Wagner James Au / New World Notes

Author, strategist, virtual world reporter

Making of Second Life

Making a Metaverse That Matters

Contact me — links below!

My Patreon Supporters

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.

The Virtual Museum Team hosts several museums in Second Life, Wolf Territories Grid and Roblox. Check out all the teleport links here.

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

  • Black Lives Matter SL Virtual World

    This is an epic, thought provoking new article in the latest SL-focused ECLIPSE magazine on real life Black people in the virtual world, reflecting on Black Lives Matter and their experiences in SL. It’s written by New World Notes contributor Cajsa Lilliehook. She interviews many Black SLers, who discuss racism in SL — everything from avatar skin color discrimination, to coming across people roleplaying in a plantation.

    Read an excerpt below:

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  • Update, August 7: Bumped up for viewing and discussion. Post title changed accordingly!

    Update 2 , August 7: Courtesy Strawberry, here's the main questions she asked Philip:

    • Do you still log in to Second Life? If so, what communities and experiences do you enjoy exploring?
    • Are you surprised that Second Life is still around 20 years after founding Linden Lab?
    • Your avatar look has become very well known and perhaps even iconic – can you tell us a bit about what inspired you to create your unique look in Second Life?
    • Let’s go back to the beginning of Linden Lab and Second Life: Can you share some stories about the origins of Second Life?
    • Tell us what inspired you to create Linden Lab and eventually Second Life? There are rumors that you originally were focusing on virtual reality with a prototype hardware device called “The Rig” – is that true? If so, what happened to “The Rig”?
    • What were the early days like at Linden Lab? Some in the community may not be familiar with this, but you led some corporate innovations that helped to shape and inform the culture at Linden Lab – such as the Love Machine. You also published the Tao of Linden. Can you speak a bit about both of those.
    • If you could do one thing differently when creating Second Life, what would it be and why?
    • As you know, Linden Lab recently announced that an agreement was signed for it to be acquired by an investment group led by Randy Waterfield and Brad Oberwager. While I know that you aren’t in a position to say anything specific about the terms of the deal, I wonder if you can share any thoughts about what you think it means for the future of Second Life as I know that you have known Brad personally and professionally for many years.
    • Your career spans much more than just Second Life, of course. Prior to Linden Lab, you were a key executive at RealNetworks – a pioneer in audio and video streaming. Can you tell us a bit about your work there and how that might have helped to influence your decision to form Linden Lab?
    • About a decade or so ago, you left Linden Lab to explore other entrepreneurial efforts – can you tell us why you chose to move on at that time?
    • You are now involved with High Fidelity – can you share a bit about what High Fidelity is and how we can check it out?
    • What’s next for High Fidelity?
    • Do you have any other entrepreneurial endeavors that you want to share?
    • The concept of a social virtual world was so ahead of its time — and it feels like the pandemic has caused new respect and recognition for the value and utility of shared virtual world and VR platforms. That must be so affirming! Has the pandemic caused you to have any shift in your vision for the future of virtual social networks?

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  • SL Spoon virtual food blog

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

    Mac Massimo’s The SL Spoon is a virtual cooking blog, featuring the best of SL foodstuffs and cuisine. As a food blogger myself, this really appealed to me. I particularly loved “How to Make the Best Mediterranean Wild-Caught Fish on the Grid” as it contains a recipe along with fabulous food photos like the one above. 

    In the next post, Mac introduces us into a whole new genre of Second Life.

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  • Rosie Summers recently wandered into a neighborhood park, and casually dropped this black hole into the grass.

    "Soon as I saw its colossal size in an area of familiarity," she wryly notes, "the fear set in."

    This rip of existence was made possible through several pieces of technology, and her own artistry:

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  • 49887709318_6b65661ea5_c

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

    Génesis Rodriguez’ “Your Name Makes Me Think of Good Memories” is a beautiful and emotional resonant composite photo, overlaying a photo of a “memory” with a headshot. I love how the memory is in color while the person remembering is not. It shows us how memories can bring things and people to life long after they are gone.” 

    Rodriguez has a light touch, even with the macabre as in the next picture.

