• Dream Seeker Estates region SL

    Click the SLurl here this weekend (December 14-15) to teleport to an open house tour of Dream Seeker Estates, who I'm grateful to welcome as a Patreon subscriber. The second largest real estate service in SL, Dream Seeker Estates has been operating in-world since 2007 with competitive rates, multiple region customization offers, and a sales/support team available 24/7 who are fluent in English, Spanish, German, and Dutch. Dream Seeker SL estate SLurl(That's most of the whole twelve person team pictured here outside their HQ.)

    This weekend the team can show you available land to rent. And if you mention New World Notes to the sales person, they'll throw in the first day of tier free!

    Here's the Dream Seeker site to explore online; official boilerplate below!

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  • This is a beautiful new machinima from auteur Teal Aurelia, but with a special new twist: It's also a promotion for a track from real life pop singer SEMINA, who's had several hits in her home country in the EU, but had her music career undone by the recent pandemic.

    "[I] was preparing for a tour when COVID hit and it all went to hell," as she puts it to me. "The tour was cancelled and I thought I'd never do this again."

    That led her to performing in Second Life ("it filled somewhat of a emotional void… it was enough for me not to lose my mind during the lockdown") — and led her to discovering Teal:

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  • Second Life Beatles Google Trends

    Originally published on my Patreon

    “Second Life’s reach was [once] like the Beatles,” Philip Rosedale mentioned last week during a media/influencer call, referring to their comparative rankings on Google Trends. 

    That seemed like an exaggeration when he said it, but if you look this up, you'll see that it’s quite the case — see above.

    In August 2007, Second Life (“Online game”) was indeed not too far away in ranking on Google Trends from the Beatles (“Rock band”). 

    Yes: At its peak of media attention, our little virtual world inspired nearly as much interest as a legendary music group that’s known and generally liked by roughly every human adult across Europe, North America, and much of the wider world.  

    “Guess how much we paid for that?” Philip asked the group of SLers on the Zoom call.

    I covered this apex in Second Life’s peak of human interest in my book, and saw the answer first hand.

    Very little was being spent by Linden Lab on marketing Second Life back then, actually. There were a few small ad campaigns on some game sites, the very indirect promotion of my embedded reporting blog posts as a part-time Linden contractor, and other modest marketing efforts.

    Despite that scant spend, staff at Linden Lab were begging its own marketing/PR department to stop promoting the virtual world at all. Because by then, the sheer deluge of new user signs-ups by the millions was causing performance and scaling issues:  

    Major press coverage of Second Life, often by tech reporters who were fans of Snow Crash themselves, began to take on gathering momentum into 2006, culminating in a feature story on the cover of BusinessWeek. Which only catapulted into even further coverage. Strikingly, most of this overwhelmingly positive media attention was organic, generated by reporters and media outlets themselves. 

    "It was kind of terrifying,” Catherine Smith, head of Linden Lab communications back then, recalls now. “I remember [a Linden Lab engineer] saying to me one time, 'Can you just please make the PR stop? And I'm like, ‘Sorry, that train has left the station. I'm not pitching this anymore. They're all coming to us.’" 

    As Philip explains now: “You couldn't buy that reach. There was collective human interest that drove that. We can't hit the replay button on that with marketing dollars because we didn't do that before… traditional marketing approaches are ineffective." In terms of equivalent eyeballs reached via magazine cover articles, news broadcast segments, TV appearances on The Office and much more, the earned media Second Life attracted back then would easily cost hundreds of millions of dollars now.

    His point was in a response to an SLer question that often comes up within the Second Life user community: Where are the marketing campaigns to bring in new users? 

    In response, Linden Lab head Brad Oberwager said there is a new marketing campaign starting slowly now:

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  • SL flickr Dopamine

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

    Dopamine is a lovely little chemical that makes us happy. You could call it a neuromotivator if that were a word. 

    Dopamine is also a woman who tells the most wonderful stories with her photos and perhaps motivates others with her skill as a storytelling photographer. This is a familiar scene for those in snowy climes though my dad taught me to never push from right behind the wheel because the moment the wheel gets traction, that poor guy is going to get piles of snow in his face. 

    For more of Dopamine’s stories, click here:

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  • SL mobile app total mobile installs 100K

    Here's a mini-milestone for this month: Second Life's mobile app has likely been downloaded on well over 100,000 devices.

    We know that because the Google Play download counter recently passed the 50K+ Downloads mark, for the Android version of the app, and it's safe to assume the iOS Apple version has been downloaded at least that much, but likely much more. (I'd estimate the iOS/Android ratio among Second Life users to be 60/40 or even 70/30.) Also, leading analytics service SimilarWeb counts total Second Life app downloads as over 155,000 downloads as of the end of November.

    So that's something! To put this in perspective, Second Life currently gets about 200,000 Daily Active Users and 500,000 Monthly Active Users. So it's a good estimate that 1 in 3 SLers have installed the app at this point.

