realXtend – the not so slow burner in virtual worlds

Back in February we profiled Openlife, an alternate Second Life-based grid. The realXtend platform underpins grids like Openlife and since February they’ve achieved some significant milestones. Now up to version 0.3, the 3D modelling in realXtend is something to see now. Here’s a snippet:

Caleb Bookers states “When these guys hit 1.0 the web will quake”. At the very least, the graphical improvement on Second Life will cause some sort of impact.

If you’re super keen, download realXtend for yourself – Windows PC’s only at this stage unfortunately.

Armory Island closes

Last week I received a message from Apollo Case, the Australian owner of Armory Island in Second Life. It’s been a high-traffic, successful business over the past two years I’ve observed it, so I was surprised to hear it’s closing.

It’s not the end of Apollo’s involvement in Second Life, with a much more modest presence already open. It shows just how much commitment it requires to sustain a large in-world business, with no guarantees of sustainable revenue. Good luck to Apollo for the scaled-down venture.

(Disclosure: Armory Island is an advertiser on this site).

The Watch – virtual worlds in the news

1. The Denver Post (USA) – Club Penguin gets it right. “The newspaper industry is constantly bewailing its need for a new economic model, as the Internet upends the old one. Maybe it could take a page from the Club Penguin Times.
The Club Penguin Times, after all, is more widely read than New York’s Daily News, the Chicago Tribune, or The Dallas Morning News.”

2. Techdirt (USA) – Maximizing Profits Doesn’t Mean Screwing Your Customers. “A few years back, we wrote a post debunking the ridiculous notion spread by some that Craigslist was somehow “anti-capitalist” or not “maximizing profits” because it actually offered most of its services for free. As we noted, much of Craigslist’s long-term success was because of these decisions — which in all likelihood did increase overall profits for the company in the long run by building up further trust in the company.”

3. The Daily Egyptian (USA) – Second Life used to teach foreign languages. “Alicia Guebert struggled with boredom in her French class last semester. But this semester, characters in a virtual world hold her attention while she learns German. Guebert, a junior from Modock studying art history, said the new experiment to help students learn a foreign language as characters in the simulation game Second Life has her staying awake and learning in German class.”

4. Finding Dulcinea (USA) – The Ethics of a Sex Life in Your Second Life. “Like a growing number of Internet users, Kevin Alderman was eager to jump on the Second Life bandwagon. Second Life is a computer game that allows users to design avatars and operate in a fully elaborated virtual world. It enabled users to do most real-life activities, but Alderman noticed that it prevented users from touching. He founded the company Eros LLC and developed the SexGen software for Second Life. Now, avatars can engage in a variety of sexual positions and activities with other avatars.”

5. Pocket Gamer (UK) – Vollee reveals Second Life mobile beta stats. “We’ve written about Vollee before and its innovative mobile application that lets you access the Second Life virtual world. Now the company has revealed some data about that app’s beta trial. Specifically, Vollee says that it’s been downloaded by users in more than 98 countries, on more than 253 mobile operators, for 70 different handsets.”

6. The News Journal (USA) – Virtual worlds inventing legal codes. “Virtual worlds have often been called the digital equivalent of the Wild West, where animated alter egos can live in a fantasy frontier. But in some of these universes, a sheriff has come to town. Slipping a four-letter word into an instant message now could land a user in a virtual timeout. Repeated attempts to make friends with an uninterested character could result in a loss of blogging privileges. And if convicted of starting a “flame war,” or an exchange of hostile messages, a user may endure the ultimate punishment — permanent exile.”

7. The Washington Post (USA) – In the Beginning, Finally. “After years of delays, the universe is set to begin this weekend — and it’s about time.
Tomorrow marks the U.S. launch date of Spore, an ambitious and long-awaited computer game that takes on the broad topics of life, the universe and everything. For publisher Electronic Arts, the unusual game is one of the biggest debuts of the year.”

8. The Tampa Tribune (USA) – Off The Screen: ‘Second Life’ Players Meet. “Distinct personalities in real and imagined worlds collided Friday at the fourth annual “Second Life” convention. That was only the beginning of the confusion for those outside Second Life, the virtual online community that is anything but confusing to those immersed in the virtual world.”

Twinity moves to public beta

Metaversum have moved Twinity to the next stage of it’s development, announcing its public beta phase. A media event was held in Germany with Berlin’s Mayor Klaus Wowereit, to formally open virtual Berlin. Wowereit was even presented with a key to the virtual city.

Jochen Hummel, CEO of Metaversum remains upbeat on Twinity’s development: “With the launch of our public beta phase, we have laid the foundation for Twinity’s international rollout.”

