Showing posts with label Sociology. Show all posts
Showing posts with label Sociology. Show all posts

Tuesday, September 27, 2011

An Island Unto Themselves

#Marketing in the Prosumer Culture

For many of you, this post will seem a bit dull, but the implications from it are far reaching and profound. I'd like to state up front that this sort of topic is my forte' and I regularly advise on this to what often seems like an entirely baffled room full of executives (not to mention lawyers who are ready to grab pitchforks and torches) - but as I've often said in those situations: Bare with me, because what I'm about to say is probably the most important thing you could hear on the matter.

www.kriyayoga.com (small_island)
We live in a digital culture of sharing and mashup, where 1's and 0's are interchangeable and cheap. It doesn't matter to the prosumer culture whether those ones and zeros are configured in a manner that yields a photo, mp3 or streaming video - what matters is the sharing of ideas and media that pertain to their topic of interest at that moment.

On the subject matter, the best advice I can give stems from what I like to refer to as the Gospel of Virtual Environments, but for most you would know it as Lessons Learned From Lucasfilm's Habitat. Written by Chip Morningstar and F. Randal Farmer in 1991, this synopsis addressed the lessons they learned from running a massive multi-user virtual environment in the late 1980's on the Commodore system known as Habitat, and while the graphics were definitely paltry by today's standards, the lessons are just as important today as they ever were - because they address the underlying nature of technology as well as the attitudes of people that use those types of systems.


One of the most important lessons from that synopsis was simply:

Work within the system

And while this lesson is open to interpretation, the story that accompanied it really set the stage for understanding how not to address prosumers in a digital age if your goal is to protect IP, or system type mechanics/rules.

I won't go into the entire story here (it’s available at the end of the post as a link for reading), but I will address the fundamental understandings that came out it, and how they still apply today in the digital world context.

Essentially what it boils down to is this:

If you are a company with a brand and IP to protect, you have more options today in order to enforce it than you did twenty years ago utilizing traditional methods. The landscape has changed quite a bit, and the 1's and 0's of today are agnostic, while the mentality of the prosumers is that of simply sharing for the sake of conversation or furtherance of devotion to a particular brand or image. In modern context, this still holds true on a much wider basis than it did twenty years ago, and so our defacto arsenal of "cease and desist" and litigation often times is met with an outstanding backlash in the wider sphere of digital culture, causing more damage and loss than had the entity utilized the "Work within the system" lesson.

No better example of this sort of backlash (humorously named the Streisand Effect) can be given than that of the RIAA and MPAA with many years of fighting and litigation efforts to curb or eliminate the acts of piracy among Peer2Peer networks. It is now over ten years later and such an approach has not only cost those entities more than it's worth to enforce, but has had the opposite effect to curbing the "violations" worldwide - eliminating single file P2P systems like Napster, Limewire, etc but giving rise to massive file collection P2P systems like BitTorrent where no longer single files are shared but large quantities of files as a single "set".

Where the RIAA wanted to stop music piracy by shutting down places like Napster which offered single tracks per download, they ended up fostering a worldwide backlash that is BitTorrent where finding a single track is unlikely versus searching for the entire discography of the artist for download. Clearly, this is throwing gasoline on the fire and acting surprised that the fire did not go out.

The interesting thing about all of this is simply the fact that digital culture and mashup mentality often do a much better job at proliferation of ideas and content than even multi-million dollar marketing campaigns, creating new content from multiple sources that transcend the originals – beneficial to multiple entities all at the same time, as we see in the Gwen Stefani vs Britney Spears music mashup below titled “Tick-Toxic”.




Whatcha’ waiting, whatcha waiting, whatcha waiting for? Prosumers aren’t as Toxic as you think.


Working within the system entails an unorthodox methodology, in that the proper approach to "infringement" no longer is a black or white scenario, but instead many shades of grey for the negative approaches (and in methods that offer mutual gain, 16.7 million colors of awesome) - often entirely dependent on the situational context. While cease and desist options and litigation are still a part of that arsenal of enforcement, it no longer constitutes the cut and dry option, and in fact should be the absolute last option to be enacted - instead of the first or only.

When you find yourself looking to protect IP or a brand, the first question that should be asked is no longer "How do we stop this infringement?" but instead should be "How do we monetize this situation, foster its growth and make it work for our own benefit?" - aka: Working within the system.

Working within the system entails a willingness to work with the people involved in that system on the same grounds and foundation that those people utilize within that particular system, whether that be business or individuals (prosumers) in order to foster a mutually beneficial situation while limiting the constraints that would cause a backlash and do widespread harm. Think of it like trying to disarm a nuclear weapon - you wouldn't go in and bash it with a sledgehammer for fear that you could cause a massive explosion. Instead you handle it delicately and with foresight for the bigger picture. Cease and Desist (litigation) is your sledgehammer, and should only be used as a last resort.

Instead we should first think about ways to work within the system at hand, for our own benefit (because we are still self-interested as companies) but also in a way that addresses the underlying and fundamental need of the prosumer mentality to spread and share IP, Brands and derivatives of those properties.

One of those many shades of grey happens to be simply allowing the proliferation of the IP or brand to continue while adding only monetization or supplemental marketing to the situation. This can be seen today in the general approach by Youtube where music in the user created videos is now more likely to come with a link saying who the artist is, the name of the song, and a direct link to purchase that music. This, in turn, offers a solution to working within the system and IP infringement in that the question answered was no longer "How do we stop this infringement?" and instead "How do we utilize this infringement to our own and their benefit?".

In the case of Youtube, however, while the approach is sound there is still no method to actually handle the mashup and derivative offerings that spawn in abundance from this culture – as we can see from the Tick Toxic video where both Tick Tock from Gwen Stefani and Toxic from Britney Spears is put together for a new take on two songs, Youtube only recognizes the Gwen Stefani part as the music to tag and offer for purchase (catching only half of the potential).

In the long run, prosumer integration of your IP or brand in derivatives or outright is the best form of free marketing for your brand or IP that you could ever hope for. You would never think to shoot down free marketing on your behalf, especially when things like videos on Youtube have this wonderful habit of "going viral" wherein hundreds of thousands if not millions of people share and view those videos, giving the brand or IP massive amounts of free exposure. The trick to all of this is to look at it from a marketing perspective and not a legal perspective.

Prosumer culture is the predominant force in the digital age, and we are best served by allowing that system of understanding to proliferate with little or no negative intervention. While this flies in the face of the crack legal team on call at most companies who want nothing more than to fight the good fight, the benefits far outweigh the costs in the long run - and only serve to offer additional revenue models, and widespread marketing and goodwill among this global system if approached properly with complete understanding.

What we have today are companies that essentially shoot first, and ask questions later (if they bother asking at all) with their DMCAs, Cease and Desists and litigation. This is detrimental on the whole because of the prior notion of the Streisand Effect, moreso because it fosters an "island unto yourself" mentality, cutting you off from the system in ways that would otherwise be beneficial on a massive scale, turning instead to a methodology that actually harms you and your brand/IP.

