Wagner James Au / New World Notes

Author, strategist, virtual world reporter

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Hypnotic Romance, an SL sim with secluded spaces for couples. Click here to teleport.

The Virtual Worlds Museum. Click here to teleport to their Second Life hub with tribute to sunsetted worlds!

“TV POWWW!” by Tom Boellstorff & Braxton Soderman. Read about the first televised videogame here.

The Fitting Room: Try out new SL fits in a secure, private space. Click here to teleport.

Breedables CoOp, helping the SL pet community grow through shared resources. Go here to get started.

  • VRChat community Syrmor New World Notes survey

    Here's the key results of my VRChat user survey with beloved VRC reporter Syrmor, primarily drawn from subscribers of his YouTube channel and my virtual world blog New World Notes. While it's not wholly scientific and has a relatively small sample size of 165 respondents, it is (I believe!) the first public survey of the rapidly growing and evolving virtual world community. 

    Which takes us right to the question above: Asked what they most love about VRChat, respondents overwhelmingly selected "Community":

    "Personally I can say that VRChat has made life better for me as a whole," as user Fryman574 puts it. "I've had the ability to join communities I would have never known about if it weren't for VRC… [and] I've been able to meet so many cool people; like one of the best things to do in VRChat in my opinion is finding someone who has a story to tell and spend your day talking to this person. That's actually how I was able to meet my boyfriend of 6 months now."

    Like this person and many others, VRC user Flamant says this community has offered social connections that have been difficult to find in the material world:

    "I can be myself around other people in VRChat which is something i have always struggled with, with my social anxiety. And in that way it has helped me forge an identity as a person, now being able to be vulnerable and open myself up to others without fear. I have met some truly kind people in this virtual world that has come to feel more like a home than my actual surroundings…"

    Next up: Avatar/ real life gender identity, how they first discovered VRChat, other virtual worlds VRC users play, VR usage, and much more:

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  • SL Flickr Bento Avatar Cajsa

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Chiaki Xue, recently posted a fabulous picture with a pose he created that really demonstrates the power of Bento avatar skeletons. This is an amazing picture that tells a story. It’s like a movie in one snap. We can imagine these young lovers separated by all sorts of oppressive reasons that would divide them. Technically, they could be on the inside and outside of a football field, but their desperate fingers touching through the fence suggests something more cruel. 

    For the best picture with a ventriloquist’s dummy ever, click here:

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  • Remember that painfully funny YouTube video of Second Life's first-time user experience? I was thinking about it recently while playing Scavengers, the fun new sandbox/multiplayer combat game with a senior designer who's a former Linden. This is what Scavenger's first-time user experience looks like — watch above. Because while it's in a very different genre from an open platform virtual world, there's some key learnings to draw from it:

    • For one thing, it's fun — at least as much fun as a tutorial can be.
    • It gradually introduces important elements of the user experience to the player by presenting them as little mini-games/quests.
    • It's immersive: The voice acting, the music, even the heads-up display itself, create a mood, get you involved in and curious about the world, even as you're learning how to navigate the user experience.

    And while Scavengers has one of the better game tutorials I've played in quite awhile, it's pretty typical to how AAA game developers introduce players into their world: With fun, mini-quests, and immersion.

    Why?

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  • Linden Lab Upland Blockchain TiliaSan Francisco HQ of Tilia owner Linden Lab already owned by an Upland high roller 

    Let's briefly check in on Upland, the virtual real estate acquisition game that's sort of Monopoly meets a mirror world, where virtual real estate is registered on the EOS blockchain, and is the first paying customer for Linden Lab's Tilia payment service. Since I wrote about it in June 2020 (shortly after launch), it's become an online world with a pretty large virtual community — and some nosebleed-serious real cash flowing between its users.

    According to Sensor Tower, the game's app garnered 100,000+ downloads and earned $200,000 last month on Google Play alone, but that's only part of the story. Upland's website (where the game can also be played) racked up over 5 million views last month, according to SimilarWeb; I'd estimate that as monthly active players in the mid-six figures. 

    But the level of transactions already happening in Upland are even wilder:

    This user-run site tracks Upland transactions and leaderboards, and they're fairly amazing. Last month, for example, the top 100 Upland players earned proceeds worth several million USD.

    "You need to understand that they marketed to the Crypto and NFT guys," as Upland player Octavius explains, "many of which are a new fairly wealthy group of crypto money."

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  • Pic Taken at Perpetuity

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Sandi Benelli’s photostream is a stunning exploration of Second Life landscapes. She reminds me of one of my high school classmates who is a small organic dairy farmer who also takes amazing photographs. She loves to find beauty in the mundane like a crack in a fence post or in farm equipment, as in this gorgeous photo above, “Pic Taken at Perpetuity.” I love that you can see every blade of grass in gorgeous detail. She adds a judicious bit of blur heightens the reality of the picture. 

