Wednesday, April 02, 2008

CSI (8): The Conclusion

In a day or two the VW Conference in New York starts. Last october, in the San Jose edition, we had CSI creator Anthony Zuiker as one of the Keynote speakers on the CSI:NY & Second Life mashup. Although we had high anticipations, the actual numbers flocking to Second Life after the show aired were largely disappointing.

Well, the VW Conference is back, and so is CSI. Nic Mitham from KZero puts it nicely:

Well, it’s back with the second part of the story and being aired tonight on CBS. On a related note, it is me or does the timing here seem a little spooky? First episode - just after VW Fall, second episode the night before day one of the NY show. Maybe someone should investigate that.

During the VW Conference in October Zuiker said the plan was to air the second episode in February, but somehow that was delayed. Some even speculated it was cancelled, but yesterday I read this at one of the Electric Sheep blogs;

Tomorrow, at 10, CBS will air the long awaited conclusion to Down the Rabbit Hole and wrap up the story of everybody’s favorite cyberceleb turned killer, Venus.

If you saw last week’s teaser for tomorrow’s episode, then aside from hearing an interesting cover of “Back in the New York Groove” you saw a few machinima shots in the trailer (including the one above.) But, while we can’t really give away any plot points, we can say – there’s more than you saw in the promo.

What’s different about this time though, is that we have some awesome behind the scenes pics we’ll be posting and linking to (courtesy of Damien Fate) explaining how we did some of the shots and showing what went into making them.

A little digging brought me to the official press release:



ELECTRIC SHEEP COMPANY’S MACHINIMA ANIMATORS WRAP UP THE “CSI: NY” Virtual World Killer Mystery


Primetime CBS Series Offers A Glimpse Into The Future Of 3D Animation Using Electric Sheep’s Machinima

March 31, 2008 — NEW YORK, NY —

CBS drama CSI:NY and the Electric Sheep Company partner to wrap up the Virtual
World killer plot line in the upcoming episode “DOA for a Day” on CSI:NY,
Wednesday, April 2 (10:00-11:00 PM, ET/PT) on the CBS Television Network.
The first part of the episode titled, “Down The Rabbit Hole” which originally aired, Wednesday, October 24th will re-air this Wednesday, March 26 (10:00-11:00 PM, ET/PT) on the CBS Television Network.

In “DOA for a Day” the CSI’s, working with an anonymous tip, travel to an abandoned warehouse and back into the virtual 3D computer world where they hope to find one of the city’s most-wanted criminals.

The Electric Sheep Company, a leading virtual world services company, was hired to supply the animation for both episodes. The machinima was produced by the former ILL Clan, machinima pioneers acquired by the Electric Sheep Company in January 2007 to head their machinima animation division.

“Speed is what distinguishes machinima from all other forms of animation,” says machinima animation director Kerria Seabrooke. “In spite of the extremely tight deadline, we still had time to focus on details such as seamless animations, the richness of color, the flow of fabric, the metallic reflection on a gun, which bring the virtual world into the realm of high-end 3D animation.”

Machinima (machine + cinema) animation differs from traditional 3D animation because it is similar to shooting film or TV. It’s shot in real time without the long rendering times that traditional 3D computer animation requires. The real-time aspect of machinima animation was very important on this project, as there was a two-week turnaround time from script to completed animation.

In addition to the animation, an ongoing cross platform experience was created last fall in the virtual world of Second Life by the Electric Sheep Company in conjunction with CBS and Anthony E. Zuiker (creator of the CSI Franchise). The experience includes a virtual lab where users can recreate the experiments and tests from the show as they solve one crime per month.

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Thursday, March 13, 2008

Bantam Dell: a little lack of creativity

It's been a while since I look in the area surrounding the Electric Sheep Island, but early this morning I scrolled by and noticed the Bantam Dell island.

Probably depending on which writer to promote and which audience to target the mothercompany Random House uses one of their many subsidiary imprints as a stand alone publisher or a combination. This time it's the Bantam-Dell combination, which are both respected publishing houses.

Probably best known of all the Random House imprints is Bantam which has published major science finction writers such as Isaac Asimov, Jean Michel Auel and the early metarati such as William Gibson and Neil Stephenson.

Bantam has published the entire original run of the "Choose Your Own Adventure" series of children's books, as well as the first original novels (aimed at adults) based upon the Star Trek franchise, publishing about a dozen such books
between 1970 and 1982 when the licence was taken over by Pocket Books. Bantam also published a dozen volumes of short story adaptations of scripts from Star Trek: The Original Series. Bantam is the American paperback publisher of The
Guinness Book of Records.
(wikipedia)

The other part of this imprint is Dell Publishing, most notable for publishing works by H.G. Wells and Alfred Hitchcock.

Dell Publishing was an American publisher of books, magazines, and comic books. It was founded in 1921 by George T. Delacorte Jr.. During the 1920s, 30s, and 40s, Dell was one of the largest publishers of magazines, including pulp
magazines. From 1929 to 1974, they published comics under the Dell Comics line, the bulk of which (1938-62) was done in partnership with Western Publishing. In 1943, Dell entered into paperback book publishing with "Dell Paperbacks". They also used the book imprint of "Dial Press", "Delacorte Books", "Yearling Books" and "Laurel Leaf Library".
(wikipedia)

The Bantam Dell island is an excellent build, as far as building goes. The island is set up for 6 builds, but only half of it is build: The Bantam Dell Bookshop & Cafe, the central plaza and the auditorium.

