Thoughts on Project Sansar: Clarity from LabChat

I missed LabChat because i kept crashing out but i caught the whole thing on Drax’s Radio hour and things are becoming more clear about how Sansar will manifest. Here are some of things Ebbe CEO of Linden Lab said that i found most interesting.


Experiences not Islands.

One of the major things that’s happening with Sansar seems to be changing definitions that we are used to in Second Life. Second Life is a virtual world made up of lots of islands, but in Sansar Linden Lab keep referring to experiences. It will be interesting to see if the Lab actually does away with the concept of land and ownership of it. Perhaps we will see experiences in Sansar using as much land as is needed for the experience?


Not a connected grid… but it could be.

There was an interesting segment where they discussed the Map Metaphor used in Second Life. Since the very beginning we have looked at the SL grid as one big land ‘ The Grid’ where in some instances you can walk from one island to another and on and on if you are on the mainland. It would appear Sansar will not be like this. There will not be one big map showing your position on the grid and every experience will be separate from each other unless their creators collaborate to join those experiences.


Your avatar might be different in every experience.

This might be a real controversial for many SL users. As i understood Ebbe’s words, it will be up to the creators of these experiences how you will look. You could look different from one experience to another. Ebbe described a situation where you visit a space experience and should be offered appropriate attire. Optimistic people might hope Ebbe means just clothing will change and that your chosen avatar will stay the same from experience to experience. I don’t believe this will be the case.

It would crap all over the dreams some are having over a new awesome ultra customisable avatar in Sansar. But also it would put pressure on experience designers to offer playable characters, so i have to wonder if i understood him correctly. Having experience specific Avatars would suggest experience specific inventories too and that leads me to suppose that each experience would be like how we SL users see as Grids.


Sounds like a lot of work

Suddenly creating an Experience on Sansar looks like a huge project to undertake. Not only would i be in charge of how it looks graphically, i’d be in charge of how my visitors look, and what they collect, i’d be managing my own little mini grid. In a way it feels like linden Lab decided ‘We’ve had to deal with all this user crap for years, now you can in Sansar’ :-p Until i get to be in Sansar myself i’ll speculate all day what it’ll be like.

Im very excited about Project Sansar.

I hope it works on Mac.

How easy is it to learn C# script?


The Ageing King of Virtual Worlds, the New Kid, and everything in between.

An article by Ciaran Laval mentions me along with my friend Estelle as two games creators in SL while quoting John Carmack of Oculus as saying ‘Minecraft being a better fit for a Metaverse than Second Life because Minecraft has user generated content AND game play’.

I don’t play minecraft, I’ve watched a video. Users seem to build things like giant blocky starships and dig holes and occasionally bash things. Thats all i’ve taken away from Minecraft. Things might have changed since then, i would not know. But this is an example of how i expect it is for people who hear about Second Life. Unless you use it, how would you know anything about it?

Of course there is a lot of user generated content in Second Life, and there is definitely a lot of games to play so is Carmack talking crap?

My whole existence in SL is about having fun and games so of course i’d be at odds with Carmacks view that there are no games in SL. I’d suggest that there are a lot more different types of gameplay in Second Life compared to Minecraft. Some need specific scripted systems, others just need your imagination and a good environment to immerse in.


So where are all the games?

There are games in Second Life, but its not easy to make them. Even the new Experience Toolset designed by the Lab to make it easier to create more immersive game play is still hard to use if you are not a coder and most users are not coders. It’s also hard to spread the word of them. You simply MUST get your experience put on Second Life destination guide web site or it won’t get noticed. It makes me wonder how we used to share experiences to bigger crowds back before the destination guide launched?


Users don’t create with optimisation in mind, why should they?

There are still some who believe SL has a future with VR Headsets. I have been forced out of that optimism thanks to Oculus halting mac support, although i had doubts about the SL platform being able to handle it before then. Second Life is always struggling it always has and always will because it’s old. Adding new things to SL is like trying to charge a new iPad with and old iPad power cable.