In order to succeed in the digital age, we must understand that we are not an island unto ourselves. This is true not only in social media of all types, but in the greater scope of the digital culture we rely on today. The rules of engagement here are different than we were taught traditionally, and we need to be willing to think creatively and innovate if we want to truly excel. While cease and desist, as well as possibility of litigation still remains, we need to keep our perspectives in check, resorting to that route only when all other possibilities are exhausted and explored in context.

Remember: Prosumers aren’t as Toxic as you think they are. They could very well be the fountain of youth to invigorate your brand and IP on a global scale.


Further Reading
Lessons Learned From Lucasfilm's Habitat: http://bit.ly/oPbUdr
The Streisand Effect (Wikipedia): http://bit.ly/r5FY8L
Prosumer: http://en.wikipedia.org/wiki/Prosumer#Producer_and_consumer

Friday, September 9, 2011

Unconventional Conventions

When chaos theory applies, only those who seek heretics win out. #SecondLife @Rodvik |

 

Years ago when I was the CTO of VR5 Online, my boss at the time came to me with an interesting and possibly impossible challenge. At the time, I answered to the CEO of the company who was Mr. Clark, and he was an interesting and sly individual. One of the major purposes of VR5 Online was to explore and research methods in virtual environments while taking extensive notes on the outcomes for future applications. During that time we were engaged with ActiveWorlds as a technology, running our own world called VR5 | City of Nidus for which this blog is originally named (cityofnidus.blogspot.com).

 

 

thief_medieval_fantasy

 

 

There is a deeper story behind the name City of Nidus, in that the original project was run by @AdamFrisby (who went by the name Gwala). As far as I can remember, it was originally a world owned by ActiveWorlds called Flagg007, named after the AWI employee who provided the world for experimentation – Flagg (the community leader of AW). Now, Gwala at the time was experimenting with different ideas in AW with the Flagg007 world such as ideas for design and lighting, and a little bit of modeling too. There were a handful of people in that project, specifically hand-selected to participate purely for the ability to innovate ideas in a virtual sense. At that time, I remember I was invited to work in Nidus with Gwala and I brought along a friend Wesley Seay (whom to this day I call Capri).

 

Capri was a name I came up with because when he was a kid (he started using virtual environments when he was around 13 or so) his nickname was Liquid Cool, and my first impression was to say “You mean like Capri Sun drinks?”. Well, the nickname stuck and over the years he just kept it which is in many way how I came to use the Darian Knight nickname – I originally chose Aeonix as a nickname back in 1996 but I became known among my friends in real life for watching way too much Sailor Moon (and to be fair, it was the only thing remotely interesting on television when I was getting ready for school) so I ended up with my nickname being Darian out of habit, versus Aeonix.

 

This is still related to the post, by the way… it’s just a bit of context and backstory.

 

But I Digress

 

When my boss at the time, Mr. Clark, proposed some research at VR5 Online, he came to the conclusion that I should run a virtual world in ActiveWorlds by which he would give me a list of things I had to accomplish and research each year in order to validate another year renewal for that project. That went on for a few years before it was decided to close the project, but in the beginning of it, I was to find the best ways to do certain things on that list.

 

 

vr5new

 

 

Now, as a professional you would normally see things in a manner which excludes all of your options. This is your scope and vision, more or less.  Some of us have a wider scope than others, while in many cases we become specialized and thus myopic in our scope. There is a place for both types of thinking and scope but we first have to understand that a limited scope and ability can be detrimental to a project or endeavor if we aren’t careful to identify that ahead of time.

 

I remember one of the points on the list for Nidus was simply to launch a behavioral study and utilize it toward marketing in virtual environments. The “impossible” aspect that he threw in was that I had to do so in a manner in which nobody would ever realize they were being studied, in effect I had to blend it all together as if it was perfectly natural.

 

What I came up with was pretty ingenious, even to this day.

 

It was a small town, and it had lots of different stores and aspects. But then on a more minute detail there were other studies and aspects underlying and they all worked together. The important part about this is the team that put it together.

 

It was a motley crew of individuals, and I’m proud of them to this day – many of them went on to become successful media designers, while others remained rogues and unconventional assets to projects. The most interesting part was that many of them were teenagers, or recent high school graduates who had simply accumulated years of experience in a virtual environment and how to create within them. I intentionally saw the merit of experience versus traditional education and decided that the experience of the individuals far surpassed the qualitative assets they could have brought to the project if they were simply of traditional education. It was a voluntary basis, and its own little community, and those teens ran circles around even ActiveWorlds Inc as a company.

 

 

Nidus 9

 

 

Now, when I say they ran circles around AWI, I’m talking to a point where they put ActiveWorlds to shame as a company with the things they could do versus what the company itself was doing with their own technology. To this day I’m proud of their accomplishments, and I learned quite a lot over those years as to the best manner to work within a virtual environment setting. Years later, the things that were discovered and innovated in VR5 | Nidus continue to shape the direction of ActiveWorlds and even contribute to virtual environments as an industry.

 

This is what I like to call “Unconventional Conventions” in that the best approach, and the best way to get deeper insight and progress is often times (in virtual environments and elsewhere) to abandon our preconceived notions of scope and ability. I could have put in a budget request to my boss in order to hire a staff related to the project, but I wouldn’t have progressed anything. The band of rogues did things that to this day are extraordinary and pretty amazing, and they did so because they wanted the challenge, and furthermore knew that I was a hard-ass that would push them above and beyond to do better. In the end, they did things that to this day have yet to be replicated in an open ended virtual environment like SecondLife or ActiveWorlds in any official capacity.

 

 

Nidus 2

 

 

Oh, they often hated me when I was telling them they could do better, or when I pointed out flaws. But they learned over time that the best compliment for a job well done is when somebody like me says “This is fantastic!” or when the rest of the community looked up to them as innovators, however much a set of rogues they were. Nothing said that more than when we put together a live concert, not once but twice in ActiveWorlds with the band Aztech Rising.

 

The first concert pushed the limits of conventional ideas for “events” in ActiveWorlds by introducing the idea that a live concert could be played in a virtual environment on a large scale, while on the second concert a year later we revamped the entire stadium with particle effects and a custom arena, complete with a fireworks show and lasers. The latter concert took it a step further by introducing the idea that a virtual event can be linked to real life merchandise, and as a result, a shop was available at the stadium during the concert to allow the concert goers to get real life swag such as concert t-shirts, hats and more. Remember, this is an innovation that came out of the minds of wild card prosumers and not traditional education.

 

 

aztech_rising_merch

 

 

Later on in places like SecondLife, we take these sorts of ideas for granted. We have events and giveaways, and there are plenty of live performers on a nightly basis. But in those early days, this was totally unconventional, let alone the idea of selling real life merchandise in conjunction with a virtual concert. In an unofficial capacity, this idea continued to blossom, but in a conventional and official capacity that is Linden Lab themselves, the idea has yet to catch on. If anything, the wild cards are still innovating despite Linden Lab constantly trying to put on the brakes.

 

Full footage of the first concert can be watched here on the Aztech Rising archive. 