The main venue is the Bantam Dell Bookshop & Cafe which is an excellent build and breathes the atmosphere of a classic bookshop and lounge. The books on display aren't the ones I'd buy at Bantam though.



As for interactivity there isn't much beyond clicking the books and opening the corresponding webpage (old fashioned style with an external browser) and a HUD promoting the Bantam Dell podcasts.



There are event lawns which are currently empty and asking for ideas. This is pretty much a disappointment for me as the Bantam Dell combination has a wide range of authors that would fit in with this new media of virtual worlds. I'd suggest they combine elements and scenes from the aforementioned writers to create an immersive experience, a tour of the future rather than settle for an old fashioned bookshop.

SLURL: http://slurl.com/secondlife/Bantam%20Dell%20Island/133/124/25

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Saturday, January 26, 2008

It's Corey's Turn

MyTurn is the name of a new metarati column on the Virtual World News site. Yesterday it was Multiverse Executive Producer and Co-Founder Corey Bridges' turn, and he was pretty bold and blunt.

"This is no time to go wobbly," Margaret Thatcher once famously said. That's especially pertinent advice right now. Second Life and its owner Linden Lab are going through tough times. And, nascent as the virtual world industry is, many
people confuse it with Second Life itself. To the less informed (and even to some people in our industry who should know better), Linden's current difficulties speak directly to the viability of the medium of virtual worlds.

They're wrong, of course; for those of us who work on other worlds and platforms, business has never been better."

True, Second Life has gotten more media attention than any other world and it has entered the hypecycle ahead of the flock, but I'm sure other social online worlds will start to experience this in the coming year. The more storyplay or gameplay a world has, the less affected it will be by this hype though.

"Here's some of the news that should make us all bullish on the future of our industry: according to a recent Forrester Research report, in a mere five years virtual worlds will be just as important to businesses as the Web; the ever-staid Gartner Research predicts that in four years 80% of Internet users will have avatars; and, as a sign of industry maturity, there are now many participants in each market segment of our industry--from platforms to service agencies to users of all stripes."

That's not the whole truth there Corey. Gartner has adjusted that prophesy in later researches and also, the Forrester Research report (as discussed here) also drops a few stitches.

"But it's undeniable that dark clouds have gathered over Second Life and some of the companies that have relied on it. I don't think I need to recount all the ominous stories from the last few months, but the bottom line is that many
companies and consumers are now avoiding that world. Linden Lab is going through some internal turmoil and may be on the verge of lean times itself. Even staunch Second Life cheerleader IBM has people wondering if it's hedging its bets by
mocking virtual worlds (the second article)."

Except for calling ePredator a cheerleader (can someone photoshop this?) I pretty much agree. However, I don't read Corey's column as the words of a thoughtleader in the industry. While naming a few very valid points, its tone is too agitated in my humble opinion.

Electric Sheep Company COO Giff Constable jumps on the train and steps up in defence of Linden Lab (never bite the hand that feeds you):

"It is true that Linden Lab has quite a list of challenges ahead of them: general stability, performance and usability issues… they are handcuffed by early architectural decisions (physics on the server rather than the client; many artificial constraints that limit flexibility such a sim size, spatial privacy, group limits, etc; the performance hit that comes with prims; enforced last names; centralized asset server; a limited and laggy scripting system, etc). They have announced many technical improvements with great potential but which never made it into production. Linden Lab also has many strengths, some of which I laid out here, and I think they will be around for a good while yet. Their platform has weaknesses, but it has some unique selling points which cannot be dismissed."

Giff has to conclude that Corey has a point though:

"I agree with the root of Corey’s message, however, which is that the virtual worlds industry is not in crisis. There is a lot of interest out there, and many really exciting projects."

I really hope ESC's portfolio is filled to the brim, but I doubt it as they laid off 20% of their employees just before Christmas. True, the NVE industry is not in crisis, social worlds have taken on a challenge to prove themselves fit for business.

I fully agree with Corey's last lines though:

"But the medium is much larger than any one company. To use another British turn of phrase (I've been doing a lot of business in the U.K.), "Keep calm and carry on."

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Friday, January 25, 2008

Dazzling View?

Allthough Virtual Worlds have really taken a flight in the past year, there still is a lot of skepsis towards social worlds. Often heard complaints are:

  • The graphics suck (gaming worlds usually have much better graphics)
  • The interface sucks

Linden Lab seems to take note of this. Early 2007 they have acquired Windward Mark Interactive LLC which resulted in a first windlight client in may 2007 with improved athmosperic rendering. After a shortlived testing period, Windlight was withdrawn from the standard viewer, but it's back again and being implemented in the standard client soon.

The client never changed though and other's gave it a try. Probably the best effort was the socalled Nicholas viewer, but with all the updates Linden Lab pushes it's hard to keep the viewer up to date. Pretty much the same goes for the OnRez Viewer, built by the Electric Sheep Company. While the OnRez viewer certainly looked a lot "fresher" and more up to date, it never really took off.

Now, Linden Lab has been working on updating the look and feel of their client for some time now, codenamed Dazzle. The first screenshots are promising. The client looks fresh:


It will take more than a visual facelift to take away complaints on the usability of the viewer. It will need reorganisation of functions. There should be more interaction design and usability testing to determine the best ways of accessing the inventory, or juggle IM screens.