Users build lots of new things on top of and around old things. Half the time we don’t know what we are doing when we build stuff and the lab does not really have anything in place to tell us ‘HOLY CRAP THAT THING WILL KILL EVERYONE IN THE SAME REGION” We just build and build and build. I feel i know a bit about building efficiently in SL, but truth is i don’t really know if it is or not. Half the time i don’t think anything i do makes a difference, how would i know?

But should users have to worry about optimisation? Imposing limits on users creativity might destroy the freedom of creativity SL users enjoy so much.

Linden Lab knows this. It’s why i think Project Sansar was started.


Teasing Project Sansar.

So this brings me to the recent buzz about the first glimpse of Project Sansar which I may have looked at it differently to others. While most probably looked at the buildings and avatars thinking about how nice it looked i was looking at it as 3D models for clues to what it could potentially allow me to do as a creator. There actually is not many clues, the only real pleasing thing i took away from he tease was the shaders. Most users may think that a key to realism in digital worlds is high poly detailed models, but actually its lighting. With he right lighting you can make even the most basic boxy 3d models look photo-real.

The other thing i took notice of were the flying ships, leading me to ask were they avatars? were they path finding through navmesh? or simply following a motion path?

When it comes to Sansar i will be looking for what new things i can do, and what improvements on old things i have already done.

One bit of information from the Lab is that they hope to introduce automatic optimisation of content. How this will be achieved has yet to be revealed along with many other unanswered questions. How do users communicate with each other? how do users build together? how do communities begin and grow there? and of course how much will it cost?


The Playing Field.

While SL Users like myself may well feel loyalty to the King of Virtual Worlds, there are other contenders coming onto the scene such as Facebook/Oculus Social, AltspaceVR, High Fidelity and Landmarks Virtual Worlds Fairs. They all seem to have one or two aspects of Second Life but none of them have the full depth of connectivity or creativity of Second Life. Even Sansar may drop key features some users might find essential to the SL experience.

Which if any of these platforms may take the crown i can’t say. Second Life as it is now is a completely different platform to the one that i joined in 2005. It has been shaped by it’s users. The way it looks, the way it performs and the way it’s users use it.

Perhaps it takes more than simply adding games and creativity on a platform to make it worthy of the metaverse title?


Jump Ship

A lot of anxiety with SL users is the dilemma of two virtual worlds. My community userbase is in SL and unlikely to migrate to Sansar if it proves tantalising enough. I’d imagine it depends on the users. Some SL users are hardcoded into the fabric of SL with history and places they call home. Others will find it easy to hop between the two.

I tried High Fidelity and found it incredibly hard. The most frustrating part was not being able to use Blender to export models, armatures etc to import to High Fidelity and a quick look at their forums suggest Blender is still a problem there. It made me feel very amateurish trying to use an open source program to create content. If the same happens with Sansar that would be very disappointing indeed.

As a content creator i will go where my creativity takes me, but my loyalty to my friends will keep me in SL as well. Wether i can cope with two virtual worlds has yet to be seen. I might not even be able to use Sansar.

2016 is going to be a fascinating year.


T H E W E L L: Infirmos – An #SL horror

Since the last chapter of T H E  W E L L i have constantly had people asking when i would do another. Last Halloween i took a break from creating a horror experience because i was awaiting the Experience Tools. This year is different.


T H E  W E L L is a horror suspense game. I created the first a few years ago after visiting some haunted houses in Second Life and wondering if it was possible to make an actual scary experience.  The game centres around a vague story about a boy who fell down a well. A team was sent in to rescue him and also went missing.

This third chapter centres around the player waking up in a mental health hospital during a heavy rain storm at night. How they got there is unknown and its up to the player to explore the hospital to learn what they can while also trying to find some way to escape.

The experience is best viewed with advanced lighting and projectors and also with the sound turned up to hear the ghostly whispers.

The experience is located HERE and has a one time fee L$100 pass to enter the Well as many times as you want. 

T H E W E L L : Infirmos Teaser by lokieliot

I chose a hospital theme after visiting mental asylums last halloween in Second Life. After having discussions with friends about how cliche and terrible the use of mental Asylums were at halloween, i decided to try and base a horror experience around a modern mental health hospital away from the cliches. Although i should point out that my depiction of a mental health hospital probably does not accurately portrait actual modern hospitals very well.