 

The idea here is that even to this day, the rule of unconventional conventions continues to work with the same brilliant results as they did in the late 1990s and through to 2007 when Nidus reached its end goal and shut down.

 

Recently with IEEE Virtual World Standards  there has been an ongoing project among the group to create demonstrations for the public in order to show the ideas of interoperability. The original idea for this demonstration was to build a multi-universe game of PONG where you’d hit a ball in maybe SecondLife and have it go down the play area, and at the halfway point, disappear and show up in say, ActiveWorlds for instance to be hit back to SecondLife.

 

Now, the people in IEEE Virtual World Standards are some extremely talented and brilliant men and women. However the case may be, I still had an inkling ahead of time that a game of PONG between multiple virtual universes may be entirely outside of their scope. Initially, it should come as no surprise that I asked Jon Bee to contribute on my team in the IEEE group to make this happen, after all he was also one of the people in Nidus and even today he contributes in Andromeda Media Group. I knew this man would be the unconventional convention that was needed.

 

After a number of weeks (maybe a month or two) the group wholly decided it really was outside of their ability to create a PONG game across universes, but luckily for myself and Jon, neither of us attended that meeting to hear a collective defeat. Instead, on a random day the following week, he spent a few hours doing what some of the brightest men and women in virtual environments just recently washed their hands of out of frustration. In a few hours, Jon Bee, the rogue aspect to the high professional aspects of the group, sped through and had a working demonstration of PONG, and later that night he began the link-up between SecondLife and ActiveWorlds.

 

When the early demonstration was given to Tom Starai to show the initial stride in progress, I remember that he was impressed but also assumed that such a stride in progress must have taken a lot more time to accomplish than it did. In his scope of understanding, and based on the efforts prior by the rest of the group, he was under the impression that such an advancement must have interfered with real life endeavors and projects over a longer period that the rest of the group simply could not afford to give attention to, but in the scope of Jon Bee and our unconventional conventions approach what seemed like it should take a few weeks of constant work actually took a few hours in one night.

 

By choosing an unconventional convention, or wild card, the promise of an inter-universe game of PONG was given life in a short amount of time, thus advancing the group as a whole forward where they previously had given up on the idea.

 

Why is this unconventional convention idea so important? Well, by widening the scope and being willing to look for unconventional solutions and people who may not fit our preconceived notions to solve our problems, we often find a wealth of untapped talent and insight. What would seem like an insurmountable challenge becomes trivial, and often with wildly successful outcomes.

 

We find determination, drive and persistence but most of all we find people who aren’t blinded by preconceived notions, training or scope. This is crucial, and ultimately so when we deal with virtual environments like SecondLife or ActiveWorlds.

 

Unconventional SecondLife

 

The reason I’m writing all of this is to lead up to a current conversation I had with one of the Phoenix Team developers recently about why what Linden Lab has been doing all these years actually makes perfect sense when you understand the limited scope of operations they are restricted to.

 

For instance, it seemingly makes no sense to fire Philip Rosedale and replace him with Mark Kingdon, only to fire Mark Kingdon and put Philip back in place, only to replace Philip again with Rod Humble. All of the interim maneuvers that Linden Lab has taken during this constant changeup seems like a company without a clear understanding of virtual environments, and this is ultimately true but for reasons many don’t realize.

 

For instance, Philip Rosedale was more of a visionary than a business leader. He had the charisma and cult of personality aspect down pat, but in business he likely did not speak the same language as those which Linden Lab are indebted to. He looked at things in a manner which would say “This is good for people” but likely had little to say in describing how it was good for the bottom line or how a long tail approach would balance the scales of business versus community.

 

In that frustration, and lack of communication, we saw the introduction of Mark Kingdon who is arguably of a high business pedigree – and his scope for business was shown immediately as he began to shift Linden Lab away from a community aspect and into an Enterprise aspect. I don’t fault Mark Kingdon, because he was merely working within the constraints of his scope, and he really didn’t know the intricacies of a virtual environment ecosystem, nowhere near as well as Philip Rosedale.

 

The problem was that Philip spoke as a visionary but not as a business person. Mark Kingdon spoke as a business person but not as a visionary. When Mark took a lateral step aside and Philip resumed where he left off, we had a visionary at the helm again – but those who Linden Lab are indebted to wanted faster ROI and expansion, even if that meant cannibalizing the ecosystem to make it happen. Philip likely had a crisis of conscience which led him to leave again, being replaced by Rod Humble, who speaks the business of Video Games.

 

Rod is the closest we get to a hybrid of business and visionary, but there is still a lack of ecosystem understanding, and that is very dangerous for Linden Lab in the long run. His scope is video games, and while video games are close to what virtual environments like Second Life are, it isn’t a good enough match to apply the same methodologies, because ultimately the things that work for a video game scope will backfire if applied to a virtual environment scope like Second Life.

 

 

Subtractive Value

 

An excellent example is the recent announcement of the new benefits for Premium membership in SecondLife where you get a free “exclusive” gift and access to Premium Sandboxes to build in. The problem is that the “exclusive” gifts have no added value when free users have access to a plethora of content from the community both free and paid for, and likely those in a free membership would have half a dozen similar sets in their inventory by the time they decided to upgrade to Premium.

 

The other issue is the Sandboxes because this is yet another indication that @Rodvik and those in the marketing group are clearly outside of their scope of understanding. One of the reasons people upgrade to Premium accounts is for the ability to purchase land of their own, which immediately negates the usefulness of a Premium Sandbox. Even as a free user, the private sandbox idea is all but a moot offering in that even free users can rent land, and that again negates the private sandbox idea if even free users can rent their own land, effectively eliminating most of the need for a sandbox up front.

 

The same issue applies to giving Premium Members their own premade “Linden Homes”, in that whatever Linden Lab is offering in that aspect is a pale shadow to what a free or premium user could get on their own. Prefab houses and skyboxes are plentiful on Marketplace, making the selection that Linden Lab offers for Linden Homes look like a joke to the community.

 

 

SecondLifePremiumBenefits-LindenHome

 

 

Again, if the major added value to a Premium membership is the ability to purchase and sell land, then Linden Homes become a moot offering. Even as a free member you can rent more land and have more options than Linden Lab gives you as an added incentive to become a Premium user. What makes this worse is that leveraging access to legitimate support as a Premium user “added value” tells each and every new user with a free account that you simply don’t give a toss about them, and the last time I checked, that’s a horrendous first impression to be making.

 

So we have Linden Homes being an attempt at relevancy in the already existing homes, land and accessories markets maintained by the userbase ecosystem of prosumers. Sandboxes that miss the underlying understanding that Premium accounts can buy and sell land, making premium sandboxes an error in judgment. Even free users can rent land, and nearly eliminate the need to use sandboxes. Giving “exclusive” gifts is also a moot point since nobody really cares about an exclusive furniture set when they have a mountain of options otherwise, free user or premium.

 

More importantly, however, is that while this does show that their scope is extremely myopic at best, and their understanding is lacking, the worst part about all of this is that these seemingly innocent mistakes in succession have lasting and long term negative effects on the ecosystem that is Second Life. At every step of the way, Linden Lab continually turns in on itself to cannibalize the ecosystem and that’s a very bad thing for not just you and I, but for Linden Lab itself.