We're not there yet, but every step is a step forward.

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Monday, January 14, 2008

The SLord moves in mysterious ways

2008 holds a promise...



That was about the last line of my previous blogpost. And it does. One of the most promising new startups is Clever Zebra, an initiative by master builder Lordfly Digeridoo and the guys from Metaversed and others (among which a bit of Sogeti).

But aside from this promise, there is something funny going on which makes me think the SLord moves in mysterious ways:



Clever Zebra, Stupid Metaversed?


Although the Clever Zebra project has my sincere sympathy, there's a thing nagging me, and that's Metaversed. Early 2007 57 Miles was blogging like crazy on the Metaverse, doing great stuff and turned it into a business. A sponsored blog with sponsored events. That's when trouble came to town. First there was a break-up with Prokofy Neva on the Second Rant, and now Metaversed is going down to provide space for Clever Zebra. I wonder how the Metaversed Sponsors will feel about this. What will happen to the MMI, the Metanomics and the Virtual Business Innovators. Projects like the Grid Safari and the Geek Meets weren't long lived either.

Onders Skall writes:

How can you close Metaversed?
We covered business in virtual worlds like nobody else. There wasn't a better place to go for coverage of this stuff. We just loved it.

Along the way Nick and I compiled a huge amount of information about business in virtual worlds. We studied the phenomenon like few have ever had the opportunity to, and our imaginations were constantly ignited. More and
more of our days were spent discussing what could and should be done in virtual worlds to help business. We began designing plans to change things and make them better.

We soon realized that we'd rather create products people want to talk about instead of talking about products others were creating. The thing is, you can't often make things happen by telling stories. You make things happen by...
well... going out and making them happen. So while we came across as much news and met as many incredible people as we had before, news reportage became an afterthought. We were chasing a dream: bringing change to the virtual world.

I can agree on this, but why tear down Metaversed? It isn't too smart to burn all your bridges before you've crossed to the other side. A whole lot of tantrum is created now about the Clever Zebra start up and the Metaversed blog has died a slow death over the past months. Fortunately, the guys over at Metaversed also see this:

Why part with a popular brand?
Yes, Metaversed became a beloved brand. That's why we had to close it. Without publishing regular news, it was becoming a shadow of its former self. There's nothing worse than a brand that was once great and has lost its shine. If it's a name to be remembered, it should be remembered as something great.

Some feel we could have kept the name and switched the business model. The problem with doing something like that, though, is that it's a bit disrespectful of the readers. Metaversed is a blog about business in virtual worlds. If it suddenly becomes an open-source virtual world company, well, it's no longer the same company. We'd by lying if we said it was, and we respect our readers far too much to do something like that.

Wello 3PointD Horld

Much of the same is going on at 3PointD, a former leader in virtual world news, where Mark Wallace is letting the blog beed to death posting Glitchy Links for months now without blogging anything usefull and working on a gigantic new start up, Wello Horld with metaverse guru Jerry Paffendorff. His sponsor, Electric Sheep Company probably can't be bothered at this time though as they seem to be focussing on a whole new industry according to the word on the street.



The naked sheep


The word on the street is that the Sheep are (co-) developing a new platform which will be a true adult world (i.e. Porn, XXX). I wonder what CBS and the producers of CSI:NY will think of this. Would they be willing to be associated with a company that's in the porn industry?

Now what is it with these companies in changing their objectives? Is it short term profits, or are they just Metaversal Cowboys that jump on every opportunity?

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Sunday, January 13, 2008

Rezzable EBuddy and looking for VC

Rezzable 2007

One of the big surprises in content development for Second Life in 2007 was new kid on the block Rezzable which launched the Greenies sim in July which has been a top 5 attraction in terms of visitors ever since. Quite a lot of residents and bloggers have been impressed by this build, though many were wondering about the business model as the could see any clear sponsors.

There's no doubt Rezzable injected a lot of money in developing this sim, and the dozen of other places, like the Toxic Gardens, the Cannery and the Black Swan and they've not been very forthcoming about their financing.

First of all, the Rezzable sims are a showcase to get on the serious side of business. Not tampered by marketing agencies or corporate restrictions they have build experiences which showcase their ability. This would be an expensive calling card, but a serious one at that which might be worth a few bucks. Revenues are created in multiple ways though such as goodie shops and in context advertising at the Greenies Home.



When talking to Rezzable founder Jon Himhoff he told me Rezzable was looking for Venture Capital and they're putting together a funding round. Off course I raised an eyebrow. Does Rezzable need funding to maintain the dozens of sims?


[13:45] You: what will be the motivation for the funding round?
[13:45] RightAsRain Rimbaud: ah...That's a good question
[13:46] RightAsRain Rimbaud: In general our existing work doesn't need it

So on the whole it seems the 3 streams of revenues generate enough income to keep up the good work.

Rezzable Ebuddy

Last month I saw the sculptures made by Lightwaves appear on the SLexchange as well, at serious prices (ranging L$ 9K -35K, or US $ 30 - 130) and to support this Rezzable opened a new sim last week, the Ebuddy Sandbox which also shows and sells the sculptures you can find in the Rezzable sims. Here are some snapshots:



Rezzable is going to push this sim (and thus their complete works) hard with real world promotion as well such as an Art Gallery in London and a print magazine.