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  • Tim Sweeney Epic Fortnite Metaverse Unreal Unity

    Here's a really interesting "Economy of the Metaverse" conversation with Epic's Tim Sweeney and game exec Joseph Kim. A lot of its focus, of course, is on how Epic's Fortnite might be a future model for the metaverse. But much of it is actually about the current platform ecosystem (Apple's App Store, Google Play, Amazon, etc.), which Sweeney finds too closed and prohibitive to birth the metaverse:

    I think the most plausible way the Metaverse is going to rise isn’t from one company even Epic building this thing and forcing everybody to use it. It’s going to be from more and more companies and brands connecting their products and services until you have a much, much more open thing that everybody participates in… I think interconnecting systems is a great way to to to move forward with this. I think, you know, a lot of the big game companies and even many of the ecosystem companies have come to the realization that they’re never going to be the one monopoly that dominates the whole thing. And so it’s in everybody’s interest to really interconnect and standardize over time. And to build this more connected world and to all benefit from it side by side with no one company dominating. 

    Which is a great vision, but while reading this interview (actually a transcript, video the actual video below), I kept thinking about the biggest barrier to building THE Metaverse — a coming competition between the 3D engines required to build it. Sweeney more or less alludes to this:

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  • '

    Here's the latest update from NeosVR, an impressive indie social VR metaverse project backed by Patreon funders that we featured last year: Customizable UI, so Neos users can create a user interface that's ideal for whatever they do most in the social VR world. (For instance: Content creation, socialization, gaming,  and — to judge by everyone in this video — multiple furry avatar quick changes.)

    Really, though, I'm posting this because NeosVR seriously seems like the most graphically robust and feature-rich social VR platform on the market. (And I'm not sure NeosVR counts as being "on the market" since it's not an actual company. but three developers splitting $7328 a month in Patreon donations.)  But you look at the graphics with dynamic lighting, the responsiveness of the avatars — especially integrated to a full VR rig — not to mention the content creation tools and so on, and it certainly seems many years ahead of, say, VRChat.

    Will be keeping closer tabs on them. Meantime, here's NeosVR's latest Creator Community Showcase, featuring 2 hours of user-made geeky coolness:

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  • just a nightmare...

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

    Geyer Schnyder’s “Just a Nightmare…” is well named. A nightmarish picture of a desperate man with a serious looking military knife. The background lighting suggests a car is off to the left but without certainty. This captures how when you are frightened your vision narrows to the essential, how everything else just disappears. 

    Schnyder enjoys illustrating the gritty side of life. More below.

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  • As far as I can tell, this is the first official platform demo on YouTube for Sansar since it was taken over by Wookey, and it's pretty striking: Where once Sansar was promised to be a successor to Second Life and a WordPress for virtual worlds, it's now positioned as a "turnkey virtual venue platform" for "record labels, artists, festivals, creative agencies, and brands" (their words). 

    Not a criticism! It's a smart move to target the live music/concert market in the COVID age. And I do like a lot of the functionality they are showing off in the video, especially avatar-to-avatar VR meet-and-greets for artists.

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  • Seraphim SL shopping site virtual goods

    Estimated visits to Seraphimsl.com via analytics site Similar Web

    While Second Life might be smaller than many other virtual worlds, do not underestimate how passionate and engaged its core userbase is. As an example of that, consider SeraphimSL, one of many hundreds of user-run sites and blogs advertising SL fashions and housewares. (And Seraphim is probably the very largest, at least in the English-fluent Internet.)

    According to SimilarWeb, Seraphim rakes in over half a million pageviews a month. As I was telling someone else in the SL business recently, that's more than enough eyeballs to make a six figure income in real dollars, via advertising.

    In terms of unique eyeballs every month, 500K+ probably translates to roughly 100,000 actual people. (Way back in the day, unsurprisingly, metaverse expert Gwyneth Llewellyn estimated 100,000 as the approximate number of SL's most engaged community members.)

    The number is pretty impressive even when you pull outside the userbase of Second Life: Seraphim's page views are larger than many news sites about virtual worlds/MMOs, like this one. It's even about as large or on par with some fairly well known tech news sites and blogs.

    What's this mean?

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