Life, a healthy increase following a December 2011 report that OpenSim gained 915 regions with InWorldz being the busiest of the independent virtual grids.

It is simply foolish to market something that isn't a gaming platform as a gaming platform, especially when none of the tools are present for turning it into one and the interest from users isn't there. But that's exactly what Linden Lab insists on doing, and with its primary revenue base drying up without a replacement to make up for the losses, the company really can't expect to fund all the non-SL projects it wants to. The latest deal with Steam may be an attempt to secure a new revenue source, but I can think of plenty of more efficient, more viable ways to increase it than by trying to attract gamers from one virtual environment to one that is not set up for gaming.

That's why the Bloodlines clan I belong to is trying to raise funds for a full year for the Nocturne Project. Until or unless Linden Lab wises up and dramatically lowers land tier prices, it's just prohibitively expensive to try and maintain a full region unless you have the business acumen to rent it out at a price that bring in a healthy profit. You can have mesh and pathfinding and all the deals with Cloud and Steam and whatever going on, but at the end of the day it's still the economy stupid. And if Linden Lab refuses to wake up to that reality, it's going to price itself out of business within a few more years.

For an alternative take on this subject, go here.

Monday, August 6, 2012

Kickstarter Project! (And NWN Fail)

Okay, part of the title is called 'NWN Fail'.  Gonna get that right out of the way now before launching into the bigger and better news.  That part of this entry's title isn't really meant to come off looking like it does, because the discussion was actually a lively one.  New World Notes had a thread going that posited three ways to salvage SL, only two of which the author thinks are even worth trying to get Linden Lab to change its collective mind about.  That third way, lowering tier prices, is actually about the only way Linden Lab will be able to save not only Second Life but also any future prospects for its own, non-SL projects.

Okay, to sum up, the SL land barons that provide LL with the majority of its revenue are steadily closing up and leaving the grid for greener, more affordable pastures.  With the economy still in the toilet and no sign of emerging any time this decade, Linden Lab's outrageously high tier prices have got people deciding that they just can't afford SL anymore.  Builders and scripters can't peddle their wares on the grid itself, where most SLers congregate (the marketplace revamps haven't allowed sellers to make up the losses enough to justify using that as their primary business home base), and gamers can't afford to create vibrant, sustainable roleplaying experiences because land is prohibitively expensive.  The blog author thinks that by converting SL into a spiffy gaming platform, people with money to spend will come.  And he can't seem to understand that what's preventing people from coming is the very finite financial resources that are less and less at their disposal every day that passes.  Sinply put, SL is degrading into a haven only for the monied elite who can afford to toss away $295.00 USD a month on region tier, and even they're waking up and starting to realize that there's no more profit to be had renting virtual land since fewer and fewer people can afford to rent it.  So they're leaving while they still have a chance to get out and not lose a ton of money.

You can have all the ideas for gaming engines and pathfinding and mesh and every other Next Big Thing you want, but at the end of the day, if people find it too expensive to use they're not going to buy it.  That's just plain common business sense.  It's all about the money, and when demand is low you need to price low to increase demand.  Otherwise you'll price yourself out of business.

So, having gotten that out of the way, I'm going to tell you about a project some friends of mine are trying to pull off using Kickstarter.  Back in March I read about a tinies group in SL that wanted to build a roleplaying region in SL with plans for expanding it to other media as well as doing charity work.  So they created a project on Kickstarter with the fund-raising goal of $8,500.00 USD.  They exceeded it to raise a total of over $11,000.00.

That gave us the idea to try it ourselves.  Hell, if a bunch of people who enjoy roleplaying tiny forest creatures can raise that kind of money, maybe we can do it for what we want to do.  Now, it's no secret that Bloodlines doesn't exactly have a pristine reputation in SL.  The idea started out with merit: create a vampire RP system that lets players be vampires, and later werewolves (or lycans, as the game calls them) were added.  Only the system quickly earned a bad rep, and I suspect it has mostly to do with the failure to properly account for the casual noobs who get the system, go around annoying people with bite requests, and then leave once they get bored (or banned enough times that they give up).  Worse is that with blood barrels and lumen prisms (the werewolf equivalent of blood barrels) being transferrable (albeit no-copy), people realized they could buy at rock-bottom prices from departing or desperate players and sell at a profit with prices that are less than what the Bloodlines official stores sell.  Similarly, players trade the "souls" they collect within the system for profit and to stack their stats.

In other words, Bloodlines quickly devolved into a money-making scheme that saw the intended gameplay dry up except for the dedicated RPers who have money enough to own their own regions but for various reasons haven't tried expanding those sims the way the tinies group is doing.

That's where the Nocturne Project comes in.

The backstory is a post-apocalyptic tale that sees the human race conquered by vampires, werewolves, demons, fallen gods, and other creatures of myth and legend, following a global environmental disaster.  Society quickly returns to a feudal system under the rule of their supernatural overlords, with modern technology gradually giving way to medieval-style tech and methods.  This roleplay region is designed to cater to dedicated Bloodlines players, complete with a war arena (based on the capture-the-flag model), a social area for hunting and partying, and a shopping area for vendors to sell themed wares.

But beyond the Bloodlines aspect, the Nocturne project will also cater to general roleplaying needs, with an involving backstory lending itself to the atmosphere to create an experience that will keep people coming back.  If this works out we'll be able to expand to other media as well.

We've already got $251.00 pledged so far, but our goal is $10,000.00 with a deadline of September 16th.  That's now just over a month away.  Can we do it?  I'm confident we can, but we need your help — and your donations.  Please visit the Kickstarter page and pledge as much as you can afford.  The fund-raising goal was set to allow us to keep the sim running for its first year.  If we can raise the money necessary we'll have the sim up and running within a month.  Check us out and come back for updates!