Rezzeble 2008

To get back to the funding, what is Rezzable upto that needs a serious financial injection? In general you can state that there is a serious difference between gameworlds such as World of Warcraft and social worlds such as Second Life when it comes to user activity. Capturing the resident's attention has been hard for all MDC's in 2007, resulting in a number of corporations to be dissappointed in Second Life as a medium.

The basic premises is that social worlds need more of a storyline which led Millions of Us to redo the Scioncity sim and Electric Sheep Company to experiment with converging media with CSI:NY in the last months of 2007. One of the underlying concepts in Rezzables development has been to create immersive experiences (such as the Greenies Home) all along. A second element has been pushing for a storyline at the Toxic gardens, which has been build as a big decorum and is accompanied by a small story outline.



Rezzable has massive plans for 2008 to expand on this interactivity:

We have a massive idea for content play and we will launch this in SL, but...it is a virtual world play across many platforms in the future and also 3D web in general. Rezzable is still very committed to SL. Our main focus here is more interactivity, so we are workin on lots of simple, fun games with web databases."

"We think it is a major play for establishing 3D web content and user engagement. Virtual worlds are still very new. Once there are a few more credible platforms running--which we think is a 2008 thing--main issue is what will engage users and we feel it is quality content. Quality content can be defined as visually stunning, interactive and immersive. It is not porno, gambling, camping, real estate speculation. We see a lot of opportunity for
real-world cross-overs. Stay tuned, lot of new stuff coming in 2008."

Since they're still putting together the funding round, which is supposed to bring in about 3.5m USD, Jon couldn't disclose much more, but I'll be paying close attention to this as I think one of the keys to generating traffic will be in serious content play.

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Tuesday, December 18, 2007

Massive lay offs and the future of NVE's

Today Massively made it into my RSS feed. There's really a couple of cool Second Life residents blogging over there now. This time it's Moo Money that brings up some juicy gossip from Second Life as she writes on the ESCapists:

In a shocking blog entry today, Jeremy Flagstaff noted that the Electric Sheep Company has laid off approximately one-third of their staff, or about 22 people. It has been previously noted that ESC had to cut back on the number of islands for CSI: NY, and now both AOL Pointe and Pontiac are pulling out of Second Life. This news should come as no surprise, but it's still heartbreaking to hear that it
happened so close to Christmas.

While it is not known at this time exactly why the layoffs occurred, Jeremy speculates that they will be focusing on technology like OnRez. Joel Greenberg, whose job status is unknown at this time, announced on Twitter that ESC is shutting down their virtual ad network project. In a prophetic blog entry written last week by Rez Menoptra, he speculated on how long builds will last in virtual worlds and who will remember them.

Massively will update you with the latest news on this topic as we hear it. Stay tuned!

Most of these people we will never know, but we've seen Jeremy himself move away from the Sheep earlier this year as well as Jerry Paffendorf. Is the negative trend for Second Life we've seen in Europe now crossing to the US as well? Are we close to a dotcom-burst in the virtual world industry? I don't think so.

In november I quickly mentioned AOL's departure from Second Life, now Pontiac is joining the list of departing companies. How should we read these signs: Is it true that Second Life has proved itself unfit for business? In the case of Pontiac / Motorati I think it surely didn't.

The thing I keep saying to our clients is this: Right now Second Life is the ideal platform to experiment. It is open, and it's present, which means you can start up exploring the metaverse at relatively low cost. Try to get a feel for the technology, explore opportunities, chase ideas. Second Life makes this possible because it's free to sign up and you can put in almost any kind of data. Second Life is as open as the gates of heaven to whom believes. The feeling I get now is that most of the departing companies are not going out of business, they're moving. It's just as much tribal migration that we see in social networking sites. You explore, then find a site that better suits your needs. A lot of these companies gained experience from Second Life and are now preparing for dedicated themed worlds, based upon enterprise technology on platforms like There.com

It is a moving business we're in. The past year has seen an extreme usergrowth in Second Life, and an enormous commercial / PR drive for companies to enter virtual worlds. Now it's time to check the balance. All in all, as I wrote in my previous blogpost on the Millions of Us venue for Splenda; "It's Dozens of Them" meaning right now it's just too much of the same. We're creating presence for companies. There's an occasional immersion that goes beyond simple presence and really adds something to the industry.

Millions of Us, Lost in the Magic Forest, Electric Sheep Company, Virtual Italian Parks, and many many other MDC's have mastered the skill of building in Second Life. What they haven't got is the skill of Business Analysis.

It will take skilled consultants to translate core business to virtual representations. It will take experience and time for us to be able to build virtual venues that are fit for business and will form an extention to our daily operations. 2007 has been a year in which Second Life and virtual worlds have been a toy for marketing and communication departments, 2008 will probably see NVE's as a playhouse for IT departments and 2009 will probably be the year in which the NVE potential really sinks in, the time when the Business takes over and will use it as a medium for its core processes.

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Monday, December 10, 2007

Metaverse Update November / December

Last weeks have been either too busy to blog or too quiet (i.e. I'd taken some days off to spend some quality time with the RL family), so I've lost track of a couple of new metaversal releases. Here's a couple of tidbits from the other blogs:


Ambling in Second Life

Aleister has been quite busy in the past weeks and blogged on a wide variety of topics, here's a few picks:

Another report from Ambling in SL is titled "AOL Pointe RIP", and reads:

AOL opened their AOL Pointe island in Second Life around the start of the year. I rather liked it, as I wrote back in February. However, I heard quite a lot of sniping about the site thereafter, and rarely saw much sign of an emerging SL community. By the end of the Summer I was hearing the damning "ghost sim" in relation to it. So perhaps it should come as no suprise to find that AOL have pulled out of Second Life.According to this AOL blog:

AOL Pointe was built to provide a fun and engaging place for the Second Life community. We created this experience to learn more about virtual worlds and what people like and don't like.