    For something that’s better in SL than RL, click here:

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  • Metaverse New York Times Matthew Ball Philip Rosedale

    I started reading this recent New York Times feature on the Metaverse with a rising sense of "Looks like we finally made the mainstream!" triumph… which rapidly decayed into frustration. Because the overall editorial tone struck me as: "We're not quite sure what the Metaverse is but some people sure are talking about it a lot, so I guess that's something?" For instance:

    In fiction, a utopian metaverse may be portrayed as a new frontier where social norms and value systems can be written anew, freed from cultural and economic sclerosis. But more often metaverses are a bit dystopian — virtual refuges from a fallen world. As a buzzword, the metaverse refers to a variety of virtual experiences, environments and assets that gained momentum during the online-everything shift of the pandemic. Together, these new technologies hint at what the internet will become next.

    While there is a lot of corporate interest in the metaverse, skeptics abound.

    Strauss Zelnick, the chief executive of the game publisher Take-Two, said in a May earnings call that he was “allergic to buzzwords,” and suggested the metaverse could be all hype. “If you take metaverse, SPAC and cryptocurrency, in five years, will any of this matter? I’m not sure it will,” he said. Then there are those who wonder whether interest from the tech sector is simply opportunistic, or missing the point entirely.

    Unsurprisingly, no one in the Metaverse business interviewed for the Times article is able to cleanly articulate a concept of the Metaverse that explains what it's for, and why it's better than the platforms we already have now. 

    Having pitched the concept of the Metaverse in various contexts to many different kinds of people, I understand the suspicion that it's only a buzzword, liable to crash and burn when a skeptic's follow-up question is, "OK, but why should I care?"

    In fact, I've learned over many years to only mention the word "Metaverse" to people (almost entirely in the tech industry) who are likely to know and love Snow Crash or Ready Player One. I had hoped the recent Spielberg adaptation of the latter novel would help mainstream the concept, but it was a modest hit at best. And in either novels' case, the concept still only makes sense and seems compelling within their dystopian context: The real world is so horrible in the future, most everyone spends life in the Metaverse.

    Or to put it in contemporary terms: The Metaverse as an escape from the real world seemed pretty compelling during a global pandemic, but now as Summer vacation trips are overbooked (my home town in Hawaii is currently teeming with ransacking tourists), the power of that use case rapidly erodes.

    My own solution to the elevator pitch problem? I'd rather be non-utopian about it and reference something that is working now. For instance:

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  • Here's the latest clever hack for VRChat: An Xbox One Kinect connected to the virtual world, so the user's real life movement is tracked and mapped onto their avatar.

    In this video above, VRCer "Zotteke" is using a Quest 2 to log into VRChat while dancing in front of a Kinect; Zotteke's furry avatar does the rest. The body tracking is fairly decent (especially for an older device that's likely sitting in your closet if you still have one), even accounting for its single camera:

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  • 50907023761_2e88b7eea7_c

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Folgen’s photostream is at once varied and consistent. His subjects are exciting and different but his style is a consistent use of black and white with small pops of color and wild horizontal blurring. This is a great example, with the sunshine backlighting everything so it’s black with hints of gold from the sun and groundcover. There is the suggestion of speed from the blurring — a hint of jeopardy. 

    I admit I am not sure what I am seeing below, but if that’s okay, click here:

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  • Second Life iOS app Pocket Metaverse

    Pictured: Pocket Metaverse, a third party iOS app for accessing select Second Life features from 2010

    With the iOS app for Second Life coming soon, reader and blogger Devin Vaughn sketches out a fascinating vision for how it could transform the virtual world. While the app itself is launching with very limited features (the late-lamented Pocket Metaverse from over a decade ago was actually more robust), Devin sees a chance to bring in a new wave of mobile users:

    [I]t might be a sneak peek into Linden Lab's strategy of bridging SL and SL Mobile. This is baby steps for now, it takes time to develop code and app. But I could see it working that there are SL mobile-only sims that enforce both avatar and environment efficiency.

    Imagine this: You want to 3D chat live on the phone with your friends? Teleport to SL Mobile Island 1. Oops, you are not allowed because your avatar is bonkers heavy with scripts and complexity. BUT you forgot to switch to your mobile, low lag, fast avatar first. So you just go to appearance, change outfit, and teleport is accepted. You land in a beautifully crafted environment, perhaps created by a well known genius designer who excels at kickass and fast. Much good time is had!

    …..And later, you want to meet up with your special friend after work in the posh main grid where you wear as much scripts and fancy mesh as you want, or decorate to max, because the maingrid is still the wild wild west of freedom and zero enforced avatar or sim limits (if you don't mind the lag).

    VRChat actually does something like this, for users of the Oculus Quest, enabling them to teleport to worlds that have been optimized to run on the Quest. That way, VRC users are able invite their Quest-owning friends into the "kiddie pool" of VRChat. (That's how I first got to meet Syrmor in VRChat!)

    "Imagine if SL had mobile-only sims for mobile style avatars," Devin muses:

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