     Of course "installs" are not the same as usage, and Linden Lab head Brad Oberwager recently explained the company is actually tracking other metrics more closely:

     

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  • Brendan "PLAYERUNKNOWN" Greene wasn't satisfied with lead developing PUBG where you fight other players in a small landscape, so he put together a team to create an entire virtual world engine dubbed "Melba" you can check out right now:

    Preface: Undiscovered World is an immersive tech demo showcasing Melba, PLAYERUNKNOWN Productions' groundbreaking technology generating Earth-scale world. In this project still in development, see the power of machine learning creating a planet in real-time, generated directly on your GPU.

    More info and download link here. The ultimate goal with Melba, as you may have guessed, is an entire earth-sized open world MMO experience:

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  • Untitled

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

    Heloise’s “Earth to Sebastian” is a beautifully romantic picture. I love how the light gently traces their features, leaving most of the scene in shadow. She took extraordinary care with the pose. Look at her left hand grasping his tie. Her hand is shadowed, so she could have just let us assume the pose was perfect, but instead she made sure the pose was perfect. Even more striking, look at his cheek, the way the muscles in his face are flexed for the kiss. She pays attention to the smallest details and her skill with lighting is a hallmark of her work. 

    For more examples of Heloise’s painterly lighting, click here:

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  • SL mobile persistent chatOriginally published on my Patreon

    Last Friday, Linden Lab's mobile development team led by CTO Philip Rosedale and company head Brad Oberwager shared upcoming features to Second Life's mobile app — and the long-term strategy which drives it. Pluto Linden, lead UI/UX designer on the mobile project, unveiled the top line updates.

    Coming this month (December 2024):

    Create new accounts in the mobile app using the existing the web flow. "We're trying to break down barriers of people coming in-world," explains Pluto.

    Push notifications for select groups. Linden Lab believes this will be "vital" for engaging SLers around in-world activity from their phones.

    Persistent chat conversations and IMs on your device (see above). "If you come in [on mobile] today and come back tomorrow," Pluto explains, "that conversation will still be there… [This should] induce people to stay and remind them of the vibrancy of the experience."

    SL mobile lobby 2025

    Planned for first quarter of 2025:

    • Address bar to enable sharing SLurls and creating landmarks.

    • maps.secondlife.com will work on the mobile browser.

    • Shipping a first version of a communications lobby (above). While the world loads, users will have the option of starting in a lobby where their various messages are waiting for them. ("We'll put the communication aspect front and center.") This is also intended to make the Second Life mobile app relevant for people who have mid-tier/lower-end smartphones who can't fully display the virtual world view.

    Coming early Q2 2025 (see image below):

    • Quicker and better access to chat.

    • Item-level avatar editing.

    • Tap-based object interaction. 

    "We're a small dedicated team just plugging away on this," Pluto notes, saying that the app's foundation was laid out in 2024. "The real exciting stuff is coming 2025."

    And yes, they know many rigged mesh-based avatars aren't fully displaying on mobile. Fixes, said product head Grumpity Linden, are "coming soon".

    Linden Lab's Mobile Marketing Strategy

    If you're wondering why you haven't seen ads for the mobile app, it's because Linden Lab isn't targeting general consumers yet.

    "The mobile app was not designed for new users where I spend a million dollars to bring [them in]," as Oberwager put it. "We built the mobile app for current residents… we're not putting marketing dollars to bring in new people."

    Under their strategy, they even expect mobile users may create an alt account for mobile, yet continue using the desktop client:

     

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  • I'm very perplexed as to why Second Life is still a fairly actively plated game, like why stay there and not jump on VRChat?

    — Bree (she/her) 🏳️‍⚧️ (@barnkatbree.bsky.social) December 9, 2024 at 10:46 AM


    https://embed.bsky.app/static/embed.js

    In another sign of virtual world communities shifting toward Bluesky, here's an informative and refreshingly non-dickish conversation between VRChat and Second Life players, comparing and contrasting these platforms.

    Why aren't many SLers jumping into VRChat? The consensus gist: Because VRChat is teeming with kids and many SLers don't want / can't afford / aren't interested in wearing a VR headset. (When I interviewed the founders for my book, I was surprised to learn 70% of active VRChat users use HMDS!)

    Of course it doesn't have to be an either/or scenario: Each platform has its strengths and shortcomings, and hopefully we see more cross-pollination between both communities, at least on Bluesky.

  • Tori Slayer sl kiss

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

    Tori Slayer is an exciting discovery whom I found following people’s Flickr favorites and she’s wonderful. I just love her art. This is such a haunting picture. There is this couple embracing. It is deceptively simple, but her bodysuit of lace changes as you go upward and covers her face completely. Is it metaphorical? Perhaps even more powerful is the light to their right. It looks almost ghostlike with arms and a shadow going down the back. It’s curved like someone in mourning and it’s a shadow alone. A ghost shadow? I don’t know. I just know it matters. 

    A picture that makes me stop and try to decipher its meaning is a picture that I fall in love with. I know I could be totally off base, but we all see what we see. Of course, whether the intention of the artist or the interpretation of the viewer is the most important is a long-running philosophical debate. 

    For more compelling images, click here:

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