It has been a fun and rewarding ten months, with streaming music (Rock and Roll Hall of Fame, Linkin Park, etc.), Sticky Wall contests, and Friday nights at Club AOL. We are grateful to the avatars who attended these events, as well as took advantage of places like the Centrifuge Skate Park and the Quiz Time Lounge.

We've gained a lot of insight from our participation in Second Life and we're now refocusing our efforts in virtual worlds. While we have closed AOL Pointe, you will soon be seeing more of AOL products and content across the metaverse. So stay tuned to aol.com for more information about when and where.

AOL are not the first company to follow this route, and certainly won't be the last. I would be curious to know the real story here... or rather, the full story. And what of the future? Will we see AOL3D next year? Or more dabblings in other virtual worlds, such as There or (if you want to go global) HiPiHi?I still liked the AOL build and am sorry to see them go.

AOL isn't the first company to leave Second Life but it's good to know they're still game for virtual worlds.

3PointD Crash

Another departure is even more stunning, as the one time leading metaverse blog 3PointD has collapsed without prior notice. I mean I've been bad at blogging for some time now, but Mark Wallace used to be a paid blogger. I'm wondering how the 3PointD sponsors (Electric Sheep Company) feel about their investment and publicity engine gathering metaversal dust.

KZero's metaversal marketing news

KZero's Nic Mitham must have been bought. His attention and anticipation of the arrival of Football Superstars has been incredible. Another FS snapshot series can be read here: Latest player and environment imagery from Football Superstars.

But there's more to be read at KZero:

You've been Metaversed

Where 3PointD crashed, stocks are going upward for Nick Wilson at Metaversed.com. After a hugely succesfull start up of the Things to Do group (spring 2007) there was the more or less succesfull Grid Safari (summer 2007) and a promising podcast series (Second Rant with Prokofy Neva - which sadly went down the drain. After a slight dip Metaversed came up with another smash hit, the Metanomics sessions (fall 2007) on virtual economy (allthough some argue that this is a sponsor event and you get all sorts of economy and financial hotshots telling you all about how it should be without ever having been in a virtual world themselves).

Latest addition to the Metaversed event line-up is the VBI sessions, the Virtual Business Innovators (winter 2007) which focusses on the native metaverse content creators and innovators, the "Virtual Brands" as KZero would call them. Too bad I missed the first session.

There's a downside to this though, as there's no longer room for fun sessions like the Geek Meets (not even the Gadgeteer sessions) because it's no longer attractive (sponsorwise). That's a problem when you have to make a living of blogging and depending on sponsorships. I can blog, be critical, have fun and not wonder if I can buy dinner tomorrow. Anyway, it just takes away a bit of the fun and puts a slight ? behind "objective journalism"

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Thursday, November 01, 2007

CSI (7): CSI meets expectations

When the first critical and cynical blogs on CSI:NYwere starting to appear I was starting to get some mixed feelings


For exact numbers we either have to wait for CSI or the Electric Sheep Company to come with traffic stats and onRez viewer downloads and compare them to next weeks' Headcount by Tareru Nino. I do believe though that the average number of concurrent logins is higher these days. I'm not saying it was a smashing success. The massive number of islands, the fuzz upfront made us expect a lot. Again, too early to tell. There may well be ROI's made, but not sure which. I hope it'll continue though. Haven't had time to start solving the murder yet, but I for one like the concept. Me liking something isn't a guarantee that it'll make you millions though. (CSI (5) The Aftermath)

Finally, the Second Life Herald posted an article that kind of tried to sink the project.


A virtual recession may threaten the metaverse, as service workers hired to meet and greet noobies suffered mass layoffs today. The layoffs are part of a significant downsizing in the number of CSI:NY sims - perhaps due to a less than enthusiastic response to shark jumping, couch potato marketing of immersive games to television viewers. At this time last week, some enthusiastic reports were suggesting that CBS television's CSI:NY/Second Life hookup could yield as many as 1 million new players. However, that enthusiasm has been tempered by reality. (CSI:NY shrinks by 93%)

I've discussed that post with my good friend Aleister Kronos who has some reservations on the subject as well. There are a few things that don't really fit in. First of all, we came to watch the show and it carried a lot of Cisco sponsoring. Secondly, there was some exaggeration in the announcements, in the way that Hollywood usually does


Just yesterday I spoke with Chris Carella (Satchmo Prototype), Electric Sheep's Chief Creative Officer. I asked him what they thought of the result. Here's what he replied:



"Believe it or not, despite the blogs, everything is going exactly as planned. We purposefully had many many extra sims and staff the first 2 nights as a just in case precaution. There are few user experience worse than not being able to log in or even worse crashing the grid.



We're right on point with ours and CBS' expectations as far as number go. I've been impressed with how many people are still signing up a week later. It's to soon to get a good feel on retention numbers. Our expectations were never the millions of people the SL community expected. The % of people who went from TV to SL are well in line with our other TV experience and CBS's other efforts in cross media.