 

What we have here, is failure to communicate.

 

I don’t mean that @Rodvik isn’t listening to the community. No, he’s doing an excellent job on that front. However, there is a difference between listening to the community and actually knowing how to interpret what you are hearing into actionable outcomes that foster a balance of understanding for the ecosystem that is Second Life.

 

I do not suspect that even @Rodvik is in a position to be effective at that part, and it’s not a negative thing. Of course it’s not necessarily a positive thing either. What it is, is a lack of proper context in overall fashion of this system.

 

@Rodvik has a lot of business insight pertaining to video games. He’s not a virtual worlds visionary like Philip was, and he’s surely no Chip Morningstar, F. Randal Farmer, or Jaron Lanier.

 

However, that’s what is missing from the equation. This is precisely why Linden Lab continues to falter. You need balance… you need a sound business mind who at least partially understands virtual environments running the place, but you also need a visionary to guide that leader.

 

The visionary, or advisor, shouldn’t be the CEO in this case. No, that job is taken and should be held by somebody who knows business scope. The advisor or visionary position, guides and acts as a mediator between the chaos that is a virtual environment system like Second Life, and the business sense that is traditional thinking and scope. They are the person who can read the tea leaves and explain to the CEO. It’s also the sort of person that is comfortable doing that in reverse as well, as in interpreting the business scope into the ecosystem of the virtual environment.

 

It’s a complimentary sort of role, and nobody needs to be fired to make that happen.

 

I could argue that Philip Rosedale holds some sort of advisory position on the board for Linden Lab, but I doubt it’s an active involvement. If anything, it’s simply a courtesy sort of thing and Philip is likely wanting to put SecondLife behind him and concentrate on his other projects, like Coffee & Power.

 

So what we are left with is the understanding that what is needed to bring balance and healthy expansion back to Second Life is an unconventional convention. There are often times when conventional scopes have little impact, or even negative outcomes when applied, and these are the times when it is prudent to start looking for a rogue to guide you.

 

When we broaden the scope and start looking at unconventional conventions, we eliminate the artificial narrowing of scope we apply out of preconceived bias, and we find solutions that would normally be outright rejected under conventional means, but suddenly offer wildly successful outcomes as a result.

 

Just like a rag-tag group of teenagers can run circles around a corporation using their own technology, and how a wild card user can do what some some of the best in technology collectively wash their hands of in defeat, the solution of introducing a wild card into the mix is our unconventional convention for Linden Lab.

 

You’re not likely to find those wild cards through traditional methods, either. Looking through resumes that dictate traditional education instead of hands-on experience and real-world application will get you people who are classically trained to be blind to the proper solutions. They are trained to think inside the box, so to speak – and there is really nothing wrong with that when in proper context, just like there is nothing wrong with Rodvik, Mark Kingdon, and Philip Rosedale all having a narrow scope which excludes seeing the bigger picture. Those scopes are specialized and have a very important purpose, but without balance – without our wild cards, those narrow scopes change from being an asset to a dangerous destructive force.

 

The day Linden Lab effectively fills an advisory position with a true wildcard that isn’t traditionally educated, but brings a wealth of insight and hands-on experience with virtual environments (not video games) is the day that you’ll see the balance return, and Linden Lab surge ahead in to a second golden age.

 

A second life, for Second Life.

 

 

 

 

 

 

 

 

Thursday, July 28, 2011

The Elegance of Subtlety

How the smallest details make the biggest impact. #SecondLife

 

film_projector_cinemagraph

 

Cinemagraph technique by Jamie Beck: @_frommetoyou on twitter

 

I’ve always been an advocate for the advancement of immersion in virtual environments and, despite appearances, this almost always entails an attention to detail which otherwise go unnoticed in the grand reveal. The question to me isn’t whether or not such subtleties go without recognition, but whether or not the prospect of attention for subconscious inclusions actually make a lasting impact on the user experience. Many times it is not what we see but what we construct within the confines of our own mind which create a total experience.

 

This also extends to the realm of what we do not see or experience as well, since the lack of certain expected details often give focus to what remains, and barring that, leave only the inadequate half-immersion which does more to destroy our immersion than to create it.

 

The subject of this article centers around a photographic technique known as Cinemagraph, in which only certain elements are given motion while the majority of the image remains frozen in time. The brilliance of this technique lay within the notion of selective subtlety in drawing attention to that which would engage the viewer the most in order to tell a deeper story. Remember this as you continue reading.

 

A virtual environment, then, is the construct of the mind in so much as what we experience is not entirely what is directly implied. The mind is a powerful tool, which when engaged will gladly fill in blanks which we did not notice were missing in order to create a more synergistic and harmonious environment of experience. It is when we, as the creators of these immersive environments, forget such large parts of the environment in our design that the mind of the person experiencing our creation falls short and creates a disconnect. One could say that when the expectations of the mind are not met, there becomes a cognitive dissidence whereby the mind, (instead of easily constructing), is instead focused on reconciling the elements which are either missing or out of harmony.

 

A simple example of this can be seen in the way that we handle audio in a virtual environment, wherein the majority of constructs simply do not, instead opting to forego the details in this area with the inclusion of streaming music. While streaming music has a place within a virtual environment, it should never be implemented as a designer’s crutch as many of us already do. As such, we begin with a realistic notion of where to begin for the creation of our virtual environments in that when we are bringing our imagination to fruition, we should be willing to adequately deconstruct all of the elements of immersion for our benefit.

 

While there are quite a lot of examples wherein the concept of complete cognitive immersion has been taken into account, such as the wonderful works of Bryn Oh, we must come to terms with the idea that these examples are shining exceptions to the rule. Too often we create our environments without any further thought into the complexity of immersion or what longer lasting effects the lack thereof will have on our audience. This, to me, is very disconcerting in that what we continually create happens to invoke an experience of repetition or disconnect for the sake of focusing only on one aspect of our environment.

 

If we were to take into account the idea of virtual environment nightclubs, there are few and far between which offer any experience above and beyond that of a cardboard box which happens to have a shoutcast stream. In what can only be construed as a further misunderstanding of the circumstances involved, our notion of what constitutes an “event” has become so horribly warped that there becomes little difference in simply attending versus an evening elsewhere on the grid.

 

Should this be by design or intention matters little in the bigger picture because what we are left with in the long tail are categories of events which are about as exciting as spending a night alone. There are only so many times one can participate in a “hunt” before it becomes old hat, and the same holds true for clubs which promote a contest board, which hardly qualifies as a contest by any means – by which I will say “Best In [Insert Clothes Style]” became overplayed a month after the first club owner decided it was a good idea.

 

An event is much more than this, but we’ve become so accustomed to these lowered expectations that raising the bar at this point would simply be a matter of sitting up from the metaphorical floor.

