Second Life Message Board

Sign-in to post

Posted by Joystiq Mar 05 2014 23:00 GMT
- Like?
Cloud gaming pioneer OnLive may have faded from prominence, but two novel streaming initiatives may propel the company back into the spotlight.

Key to this resurgence is OnLive's Cloudlift, a service that allows players to stream games they own to devices that wouldn't normally support them. Cloudlift currently features support for only 20 games (including Saints Row 4 and Batman: Arkham City), but OnLive's announcement states that the service will expand over time. Best of all, Cloudlift has been designed to function with existing digital distribution services, meaning that subscribers should be able to stream games purchased on Steam, Origin or any other service to any OnLive-compatible device.

Part two of OnLive's announcement details OnLive Go, an attempt at using cloud technology to reduce the hassle of getting into more "complex" games, such as those found in the massively multiplayer online genre. By streaming game content directly to players on demand, OnLive Go removes the hassle of waiting for a game to install updates or simply load a new area. As an example, the announcement mentions Second Life Go, which sees fans of the Linden Labs sandbox MMO accessing the virtual world via Android tablet.

Full details on OnLive's new services as well as information on how to subscribe can be found at the OnLive website. [Image: OnLive]

Posted by Rock, Paper, Shotgun Dec 10 2013 11:00 GMT
- Like?

I’m not quite ready to declare privacy dead, but it’s reeeeeeeeeallly not doing so well in this day and age. Each racking cough brings up phlegmy handfuls of news about intrusive government and corporate programs – not to mention services that have normalized broadcasting every aspect of our lives on public channels without really considering the consequences. Admittedly, I don’t think it’s all bad (I use Twitter and Facebook all the time; I have no one but myself to blame for that), but many initiatives are absolutely overstepping our boundaries and rights. The NSA, especially, has hit a rather frightening point-of-no-return, and unsurprisingly, it’s taken to snooping around inside games on top of, you know, pretty much everything else.

(more…)


Posted by Kotaku Dec 09 2013 13:35 GMT
- Like?
American and British spies infiltrated World of Warcraft and Second Life, using the games to monitor what they think are terrorist communications, recruit informers, and gather data on communications between players, according to classified documents uncovered by the non-profit investigative journalism organization ProPublica.Read more...

Posted by Kotaku Sep 27 2013 07:00 GMT
- Like?
Yes, Second Life still exists. Yes, there's enough money left in it to upgrade the engine. No, I don't know anyone who has touched this thing since 2006 either, so if you find one, tell them they're a very special little unicorn.Read more...

Posted by Rock, Paper, Shotgun Jul 11 2013 12:00 GMT
- Like?

Second Life is still a thing! Trust me: I checked. Now I must go wash my eyes with acid and bees, for it’s the only way to be sure. More importantly, however, creator Linden Labs is actually up to a bunch more stuff these days – including interesting (and sadly mobile-only) interactive narrative experiments and a buildy, kinda Minecraft-ish thing. So naturally, it’s gone and purchased PC indie game and mod purveyor Desura because… I don’t really know. But I mean, why not? Desura’s a solid, largely open platform with thriving communities like Mod DB and Indie DB under its weirdly shaped umbrella logo thing. There are certainly worse starting points if you want to dive headfirst into the world of online game storefront management.

(more…)


Posted by Kotaku Jun 24 2013 14:20 GMT
- Like?
Aside from some visual novel side stories, there is no official video game for the hot new anime series Attack on Titan (Shingeki no Kyojin) yet, so Second Life builder Moeka Kohime decided to make one of her own. How’d she do? Second Life celebrates its ten-year anniversary this month, and creators like Kohime are exactly why it’s stayed around for so long. The deviant sexual acts and virtual adult toy disputes come and go, but creations like this endure. The set consists of a moddable uniform and, of course, the 3D Maneuver Gear, which the characters in the anime use to zip themselves around town and take out the incredibly disturbing monsters hell-bent on eating humanity. The uniform is lovely, but check out the detail on the Gear. Fuel tanks, spare blades — it's all there and all functional. I shall show you. I’d not been on Second Life for more than a few minutes in a couple of months when my friend Cloudy tapped me to check out the setup at Kohime’s Edelweiss store, so forgive me if my camera controls and navigation are a bit janky. Want to give it a spin for yourself? There's a free demo available at Kohime's store, so all you have to do is download Second Life, sign up for a free account, and do a search for Edelweiss. Oh yeah, and in the spirit of the anime, here's Kohime's official Attack on Titan opening credits riff.