Many of annoying problems with creating an immersive experience are gone now. In fact i was able to produce an experience where you only have to click on an object once at the start. The rest of the game is based on your position for things to happen and choices to make. For instance items of importance simply need standing next to in order for information to pop up. Then when you are finished reading you move your avatar for the info to go away and continue your exploration. Hopefully this will be intuitive enough for the user to figure out quickly and just enjoy the experience..

This experience was also created with VR headsets in mind. While i can no longer use an Oculus on my Mac, i am still thinking about it for the future.

Anyways, I hope those who try the experience enjoy it. Have a fun packed halloween weekend!


I just hit 10 years of being a Second Life User

While most people are no doubt going al back to the future i am quietly reflecting on a decade of Second Life existence. 


Last year i had just finished my mesh body and as such my avatar had a rather significant facelift. Since then all my efforts have been into making clothes for my mesh body so there isn’t much of a change with how i look compared to 2014.

So whats in store for Loki next year? Well we could all be on Sansar, and i’m quite interested to learn how Sansar will handle Avatars. I’ve already been considering how my Loki persona would cross platforms. I use the Loki name in other games but nowhere else has allowed me the freedom to create an avatar like SL. If Sansar allows me to create another Loki Avatar, should i just clone my SL avatar?  i will just have to wait and see because i never actually stepped into Second Life and decided ‘I’m going to look like this’, it kind of slowly happened spur of the moment.

As for Second Life, there is still lots more to do. Im currently working on my first ‘built for XPtools’ experience which i hope will be released next week.



‘Social Web’ isn’t all that social, #VR should change that

I’ve been a VR enthusiast for the past 10 years now. I’m one of these crazy people who stuck around in Second Life, so I’m probably biased and hold myself with self important relevance to Virtual Reality.

I have an existence that has such notions as ‘teleportation’ and being ‘Inworld’. I sit down on Sunday evenings and go to ‘meetings’ while not actually moving anywhere and after an hour step away from the computer with memories of the people i had just met and talked to discussing projects and health.

I have used services such as Facebook, Myspace, Google and Twitter, more commonly known as ‘The Social Web’, but i’ve always been confused at why it’s called this as it’s mostly not really all that social. most cases it’s just a notice board. How we started to believe this was socialising is perhaps the biggest marketing scandal of the information age. And we are teaching our kids this lie.

Four years ago i chose not to use Google or Facebook anymore, but i do use twitter, not to socialise, but rather to extend contact with my friends in virtual worlds. The people i interact with in Second Life hold a deeper connection on twitter than others i simply follow. I believe this to be down to the type of extended language we get with virtual worlds and the freedom.

In the past i’ve heard suggestions that watching a live video stream of a friend is equivalent or even greater for face to face socialising than an avatar in a virtual space. But i’d argue that while you gain the sense of body language, you miss out on what i regard as one of the most important aspects of Virtual Worlds. Shared interactive realtime responsive freedom. (Sirrf) 😛

I grew up in the countryside without computers, or the internet or mobile phones. I’m most likely pretentious in thinking that due to my upbringing I’m apparently more suited to empathising with fellow users of virtual worlds, compared to these social web natives of today.

The world had the chance to explore virtual realities and expand their feedback loops, but instead chose to hand over privacy in exchange for shared free notice boards, which slowly chipped away at the ability for kids to empathise with each other.

Don’t go thinking virtual worlds are the same as these glorified notice boards though. If you come to virtual reality with no ability to emphasise with people then thats how you will be in virtual reality. Virtual Worlds even have a word for people who’s actions are probably due to a lack of empathy, ‘griefers’.

I’d even go so far as to postulate that virtual worlds rather than causing a lack of empathy, will help a person build empathy and that over time as VR, AR and ,VW’s improve will expand our ability to communicate in digital spaces. These tools could assist many reach positive levels of mental healthiness that could help in all aspects of life.

My point is though, that the world is awash with so called ’Social Web’ but to my mind Second Life is the only place where i’ve truly felt i’ve socialised with real people in digital space.

This post was inspired by thought i had after reading a recent article by Reuben Steiger