 

Qualitative Deconstruction

 

At best, one can express our current situation as one by which within the early domain of initial design we make smaller mistakes and assumptions which later culminate into larger disconnects within our end-results. It is our own undoing through bad assumptions early in the process which later become issues that likely contribute to the nonexistence of the venue as a whole. Much like a snowball, what looks and seems inconsequential on the onset quickly forms an avalanche which later becomes unwieldy.

 

Let us focus, then, on the simplicity of audio. For all intents and purposes, this should be the easiest aspect of our environments to master, yet time and again we find that the concept is easier said than done. As a result, most choose to forego the detail of audio immersion altogether and focus on ways to drown out or distract from this glaring metaphor shear. So, too, we see actual environment design without any consideration for the actual environment or the participants within it – focusing only on the predefined goals of the environment intention while giving no second thought, if a first thought at all was given, to what brings it all together.

 

The elegance of simplicity is what drives the virtual environment, not in the aspect of less is more (though this is certainly true), but in choosing what that “less” will be for the highest impact and immersion. The goal of any virtual environment designer should be, from the beginning, to create a space in which your visitors will feel compelled to not only remain but to bring others with them. In order to accomplish this, you must understand immersion.

 

Again, in the aspect of audio, we think of things such as ambient audio. Can we close our eyes and not be taken from your environment? There are, arguably, only two real aspects of immersion available to us in virtual environments, two senses which are the foundation – sight and sound. Very few are capable of uniting both in immersion, and fewer still are capable of doing so convincingly.

 

To elaborate, a shoutcast stream is not your audio immersion - it is supplementary to the audio immersion underlying.

 

If you turn off the music and the world becomes dead silent, you have failed. Furthermore, automated gestures are not a qualifier for your audio immersion either, just in case you were thinking about using that as your crutch as well. The point is this: If you neglect the ambient audio (the simplicity aspects) you are omitting half of your environment up front. Why on earth would you willingly cut out half of your immersion advantage before you bother to start?

 

In the area of design, there are countless items I could focus on for immersion, much of which ask exceedingly dumb questions which should not have to be asked, yet it seems nobody has bothered to actually ask them in the first place. For instance, if you force your visitors to traverse a mall at length prior to actually reaching their intended destination, you have failed to grasp many important things about both design and human nature (Blackhearts Café comes to mind).

 

blackhearts cafe_001

Blackhearts Café : ★ ★ ★ ★ ★ | How the mighty have fallen… into a pile of spam.

 

 

I can easily think of hundreds of ways to avoid that scenario while drastically improving the return and visitor satisfaction levels. Conversely, does the actual experience itself (your venue) extend past the doors in a believable manner? A lot of times that answer is no. In the case of Blackhearts Café they really don’t have an excuse since the entire sim is under their control. I can give other, smaller, venues a pass simply because they have no control over the rest of the sim they reside on. However, I point the finger at the actual sim owners for not planning and enforcing a total design plan. Something so simple and subtle when ignored turns into a clusterfsk later on. Ask Blackhearts Café.

 

I’d like to point out, however, that while Blackhearts Café seems to have taken a nosedive in quality, (I used to hang out there all the time), there is another club in SecondLife that just goes overboard in the attention to detail. I Love the 80’s wins this hands down and is my new favorite place for the 80’s in SecondLife.

 

 

I Love the 80s_001

I Love The 80’s: ★ ★ ★ ★ ★ | Clearly they love the 80’s and you.

 

 

In much the same manner, if people are only attending your location for short periods of time, and those times happen to be when you are essentially bribing them with contests or prizes, then you are entirely missing the point. It also means that you have absolutely no idea how to create a long term engagement in a virtual environment, unless you count creating a Pavlovian response mechanism of people expecting free money or prizes every time you ring a bell.

 

I will give a pass to a handful of venues where this is concerned, because they do manage to continually draw a crowd and a DJ in and of itself is not a cause for concern or scorn if you have taken care to actually put thought into the rest of your environment design. Locations such as Fogbound Blues and I Love the 80’s in SecondLife come to mind as an example of design and immersion, although there isn’t much more to be experienced than the staple of dancing, listening to music, and chatting.

 

If we were to break that down further to base components, we’d find that even those are lowering the bar of expectation to something unrecognizable in that chatting isn’t a novel idea, nor is listening to music, and even the notion of “dancing” in SecondLife is really just an excuse to loop an animation and go AFK for awhile. Not terribly exciting. While I’m not entirely against these things, I’d like to point out that certainly we should be holding ourselves to a higher standard than even this. I’m sure I could point out the audio immersion portion and apply it to in-world clubs, and while internally I actually do, externally I am giving them a pass with just a heads up that there needs to be more.

 

 

fogbound blues

 

Fogbound Blues: ★ ★ ★ ★ ★ | Excellent Design, Great Staff, Definitely Worth a Visit

 

 

 

The question then becomes: “What else is there?”

 

Is the simulation in synergy? That is to say, are there many elements which are unrelated through the simulation space which are tied together in order to create a wider immersive offering? Once again, we are focusing on the overall design aspects as well as attention to the simplicity of certain details which we often overlook.

 

If you own a storefront in the virtual world, the question becomes whether or not you have thought about the totality of the experience that you are creating or if you are relying purely on a DIY experience of automation. If your store has little differentiation to the counterpart available on Marketplace, then we must ask the obvious question of why anyone would bother to visit your store. In limited cases, I have experienced a viable answer to this question in that the customer service aspect becomes the reason for in-world participation, by providing something that the automated catalog online cannot – human interaction.

 

When I visit a storefront, my immediate criteria is usually whether there is an in-store representative during reasonable business hours of operation. Think about your store for a moment and ask yourself that same question realistically. If you were to walk into a store and find that there was a representative but that representative was nonresponsive, or in the case of our beloved SecondLife an automated bot with a canned greeting, does this somehow devalue the experience? The answer is of course, absolutely. It says to your patrons that you cannot be bothered to spend time in your own store, yet somehow expect your customers to do so.

 

Whether you are a busy designer or not isn’t part of the debate, because if you are actually that busy, then you would also understand the concept of micro-management and hiring a staff in order to split the workload appropriately and free up your time personally to focus on the things that only you are capable of doing.

 

 

baxcoen

 

Bax Coen: ★ ★ ★ ★ ★  | Well Designed, Good Products, and Customer Representatives

 

 

For this, I give stores such as Bax Coen my appreciation in that the owner definitely understands the merit of attention to elegant subtlety and provides application of the theory. When you arrive there, not only are you greeted by a well designed store, but you are often times actually greeted by an in-store representative whose sole purpose is to help customers. This is one of those elegant subtleties which often is overlooked when taking into account an entire environment.

 

To a lesser extent, Lapointe and Bastchild offers similar treatment in that there are representatives on duty to help you with your shopping or questions sometimes. I am not certain if this is ongoing or whether the times I happened to be there that there were representatives, but the idea is sound. Revisiting the main store, I found it to be completely devoid, so I can only assume it was a fluke.

 

On the polar opposite end of the spectrum, we see large name such as Blacklace and Alphamale wherein, while the store and selection are top notch, offer nothing in the manner of differentiation for why using an automated DIY Marketplace to shop for their products would be less beneficial to actually attending their in-world store.