Posted by Kotaku Nov 16 2012 06:30 GMT
- Like?
#secondlife No, you didn't just wake up from a bad dream of the future and find yourself safely back in 2006. It's still 2012, and an Australian man who still plays Second Life has seen it cost him his marriage. More »

Posted by Kotaku Oct 23 2012 14:40 GMT
- Like?
#patterns Rod Humble makes video games. He knows a lot of people who wish they could, and he's made it his job to help them. More »

Posted by Giant Bomb Oct 11 2012 14:00 GMT
- Like?

It’s been almost two years since Rod Humble quit Electronic Arts, and left The Sims behind. There was genuine wide-eyed surprise when Humble revealed his new home at Linden Lab, creators of virtual world Second Life.

Humble became the man in charge of The Sims, starting with The Sims 2 and into The Sims 3.

Humble isn’t just a designer at Linden Lab, either--he’s the CEO. Only now, however, can we see what Humble is working towards. Linden Lab isn’t leaving behind the bread-and-butter that is Second Life, which generated $75 million in 2011, but it’s growing beyond it.

That shift is coming with four brand-new games all in the next month, each with Humble’s fingerprints on them. His involvement with each games varies project-to-project, but the big idea to finally move past Second Life, and establish a new identify, was his.

“When I was thinking about leaving EA,” said Humble during a recent meeting. “I was going to do my own company, and it was going to be around creative spaces--games that emphasize creativity tools more. When the opportunity came up and Linden Lab got in touch...first of all, Second Life? Is that still around? [laughs] I looked, and it was really, really healthy. Also, it was a company that was ready made to do a whole bunch of other products, which I wanted to do.”

Second Life is not going away, though, and most of the company is still working on it. But empowering users with robust tools to foster creativity is the new mantra. Anything the company creates must have this ethos in mind. Humble admits it’s difficult; it’s infinitely easier to craft tools only for a developer and make something magical for the user. Every time that comes up, Humble and the team takes a deep breath, and focuses back on the users.

“There’s nothing, frankly, more rewarding than when you release something and people are like ‘hey, this is mine!’ as opposed to looking at your content,” he said.

It’s not a surprise to hear this from Humble, a protegee of Will Wright, and someone who previously worked on EverQuest and SubSpace. Yeah, SubSpace.

The first game that underscores this new approach is Patterns. Already launched in “genesis” form, which was described as pre-alpha, Patterns has much in common with the object creation of Minecraft. There’s one very key distinction with Patterns, though. Minecraft lets you build anything without consequence, and there are no physics. With Patterns, you must take into account structural integrity, especially as it relates to design and building materials, and the game is constantly providing you feedback. Don’t listen to the feedback and it all falls apart.

Play Patterns with your 10-year-old son, as Humble recently did, and you’ll learn the lesson quickly.

“My son loves Minecraft, he loves all those kinds of games,” he said. “One of the things that physics brought home is that it turns out architects know what they’re doing! [laughs] First thing we did was build a house, right? So we made it in a typical style. [But] when you’re building it with actual physics and weight, the bottom collapses!”

Patterns has--shocker--players collecting material in order to build stuff. There are some smart additions, though. In addition to unlocking new pre-made objects the game’s creators have put together, you can go into a Spore-like object creator and make whatever you want with whatever you’ve harvested. Don’t have access to a wedge yet? Make your own, save it, and use that to make sturdier bridges and more complicated creations. The developers hadn’t yet built in support for spheres and other s objects, but players have already found a way to make it happen.

Humble told a similar story from Spore.Tthe development team didn't design tools to support the creation of humans because it would look silly. One day after the tools were in the wild, users found a way to make humans anyway.