TV is a passive medium. It's really hard to get people from watching TV, to their computer checking out a website an downloading an application. However, those that do make it become more valuable customers. They spend 2-3 times longer a week with your brand and they will tell others how cool your show is".



The show has had about 16 million viewers, of which some 80.000 signed up for an account in the last week. That's a response of 0.5%. My marketing knowledge is a little rusty, maybe Nic Mitham from KZero can say some clever things on that, but as far as my memory serves me 0.5% is a very acceptable response. Truth is, we don't know if those 80.000 signed up because of CSY:NY. If we look at groups in Second Life, the CSI:NY group is the largest at the moment, having close to 1200 members, but the group for "the Office", which was much more viral and smaller in setup has about 675 members. And if they signed up for CSI, how many of those will stay?


There were those who had expected more than a million of new residents to sign up. Like a 5% response. That would have been awesome, a smashing success. Such a smash hit isn't build overnight though. If the 80K signups is a reliable figure to go by, I would say that the Great Satchmo has every reason to be happy. By marketing and advertising standards it's good. It got publicity and people still come to the CSI:NY sims. Everybody is entitled to his / her opinion. I'm inclined to look at it in a positive fashion. It's been a first time experience. We've got lots to learn. But we'll get there

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Saturday, October 27, 2007

CSI (6): Zuiker explains

CSI (5) The Aftermath

It's saturday night. Just a few days ago we were all watching the grid with great anticipation to see what would be the outcome of the first CSI:NY goes Second Life show. There's many blogs out that that voice an opinion, but I'd pick out Ambling in Second Life over almost any other blog.

Here's Aleister's views:




As the hubbub starts to subside on the whole CSI:NY thing, I thought I would record some of the stuff that’s been rattling around in my head over the last few days.



My first reaction when I read all the hullabaloo coming out of the Virtual Worlds Conference was: “Meh.” However, folks with a far keener interest and knowledge of the entertainment and media industry were at pains to assure me that this was groundbreaking stuff, and that is was “game changing.” I thought I should wait and see. The impression given was that this represented a real leap forward in the pursuit of convergent media, and is the way of the Future. To quote Mr Zuiker, proud owner of the CSI franchise: “What’s the future of television? It is as follows: TV, online, mobile, and gaming.”

As for Linden Lab, CEO Phil Rosedale’s take, as quoted at Ugotrade was: “I think it is a great project. We don’t look for traffic for Second Life in general we more look for opportunities to present Second Life to people in a more obvious way to people who don’t understand it, or haven’t experienced it.”

So… a major leap in convergent media – and good exposure for Linden Lab.What could possibly go wrong?



The big risk we all knew about was grid overload, but so far (touch wood) this has not happened, in part because the invasion of newcomers simply has not happened on anything like the anticipated scale.

However, what I think has gone wrong is, frankly, the whole shebang. What I’ve noted, rather than a magical blending and blurring of the lines between reality and virtuality, is simply the co-opting of Second Life to act as a games
platform. A role for which it is particularly inappropriate – and for which CSI has no need, since such platforms exist already. Now, I’m not trying to be precious about SL here. In the whole wide metaverse there is clearly a large need for entertainment and, indeed, for gaming. But to be blunt, Second Life cannot offer the level of gameplay that seasoned gamers have good reason to expect.

And this leads to my next point. TV is an illusion, where it is necessary to tweak reality (and in this case, virtuality) in the interests of entertainment. CSI was not out to make a documentary about Second Life, and was bound to present it in a way designed to extract the maximum entertainment value. And this has led to 2 basic lies. First, that the Second Life virtual world is smooth, fast and beautifully detailed. This would be fine if newcomers weren’t then invited to come and try it out. The gulf between the TV version and the horribly laggy, grey, slow-rezzing virtuality cannot, to my mind, be called
“good exposure for Second Life”. The second lie is that Second Life is a sleazy game, populated by players. This lie was not necessary to the plot, and is the one with which I have the single biggest issue.

In common with many of the readers of this blog, I spend a great deal of time in Real Life extolling the features and benefits of Second Life and virtual worlds in general. Through this one piece of unnecessary scripting I feel like I’ve been thrown back a year in my own evangelising efforts; back to the days of: “Second Life? It’s just a game isn’t it? Full of sleazeballs and geeks.”
Again, how this view of Second Life can be viewed as “good exposure” I am at a loss to explain. This might also explain the less-than-impressive uptake of new accounts.

On a lighter note – I was tempted to call this piece: CISCO:NY. As I have mentioned previously, the grossly over-the-top “Ciscofication” was – to me at least – a complete turn-off.

I think Linden Lab have done themselves no favours here. It is not true that “all publicity is good publicity.” I am dismayed at the short-termism shown by Linden in going along with this farrago. Also, in handing over the source of the viewer to Electric Sheep we have the interesting situation where the open source code has been re-skinned, a few neat, new features added, and the whole thing seemingly locked up again as a proprietary product. Well that’s what I think.

So what did I get wrong?


The ciscofication maybe was a bit over the top, but here in Europe with tv stations like the BBC and public broadcasting companies in the Netherlands we do have a slightly different opinion of such blunt advertising. But seriously,



There's several blogs that have been negative over the amount of traffic generated by the CSI show. Well, it was aired in different timezones, people came in in several runs. And in the days after. True enough, these 16 million viewers didn't push the SL headcount from 9 to 10 million overnight, but it's too early to tell. There's a lot of speculation on how many came in. Prokovy Neva states (on the first timezone run):



"But the numbers of people on those sims, for the three
hours I watched them before, during, and after the CSINY show, couldn't have beat 5,000 concomittant, and no more than 20,000 max total arrivals. In fact, it's probably far lower."