 

The same can be stated concerning [hoorenbeek] with the exception that the sole benefit seems to be that the marketplace offering is limited compared to the in-world store, although the product displays in-world are excellent, I find the lack of actual customer service representatives in a large brand name store like [hoorenbeek] to be somewhat disturbing. There is definitely room for improvement, despite their products being great.

 

 

alphamale

Alphamale & Blacklace: ★ ★ ★ ★ ★ | Excellent design, clothing is top notch. No staff.

 

Epilogue

 

Generally speaking, we can focus on any number of things having to do with our virtual environments, but the biggest game changers are often the smallest and most subtle ones. Ambient audio changes everything around you, attention to details when designing and building shows a level of caring usually not given, and actually thinking in advance how to make your environment work in synergy goes a long way to a successful virtual space.

 

You’ll know you’ve gotten it right when you can take away the contest boards and stupid gimmicks only to find that people continue to stick around for many hours – even when you aren’t there to watch over your own place.

 

If you have to force people to do something or invoke gimmicks or bribery to attract a crowd, you’re going down the wrong path.

 

Just remember… The Elegance of Subtlety.

 

 

 

 

 

Thursday, July 14, 2011

The Distributed Self

Virtual Worlds and the Future of Human Identity #SecondLife



digital people

There has been a great deal of discussion recently concerning the merit of social media networks and their increasing insistence on “authentic” identity usage as of late. In example, we can see how something like Facebook or Google+ may be misinterpreting what it is that actually makes up an authentic identity in the digital age. I’ve written on this before in prior articles, but more under the auspices of the most extreme case of what would happen if the trend for “authentic” identities continued to persist, in that there is an increasingly higher probability that such will be challenged legally the more it is insisted upon.

When we talk about an identity that people most likely know us by, this name isn’t always a birth name, and this is why the idea of pseudonymous identity reigns supreme in the digital age. It is likely that many people around the world know us as our nicknames, handles or virtual avatar identities and really aren’t associating us with our real names – whether this is by default or by design is entirely up to circumstance and how we, as individuals, portray ourselves to different interest groups.

How we portray ourselves among different circles of influence can, and often does, vary wildly. In a business setting we may portray ourselves as an authentic identity, that is to say our real name (or root identity), but this is an exception to the rule in the digital age because quite often our root identities are accessible to only the closest of people such as family or very close friends or direct contact. This leaves us with the other 99% of the world with which we participate socially, and quite often these interactions are under a pseudonym.

Snapshot_007

In SecondLife we are free to engage under any pseudonymous representation we wish, and I believe this is a more realistic application of multiplicity of identity than what social media is providing today, with the exception of possibly Diaspora. While we can use our pseudonyms on Facebook, Google+ and others, it is not expressly permitted to do so, and the only reason people get away with it is simply a matter of hiding in a crowd. It is no wonder that those pseudonymous profiles are essentially on borrowed time, and should have no expectation of existing into the future. 

I really do believe that this sort of social black-listing is not going to last too long, nor under most circumstances is it justified.  There are plenty of legal reasons why a pseudonym is a perfectly acceptable alternative to a root identity, there are moral reasons, personal safety reasons, and even the reason that companies should be paying attention to the most – because it multiplies the population, and that is good for business. But most of all, the only reason that matters is simply because there is nothing you or I can do to actually stop the proliferation of distributed identity. That’s why so many pseudonyms exist as profiles on social media networks, despite their terms of service forbidding it. While it does give them the right to delete profiles and suspend services at will, this isn’t necessarily the correct path to the future.

As a counterpoint, I also happen to use Diaspora and actually believe that it represents a closer approximation of what needs to happen in technology and social media in order to appreciate and accommodate the multiplicity of identity, as well as what manner of control the individual should have over that identity. When I write about Google+ or Facebook, I like to point out that they do a lot of things correct, yet manage to foul up when it comes to the most important part of understanding the future of human identity, but with Diaspora, there seems to be an entirely different take on the matter.

I wrote a small snippet last year concerning Diaspora, entitled Why Diaspora Will Win that didn’t get much attention, but it did weigh out some of my thoughts about such a system and why I think that sort of model going forward is the best model for social media interaction. It is decentralized and focuses mainly on every conceivable manner by which you may control your identity, whether that means a pseudonym or a root identity is of little consequence to Diaspora because, and I believe this to be true, they are all the same and should be treated with equal weight.

The issue of human identity in a modern age is a complex topic, and I admit there is no easy answer. However, there are some very excellent signposts for this future which we can begin to really follow and understand going forward. To this end, I’d like to toss in a small section of a research paper that is currently unpublished, but describes the situation very concisely, taken from “The Distributed Self: Virtual Worlds and the Future of Human Identity”, by Richard L. Gilbert, PhD and Andrew Forney


The rise of 3D virtual worlds and the introduction of avatar-mediated forms of expression and interaction has the potential to once again reshape humanity’s conception and experience of the self and usher in a fourth stage of identity, one which can be termed “The Distributed Self” (Gilbert, Foss, & Murphy, in press). In this conception, consciousness and aspects of the self will be increasingly externalized and distributed into 3-dimensional digital forms (i.e. avatars) reflecting any number of combinations of age, gender, body type, race, ethnicity, style, personality, and physical health. Several studies have shown, for instance, that participants in 3D virtual environments such as Second Life often create avatars that, relative to their physical self, are younger, have a better body or physical appearance, and are ascribed a more positive or idealized personality (Au, 2007; Bessiere, Seay, & Kiesler, 2007; Gilbert, Foss, & Murphy, in press). Less frequently, they choose avatars with a different gender, ethnicity, or skin color (Wallace & Marryott, 2009, Duchenaut, Wen, Yee, & Wadley. 2009). Moreover, Gilbert, Foss, & Murphy (in press) estimate that among the overall user base of Second Life, 18% have a single “alt” (i.e. a secondary or alternative avatar) in addition to their primary avatar; 32% operate two or more alts; and that in approximately 70% of these cases one function of the alt or alts is to experiment with different aspects of identity or personality.

Taken as a whole these data indicate that about a half of active users of Second Life are coordinating a multiple personality system consisting of a physical self plus two virtual identities (a primary avatar and one alt) and about a third are coordinating an identity system involving 4 or more components (a physical self and three or more virtual identities). When the allocation of consciousness to non-immersive digital forms such as email, Facebook, Twitter, or Linked In is added to the physical and 3D virtual components of the overall identity system, the structure of the self becomes more like an organizational flowchart rather than the singular entity in modernist conceptions, or the diverse, but device constrained, model of post-modernism.

Multiplicity of Persona, or in this case manifest persona, is more like a conglomeration of multiple identities which comprise a single encompassing identity than a single root identity that ignores the digital pseudonyms as “fake”. It is this point that most social media outlets completely gloss over, and in fact insist erroneously that a root identity (birth name) is the only authentic identity that matters or exists. Unfortunately, this mentality of discounting the multiplicity of identity is incorrect and can be shown to be not just mildly inaccurate but wildly inaccurate for the assumption of the roles that digital identity will play in the future of social interaction.