Roughly a year from now, Patterns will launch into version 1.0--again, pretty similar to Minecraft. Multiplayer is later this year, an avatar editor is coming soon, and feature lists are collected from users on the game’s site all the time. There is an internal roadmap at Linden Lab, but it’s also built to twist and turn based on the whims of the players.

The Minecraft comparison is not a coincidence, and it’s also not something that Humble shies away from. It wasn’t always that way, though. When Patterns was first being shown, Humble was worried about what Minecraft creator Markus “Notch” Persson might think about invoking his game so often.

“The Minecraft question is an ethical issue for us,” he said. “I was really concerned beforehand. How do we address that? Clearly, we’ve been inspired by Second Life, but also a lot by Minecraft. I don’t want to talk about the guy’s games, trading off his name, but I also don’t want to pretend like Minecraft doesn’t exist.”

Through a mutual friend, Humble was able to reach out to Persson, who gave a thumbs up, and even mentioned the game on Twitter.

The other game Humble was ready to show, Creatorverse, won’t be ready for your PC or Mac until a bit yet, but anyone with an iPad will be able to try soon, pending approval from Apple. Creatorverse is more of an a toolkit to create Rube Goldberg-like interactive toys than anything else.

Humble loaded up the app, which starts with a white screen. First, he drew a box, colored it in and tried to convince me it was a car. He made a better argument when two circles were underneath it, but when he clicked “play,” everything fell apart. By tapping the left side of the screen and pulling up his toolbox, Humble added joints that merged the “wheels” with the “car,” and gave the wheels a movement ability. Finally, he added a squiggly green line beneath everything, and clicked play again. The car roared to life...and then quickly fell off, tumbling into oblivion.

Each creation can be uploaded into the cloud, and both played and edited by anybody. The goal is to bring some Second Life sensibilities to Creatorverse eventually, too, such as giving users the ability to charge for them. (That can't happen on iOS, though.) One of the more ambitious toys created by pre-release users was a pinball machine.

It all reminded me of LittleBigPlanet, except not restricted to a platform directed at hardcore players.

In the next few weeks, the other two games will launch. Dio is a room creator, in which players can do everything from construct a choose-your-own adventure to develop an interactive wedding album. One user made a guide to their horse stables. The other game is, perhaps, the most fascinating. Versu, the result of acquiring LittleTextPeople earlier this year, comes from interactive fiction author Emily Short and The Sims 3 AI designer Richard Evans. It’s a storytelling toolset, and players assign characters a set of motivations. Characters then react to the actions of the player, and the story is procedurally gnerated. The first release is aimed at murder mystery and romance stories.

By launching all four so close to one another, Humble hopes to change the perception of Linden Lab, and begin to have people who wrote the company off as just “the Second Life company” to come back and have another look.

“Second Life is one of those things that probably had too much PR at some point, and it was of a certain variety,” said Humble.

To most, Second Life is a thing places like CNN reported on every few months about how users can make money selling virtual real-estate. It’s not on the radar of most “hardcore” players, if I’m to use a broad and reductive term. Patterns, Creataverse, Dio, and Versu are of a different variety, while still channeling Second Life's creative virtues.

“I’ve sat through an awful lot of company vision statements in my time, and I loathe them with such a passion,” he said. “But the only ones I think are vaguely effective are ones where you can say ‘okay, what design choice should I make?’ And this one, at least, has that.”


Posted by Rock, Paper, Shotgun Sep 20 2012 11:00 GMT
- Like?

You know, when you think about it, Second Life and freeform voxel builders like Minecraft really aren’t all that different. I mean, both offer players tremendous creative freedom – which they generally mold into either a) likenesses of their favorite TV/movie objects or b) unspeakable, physics-defying flesh horrors even your greatest nightmares wouldn’t dare conjure up. So I suppose it kind of makes sense that Second Life creator Linden Labs would try its hand at an easier-on-the-eyes craft-’em-up. Maybe? A little? Granted, Patterns does at least look quite attractive – if a little familiar.