You can sign for the beta program here.

Weekend Whimsy

1. Starshine & Kelvinblue on slcn.tv

2. Second Life on Max settings

3. A Hobo Second Life…

Linden Lab put the bullet in ad farms

In what’s likely to be a pretty popular move, Linden Lab have formalised their stance further on ‘ad farms’ by essentially banning them on Mainland sims – unless an advertising license is sought.

The deadline for removal of ad farms is October 1 – I can already hear the cheers from mainland SL residents. What are your thoughts – is this an outright godsend or are there downsides?

Ups and downs for Linden Lab

It’s been a big week for Linden Lab. They’ve recorded their highest ever level of concurrent users (more than 68 thousand online at one time) – positive growth albeit with some intermittent login issues at the same time. We’re looking forward to the next lot of metrics from Linden Lab to see what impact the growth has had on active Australian resident numbers.

In the past 24 hours another significant event occurred with the launch of the SLim client – basically it’s an instant messaging application that allows you to see which SL friends are online. Tateru Nino gives an excellent overview of SLim on Massively and it’s fair to say she wasn’t impressed. As of a few hours ago, you can no longer download SLim. Apparently the link for downloading wasn’t meant to be public. It’s an unfortunate saga in the context of increased growth of residents and the support for applications that allow greater interaction without firing up the full browser. Here’s hoping an improved version appears soon.

VastPark release Immersion player

VastPark have been a littler quiet on the news front recently but they’ve changed that today with the announcement of a virtual worlds’ player called Immersion. The player, which will be open source, will allow for VastPark-created worlds to be embedded into websites. VastPark themselves mention Google Lively as the obvious comparison.

CEO Bruce Joy’s take:

“We think that virtual worlds will start to become more utilitarian: you can create a room in minutes and decide to have a VoIP based meeting in there. This will lead to many businesses wanting to host their own micro worlds just as they host their website. We want to make that easy, low cost and provide an open source and a commercial white label software choice.”

Immersion will have scriptable “PowerPoint-style” controls and the current Browser and Viewer technology used in VastPark will be merged into Immersion.

The open-sourcing of Immersion comes on top of the VastPark server code being open source, so it’s an overt strategy by VastPark. It’s probably a necessary strategy as well given that behemoths like Google Lively are now competitors. That said, the open source route is being pursued with some protections built in for the company. Lead Developer at VastPark, Craig Presti, explains:

“VastPark is built for developers, by developers. The whole system is easily extended by developers creating plugins that can remain proprietary or be open sourced at the discretion of the developer. We’ll continue to release binaries under an entrepreneur friendly end user license. That’s much better than being essentially forced to open source your widget or your plug-in by the GNU GPL. We think there’s a middle way.”

Whether this middle way is the path to success is obviously up for grabs. What’s encouraging is that a smaller (and partially Australian-based) player is remaining in the game and not being fazed by the ever-growing competiition in the marketplace.

We’re waiting on confirmation from vastPark on Immersion’s release date.

A year ago on The Metaverse Journal

A year ago we covered the AIIA inworld-forum titled “Are Virtual Worlds relevant to my Marketing Effort?”

The same week, ABC Island ran a CSIRO forum on human life extension.

Telstra BigPond launches customer service centre in Second Life

Telstra today took the next step in the ongoing evolution of their significant presence in Second Life with the launch of a staffed customer service centre. There’ll be Telstra-employed avatars available between 11am and 10pm Monday to Friday AEST to answer “service-related queries”. Obviously there won’t be too many queries from those whose connection has gone down but it’s a worthy expansion of customer service in-world.

A launch party was held from 5pm today:

There’s plenty of space to wait if it comes to that:

With sixteen sims, Telstra are a corporate behemoth in Second Life and a successful one at that. It’ll be interesting to see how many people utilise the service. The press release states that “this initiative was driven by the popularity of this virtual world with BigPond customers”. We’ve asked for some figures on this – the common assumption behind Telstra’s popularity is that BigPond customers have their Second Life usage unmetered and it’d be good to get some solid figures behind the claim.

The natural reaction from non-Second Life residents would be to ask why you’d bother logging in to ask a question when it’s easier to phone or email the query. To some extent this is valid but it misses the point of the exercise (beyond its PR value) – it’s one of the few corporate experiments in actual virtual world customer service. Whether it’s successful is only part of the equation – it’s useful research for the future when virtual worlds more successfully enable business transactions. This sort of exercise is fodder for that future.

Check it out in-world.

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