For exact numbers we either have to wait for CSI or the Electric Sheep Company to come with traffic stats and onRez viewer downloads and compare them to next weeks' Headcount by Tareru Nino. I do believe though that the average number of concurrent logins is higher these days. I'm not saying it was a smashing success. The massive number of islands, the fuzz upfront made us expect a lot. Again, too early to tell. There may well be ROI's made, but not sure which. I hope it'll continue though. Haven't had time to start solving the murder yet, but I for one like the concept. Me liking something isn't a guarantee that it'll make you millions though.

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Wednesday, October 24, 2007

CSI (3): Flying High

The CSY-NY virtual scene has been set up on a 4 sim base, 2 orientation sims (east and west) and two crimescene sims (north and south). This setup is repeated about a 100 times to be able to hold all these CSI addicts coming in tonight.

At this early hour there were quite a few people walking around already and it took a little while before our gray selves colored up and we could proudly fly our virtual colors again. This doesn't bode too well for later today, after the show.






Here's the Crimescene:





















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CSI (2) Down the Rabbit Hole




Wednesday, October 24, 10pm et/pt






In this episode CSI New York is all about finding Venus Game:








On October 24, Detective Mac Taylor chased a murderer, Venus, into Second Life. She's on the loose, and her virtual body count is rising. Track her down before she kills again!








CBS has finally opened up their website to support tonight's multimedia show. Also in Second Life the sims are ready to rock. The CSI-NY - Electric Sheep Company gang put in an amazing 416 islands, good enough to hold about 20.000 concurrent logins.


From their website you can immediately sign up for your new flashy virtual alter ego. Of course not necessary for those already having their Second Life avatar. However I took a little peek and I must admit, I didn't go further than the avatar selection, but the Electric Sheep Company did a good show on the graphics. It has a slick look and feel.




I skipped the registration part and went on to step 3: Downloading the new 34 Mb On-Rez viewer, available from this location. The first addon to the default Linden Lab viewer is that aside from English and Korean it now has German and Japanese language support.



Okay, time to immerse

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Sunday, October 21, 2007

New York and Virtual Entertainment - it's a Meme Thing

Every so often I pick up on a common theme running across Second Life. In the past it's included "German cities" and "virtual recruitment". These themes or memes (as I prefer to misuse the term), though no doubt long in the conceptualising, seem to burst forth in a spookily synchronous fashion at a number of locations. Perhaps the hottest meme of Autumn 2007 is also the most complex that I've seen to date: New York and Virtual Entertainment.


Within the space of only a few weeks, 2 of Second Life's major construction and consulting companies - Electric Sheep Company (ESC) and Millions of Us(MOU) - will have launched 3 different models of New York to vie for your attention. Furthermore, each of these is tied in with the glitz and glamour of the entertainment industry.


So let's consider the options:


New York #1

First up, we have ESC's "I Am Legend" site, designed to tie in with a movie of the same name, that is due for release by Warner Bros in mid-December. The movie trailer suggests to me a remake of the old Charlton Heston sci-fi classic(?) "The Omega Man," though it seems both are derived from a 1954 science fiction novel by Richard Matheson. In the new movie, Will Smith plays the last surviving human in New York following the release of a rather nasty man-made virus. His only companion is his faithful pooch. Unfortunately for him, the city is also populated by mutants, who are not that keen on him having the run of the town. It's a classic "man vs mutant" tale.


As part of the marketing for the movie, ESC and Warner Bros have launched the biggest (movie tie-in) game yet seen in Second Life. It has its own orientation zone for newcomers, together with a game orientation zone where you can opt to play human, dog, mutant or mutant mutt. You should then undergo a set of training exercises before you reach the bridge that takes you over into the game zone of New York itself. Being a self-confessed coward I made my excuses and left at this point. No SLURL for this - but if you use MAP SEARCH and look for "IAL" you won't go far wrong. Oh... nice textures by the way... if a bit laggy.





New York #2


Next, and also from ESC comes the interworld game / programme / entertainment behemoth of CSI:NY. This was blasted all over the recent Virtual Worlds 2007 Conference, and launches in Second Life on 24th October. Bookies are still taking bets on the exact moment that the grid will crash. In an Omega Man kind of way, I may be the only person left on the planet who has not seen, and is not particularly interested in, CSI:NY. However, this is ground-breaking stuff for virtual worlds, where the linear narrative of the Real Life TV show intermingles with the gameplay and narrative in Second Life to produce some kind of Ultimedia extravaganza.


If you want a more complete story about this, you are best off popping along to Ugotrade, which has reams of top notch info for you.


Not only will there be orientation zones and game sims, but to make life easier for newcomers to Second Life, the Sheep are also launching their own, browser-based viewer: OnRez. Personally, I might give CSI:NY a miss - but I'm looking forward to trying the new viewer. For many of us this might solve some of issues we have with the standard Second Life viewer. A number of my colleagues, for example, are unable to run SL on their work-supplied laptops owing to issues of memory and, more often, graphics driver compatibility. This might be the solution.