(more…)


YouTube
Posted by Kotaku Sep 20 2012 01:30 GMT
- Like?
#patterns If someone sat me down and presented me with this gorgeous Technicolor dream of a world building-game called Patterns and then asked me what company was responsible for creating it, I could have guessed for hours and never gotten it right. More »

Posted by Rock, Paper, Shotgun Mar 16 2012 13:00 GMT
- Like?

Last year, former EA clever-clogs Rod “The Sims” Humble was made King of Second Life, a move which we discussed here. This week he told GamesIndustry that he was as surprised as anyone else about how big it still is: “To be honest, it had fallen off my radar until I got the call offering me the position. And I looked at their numbers: this is a world that has got 1 million people logging in every month, generating well in excess of $75 million a year – it’s extremely profitable – and it was the kind of company and the kind of product that I had been thinking about going away and working on anyway, on my own. It was kind of a perfect fit.” He went on to say that since he took the controls the user-built world has been growing again: “We managed to grow the new users significantly: they bumped up by well in excess of 40 per cent, and over the holiday period we had over 20,000 new people sign up a day. Now, that’s not Facebook numbers, but 20,000 a day…. that’s a lot, right?”

Seems like a lot, yes. Humble says his plans are to add “artificial life” to the world. So that sounds promising.


Posted by Kotaku Dec 06 2011 10:00 GMT
- Like?
#secondlife Newt Gingrich, who may very well become the next President of the United States, has a second life. No, I don't mean his second life as a lobbyist, I mean literally, a second life: A few years ago, the leading GOP candidate for President created a Second Life avatar and gave a long lecture on the steps of a virtual Capitol building, where he proposed that Congress itself meet, all while being protected by a squad of all-female avatar bodyguards, and protested by a green fairy with wings who called him a fascist. More »

Posted by Kotaku Nov 03 2011 23:30 GMT
- Like?
#wtf Second Life isn't simply a virtual realm where people starve horses, troll others having sex, and traffic in counterfeit groovie-goolies sex devices. No, it's also a network through which gangs discuss and plot their evil deeds, says none other than the Eff Bee Eye. More »

Posted by Kotaku Jul 31 2011 17:00 GMT
- Like?
#thisissostupid Second Life's merits as an actual video game may be debatable but its impact on the economy is not. It has, for example, provided a huge boost to the new markets of virtual sex caskets and imaginary pet food. And ridiculous lawsuits, because America has been lagging other first-world nations in that important economic indicator. More »

YouTube
Posted by Kotaku Jan 25 2011 22:20 GMT
- Like?
#virtualworlds The Humvee drives down a crowded street in a foreign land. A child waves. Merchants display their wares. Suddenly soldiers raise their rifles as a suicide bomber runs into the street, detonating his lethal package. This is virtual PTSD therapy. More »

YouTube
Posted by Kotaku Jan 13 2011 22:00 GMT
- Like?
#civilrights We've seen the Burning Man Festival, the World Trade Center, and a lot of weird sex stuff recreated in the virtual world Second Life. A recreation of the 1955 Montomery Bus Boycott? That's new. More »

Posted by Kotaku Dec 09 2010 06:00 GMT
- Like?
#law A law passed in Oklahoma provides for executors to access social media accounts and, presumably, distribute their holdings. So if you don't write out that will with LegalZoom, a judge will decide who gets your Second Life counterfeit *crag* coffin. More »

Posted by Kotaku Aug 16 2010 18:00 GMT
- Like?
#secondlife The last place I expected to discover a fully-realized online trading card game, complete with duelist animations, experience point rankings, and animated dueling effects, was the virtual world of Second Life. More »

Posted by Kotaku Jun 10 2010 00:00 GMT
- Like?
#lindenlabs Virtual world creator Linden Labs is restructuring in an effort to "generate efficiencies and support investment in new platforms." The quick translation on that into English is that the Second Life maker is canning 30% of its workers. More »

Posted by Kotaku May 13 2010 09:00 GMT
- Like?
#film This year's Cannes Film Festival isn't showing just one movie about gaming culture. It's showing two. There's French thriller Black Heaven with its naked bottom and now this, R U There with its awkward elevator propositioning. More »