The research paper is quite interesting to read, as it goes through all the phases of human identity over the course of generations leading up to this post-modern understanding of multiplicity. When it is published, I’ll see about getting permission to repost or link to it in full if anyone is interested.

Social Networks + Me

While there is a lot of issues concerning current social media networks, I do still use them. Unlike many, I have no issues with using my real name in public scenarios simply because I already am in the public limelight between my academic contributions, research, and interviews. This doesn’t mean that I am against the right to privacy or an individual’s right to withhold personally identifiable information in managing their own distributed self. If anything, this should be the very foundation of a social network – the right to choose which part of a persona we wish to put forward as our digital self.

It doesn’t matter if that digital self is a furry, robot, trans-gender, or adheres to ideals that are indistinguishable from what the root identity portrays. The simple fact of the matter is that they are all real people and should be treated as such – even if they require the basic right to privacy in using pseudonymous aspects of their distributed self.

As for me, I use Google+, Facebook, Twitter, and other social media networks under my root identity. Even in SecondLife, my Display Name is set as my real name and not a pseudonym. However, more people know me as Aeonix Aeon or Darian Knight than Will Burns, and in this light we can easily see how our distributed identities truly matter in the grand scheme of things.

Of course, I also have a Diaspora account, and if I had to weigh in concerning which social media network will reign supreme, it wouldn’t be Google+ or Facebook in the end… it’ll be something like Diaspora. I will say, however, that the social media system that Linden Lab is building seems to be getting at least some of the points made here – if only they would stop thinking like traditional social media networks and start thinking like something better from the future.

It’s a good start, nonetheless, and time will sort these issues of identity out.

For now, I embrace the distributed self model of thinking. To borrow a quote from Ferris Beuller:

imagesferris-quote_small

Saturday, November 13, 2010

An Open Letter to Viewer 2 Haters

What follows is my open letter to the people who have spent the past 8 months bashing viewer 2 and impeding its growth, as well as consequently stifling the entire market and innovation through their boycott. If you’re easily offended, I’d suggest you read another blog entry than this one.

For instance, how about the actual post that wasn't intentionally written to piss you off? Yes, this post was written on purpose to infuriate everyone, and to this day I still get comments that make me laugh simply because people entirely missed the point. This is the "shock value" companion to the follow-up that was meant to get people talking and illustrate a point that is now mute in 2011 - in that all of the hatred and bickering back and forth served no purpose than to drag out a process that we could have spent better time and resources making better united. This article was written from the point of view of somebody that was simply missing this point, and many other points, to illogically debase Viewer 1.23 at all costs. While the same attitude persisted from 1.23 viewers toward 2.0, I chose the viewpoint of 2.0 instead because it would cause more contention.


In the end, I proved my point - because whether we liked it or not at the time, I said that Viewer 2 would become our staple viewer going forward and 1.x series was on the end of it's life. Of course, we could have sped this up by about a year in advance had we all stopped to unite over it. Progress is scary, and rapid change in technology is outright terrifying for those of us who have become accustomed to our entrenched methods. 


If we wish to survive the future and accelerating returns, we need to lighten up and move forward. It's only going to happen in faster bursts going forward.


For the full intentions of this letter, please see the second part here - http://blog.andromeda3d.com/2010/11/all-that-glitters-is-not-gold.html



Dear Viewer 2 Haters,

The past eight months has been a rocky road of progress. In April when I decided to bite the bullet and give Viewer 2 an honest shot, shortly after it was made public, you were there with your prim torches and sculpty pitchforks. Sure Viewer 2 introduced Shared Media, but that didn’t matter to you.

You stood by smugly, assured in your dominance and rightful place in the virtual world when you continued using Emerald, even as it was apparent that it was going down in flames. You stuck to your guns and continued fabricating countless reasons why you would never be caught dead using Viewer 2.

There was the introduction of alpha layers, which make unsightly invisi-prims a thing of the past, but still you showed strength in unity when turning your nose up at the fledgling viewer, still not even a year old.

You called yourself true designers, builders and people who cared about the economy in Second Life, all while contributing to TPVs holding out in introducing the new features. If it had anything to do with Viewer 2, then you wanted no part of it.

And the third party viewers listened to your pleas! Surely you are proud of your voices being heard in stopping TPVs from even considering the notion of switching to Viewer 2 code and taking the time to make it better on their terms and yours. Why should they? They had a codebase that was solid and had the benefit of many years of development and maturation, compared to this snot-nosed upstart called Viewer 2.

How dare this new viewer even exist?! Why should anyone bother giving it the time of day, or even the scrutiny of the TPVs to tear apart and make better?

Sure, my experience with using Viewer 2 has not been a bed of roses, and there have been hardships along the way. But this is where I differ from you.

While you call yourself the true spirit of Second Life, I must question you on this as well as your integrity.

Surely you were there in the beginning when the 1.x codebase wouldn’t even let you teleport without taking off all of your clothes? Surely the pain and hardships of that first year of development did not scare you away. Where would we as a virtual nation be today had you taken the same stance against the fledgling 1.x series as you do with 2.0 series?

If you had simply snubbed your nose and sat elsewhere in your smug superiority, you would not have a 1.x series to even base those now solid 1.x third party viewers on. But you persevered and continued to add feedback, and in a number of cases took it to heart to do better with third party viewers.

Where did that spirit go? Are you the same pioneer that you were from day one?

Clearly you are not the representation of Second Life in its glory days. You have become complacent and lost your spirit of innovation. You’ve forgotten what it’s like to roll up your sleeves and push the limits, to get your hands dirty.

And for that, I sincerely thank each and every one of you.

For the past eight months, I’ve worked hands on with Shared Media at Pixel Labs along with Jon Dragoone. Each day listening to countless people like yourself tell the world how much Viewer 2 is hated and how you’ll never use it.

Thanks to you, we’ve had eight months to explore and create using these new features. We’ve had eight months to get to know the Viewer 2 Interface, and while it’s not everything we wish it was, we still have the greatest gift you could have ever given people like us this holiday season.

Thanks to you, we’ve had an eight month head start with these new features, and have had ample time to get to know the intricacies of the main viewer. At first it was a pain in the butt, I’ll admit, but over time I’ve learned to come to terms with it.

You haven’t even taken the time to do that much.

Sure you’re just busy… you’re a prominent in-world merchant and can’t find the time to relearn something wholly new. I totally understand. The only issue with this thinking is – it’s the main viewer, and whatever influx of new users that may be coming into the virtual environment will likely be using Viewer 2, now that the 1.x codebase is on a fast track to being retired.

Where are your products utilizing the Viewer 2 features? Are you still recycling scripts from old televisions because you don’t take advantage of Shared Media? Are you creating shoes and other parts covered in invisible prims to hide the feet because you don’t see the merit of alpha layers?

Somehow you call yourself professional designers, and yet you stood by for nearly a year and refused to make an effort to bring the absolute latest and best features into your own product lines. Heck, you didn’t even bother to think about how you can benefit from those features in the future, and begin to make plans and tests when you had the chance.

But that is changing soon, isn’t it?

It was the introduction of Mesh that was the straw which broke your back.

It’s becoming painfully obvious now that you will use Viewer 2 in some form or fashion going forward, and even you cannot deny this. Phoenix is updating to Firestorm, and while the 1.x code of Phoenix will stick around, its days are numbered. I give great kudos to Kirstens for biting this bullet early and making great strides with Viewer 2 codebase as a third party viewer.

But while the TPVs are making plans to convert to 2.0 codebase, even if some are still standing their ground and refusing, you and I both know it is a matter of when and never has been a question of if.

I’m sure you can jump over to InWorldz and continue your protest. The land is definitely cheaper there.

But I find it dubious that you’re the same people who complain that Second Life search is broken but brush off the fact that InWorldz search doesn’t even exist.

You seem to be tolerating quite a bit of things from places like InWorldz that you have come down heavy handed on for Second Life. I suppose when they offer insanely cheap sims with a ridiculous prim limit, you’ll suddenly have selective amnesia.

I’m not against progress, and I’m sure as hell not against places like OpenSim, ReactionGrid or InWorldz. But I know when not to be a hypocrite.

What is good for the goose is good for the gander.

If you wish to continue bashing Second Life for things which are being worked on, or are currently broken, you had better be prepared to hold third party grids and efforts to the same standards.

You consider Viewer 2 unfinished and broken, refusing to use it. Yet you gladly trot over to InWorldz and other places to find much worse or equal conditions, only to give it a glaring thumbs up review.

No.

You cannot do that.

I understand the pioneering spirit, possibly better than you at this moment. The same scrutiny and willingness to endure stability issues, bugs, and overall issues in a new system that you apply to those third party grids is the same attitude you gave Second Life when it first began in the 1.x series.

You were willing to use the viewer even when, and despite, that it was broken and was in need of serious development help. You stuck to your guns and gave it all you got. Hell, you’ve managed to build entire brand empires in the virtual world because you had that pioneering spirit and stuck to your guns.

Viewer 2 is the same situation as the dawn of the 1.x era and it’s the same situation as you gladly walk into concerning places like InWorldz.

The only difference is that despite the prices and prim limits, Second Life is still quite a distance ahead in features and pure magnitude.

Of course, that also explains why every time somebody tells me the virtues of InWorldz and how they are moving their brand over there, I’m also invited to Inworldz with them.

That’s the problem with cheap land and high prims; It’s directly proportional to the amount of money you’d be expected to make in that system through perceived traffic. I know at least two brand owners who have spent plenty of time evangelizing InWorldz like a Time-Share Condo salesperson and pushing all they can to convince their group members to drop Second Life and follow them into InWorldz like some preachy ass cult.

If your marketing in InWorldz involves leeching people from a totally different system, then you aren’t cutting ties with Second Life. You are still wholly dependent on the population of Second Life to keep you going, even if you are in InWorldz, and that is simply a piss poor business decision.

That’s like opening shop in a cheap storefront buried in an alley on the outskirts of town, and relying on sending people to Wal-Mart to stand in their aisles and tell them about your store and how much better it is than Wal-Mart.

Inworlds more than likely will suffer from the same issues of scalability as Second Life has had to deal with over these years. It is the very nature of that system, closely resembling Second Life, that while there is not many people co-currently within its confines it will be very inexpensive to deploy servers. This trend is simply a temporary one, and over time even they will have to start raising prices just as Second Life has had to do.

How much faster do you think Viewer 2 would have developed had a majority of the serious community actually used it? Your voice is pretty powerful, at least enough to convince TPVs not to use Viewer 2 code for nearly a year or so.

That shear force of will could have been put to better use over the past eight months, in using the Viewer that a majority of truly new users will be using and getting to know your market. Instead you’ve chosen poorly, in refusing to touch Viewer 2, telling the world how much you hate it, and how you simply don’t have time to learn it.

Thank you.

Because of you, I’ve spent the past 8 months truly living that pioneering spirit you’ve forgotten. Clearly that head start isn’t enough of an incentive either, for me, or I would have been long gone by now.

No, I have greater incentive to use Viewer 2 and tear apart every single thing it can and cannot do. If my suspicions are correct, and quite often they are, Second Life is headed toward “Fast, Easy, Fun” integration with Social media networks and websites with their Skylight project combined with the layer ability from Intel which allows about 1,000 co-current users per region.

In your unwillingness to learn Viewer 2 for all it’s worth, you’ve essentially screwed yourself out of valuable time to prepare and capitalize on a coming wave of casual users and micro-transactions for your products that will likely number 100 to 1000 times the reach that you have today.

I’m sure InWorldz is growing like a weed and tons of people are signing up every day for it, but it cannot compete with the ability to reach the 500 million users of Facebook as well as the 6 billion websites on the Internet.

Suddenly that cheap land and high prim limit doesn’t seem so enticing anymore, does it? I’d venture to say that it wasn’t a very wise decision to stick to your guns and stand your ground in using 1.x viewers, either.

Looking back at the past eight months you’ve squandered, and now knowing that things like Project Skylight and the co-currency layer will open your brand up to untold millions of potential consumers, if you haven’t been convinced to bite the bullet yet, then you are just plain ignorant.

No, viewer 2 is not perfect. It simply hasn’t had the benefit of many years of development to reach that point yet. What viewer 2 is, however, is a glimpse into your future. You were given ample opportunity to reach for that brass ring, and you turned away. Now you are going to scramble to play catch up, or you can wait for your TPV of choice to do the scrambling for you.

In the end, the TPVs will bite that bullet and roll up their sleeves. I’m certain that the TPVs will find ways to make the viewer 2 experience much better as well – but you’ve paid an obscenely high price for procrastination and being an elitist. You’ve paid for it in losing your edge, and your ability to beat your competition to a market that may number in the tens of millions or more.

At this very moment, Second Life is the best option if you are a content creator. OpenSim and HyperGrid are promising, but without a central marketplace you may as well hang it up if you want to be a serious creator there. HyperGrid technology is like going from America Online to the World Wide Web but forgetting to have Amazon.com.

When HyperGrid is paired with a central marketplace, as well as building the HyperGrid teleports into the Landmarks natively, then I see an absolutely huge future outside of Second Life. Assuming that the features of Viewer 2 are also present in HyperGrid enabled Open Sims.

InWorldz still needs a year or two in order to know if it’s worth the time and money to participate (even if it’s just a little money). As it stands, InWorldz is a good experiment that needs time to mature and by no means should you treat it as a platform to build a business on.

Now would be a good time to stop rationalizing your boycott and learn to use Viewer 2 for all its worth. You simply cannot afford to waste any more time than you have at this moment.

Or you can continue to give people like myself and Jon Dragoone an insane head start on this coming wave, and play catch up later.

Your choice, regardless, but we still thank you from the bottom of our hearts for giving us an eight month head start over you to begin with.

Why not be generous and make it an entire year head start?

Update: For the full intentions of this letter, please see the second part here - http://blog.andromeda3d.com/2010/11/all-that-glitters-is-not-gold.html