New York #3

The third version of New York comes courtesy of MOU. This is a virtual version of 7 square blocks of the Upper East Side, and has been built as a tie-in with "Gossip Girls" on behalf Warner Brothers and the CW Network. This is described as a teen drama, based on a novel series of the same name. An article in wikipedia describes it thus: "Gossip Girl revolves around the lives of socialite young adults growing up on New York's Upper East Side who attend elite academic institutions while dealing with sex, drugs, and other teenage issues." Yeah...well... whatever.



The show first aired in the USA on 19th September, 2007 - followed a day later by its launch in Second Life. In a blog post dated 20th September, MOU boss, Reuben Steiger, said: "[soon] we will start a very interesting social game that will take place in the city." More recently MOU announced The Gossip mobile, a heads up display that lets you to see the style, coolness rating and status of the people around you. Here's a video tutorial if you find this to be this season's must-have accessory. Hmmm...


So there you go... 3 New Yorks for you to explore, play in and reach your own conclusions.


First posted at Ambling in Second Life.

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Thursday, October 11, 2007

Sibley's Keynote

I already blogged a few things that came by during today's convention sessions, but here's some more on the Keynotes.


The convention kick-off was presented by Sibley Verbeck, CEO of the Electric Sheep Company. Now everybody was exited about this CSI thing, but Sibley also said a few other noteworthy things.


He started with an overview of the industry. Here's a few pointers:


  • Lots of Virtual Worlds focus on special agegroups

  • Teen worlds are currently the most successfull when it comes to business returns.

  • We're still early in the game, but there are already some breakthrough sucesses.

  • Teen worlds are going to see brutal competition in the next year and a half.

  • Because of this competition and success, teenworlds are the spots where the innovation will be.

  • One businessmodel comes to taking existing teen communities and communications and add virtual components and value.

  • Other models will be build around sponshorship and advertisement

  • I'm missing VW's that take all and incorporate profiling and stuff.

  • In adult spaces a lot of technology has been developed, yet it's lagging in innovation.

  • In 5 to 10 years from now there will be more e-commerce in Virtual Worlds than on the World Wide Web.

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More on CSI

Here's some more on the CSI gig which Electric Sheep is pulling. During the future of entertainment session I asked Sibley and Reuben if Machinima were now going mainstream, and if the grid was ready. Is Second Life capable of handling this mass media attention?

There's gonna be 16 million viewers. Not all have internet, not all have the needed hardware. Some will fall out due to long downloads, some will get losts with the introduction stuff. But there will be thousands of people logging into Second Life on the 24th.


This is an outstanding opportunity for the Electric Sheep Company to promote their new viewer (see Second Life Insider). Taken into account that your average SL sim is maxed out at 50 visitors, Sibley hinted at hundreds of sims being lined up to feed the masses. This hint may bear some truth and Linden Lab may be holding back capacity to blow out on the 24th. As it stands right now, the sim-auction center is completely empty, no Islands on sale at the moment.

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The future of entertainment

Heavily updated.

Wednesday, 2:30pm - 3:30pm session




Entertainment in Virtual Worlds - It's Not Games. it's Not TV. It's....



With the advent of virtual worlds television networks, individual channels and individual shows can now create interactive versions of their franchises and engage fans directly, immersing them into the environment. Find out how to successfully extend a television brand, including measuring audience participation and extending the advertising business model. Speakers will discuss activities on multiple virtual worlds platforms.


Panel (r2l):



  • Jerry Paffendorf - Wello Horld (Moderator)
  • Daniel Schiappa - Microsoft
  • Reuben Steiger – Millions of Us
  • Sibley Verbeck – ESC
  • Blake Lewin - Turner Broadcasting (CNN and all the rest)

It’s not games its…




Here are my notes on the panel discussion:




Sciappa: Microsoft involved in VW’s? Have been involved from a gaming environment for some time (like Halo 3) and are pretty aggressively looking at how they can partake in this new business.




Steiger: Most important word in the industry is storytelling and how do we do that in these worlds?




Sibley Verbeck on the question "what's your most exiting VW Experience: Jerry.... well, my most exciting experiences were all things I did with Jerry...




Lewin: Turner is very interested in VW’s. The concept of the virtual space is a living network that needs programming. Turner Broadcasting is looking into Kaneva to find media consumption habits.




Places online where people have faces and at the same time talk face to face with eachother.





Sciappa (again sidecommenting CSI):The internet for the most part still is a research tool. It doesn’t offer the incredible immersive, interactive experience VW’s do.




Sciappa:I’ve never watched CSI, but I’m sure I’m gonna watch the show on the 24th and go into Second Life to be part of the team, to participate and help solve the murder.




Like the Sheep, Millions of Us also have a project up and running with a televisionshow for which they build part of New York. (forgot the name of the show). It also involves gaming and other interactivity.




Are VW’s going mainstream in entertainment?




Lewin: People wanna be engaged in creating their own entertainment. It’s flipped the industry upside down. Kaneva save for us as it is more controlled. Turner has lots of great 3D modelers, they want High End things.




Sciappa:Virtual Earth is Microsofts most advanced endeavour in 3D outside a gaming environment. MS has lots of products that have scale. Scale is the issue, the key carrier needed for VW’s to go mainstream.




Steiger: We build Scion City. Went up and down as it goes, than we let people move in, that didn’t move the world either. Now we’re focusing on a narrative, set about 500 years in the future. It’s compelling, but it’s advertising as well.





Is the grid ready to go mainstream:


Verbeck: We’ll see.. keep our fingers crossed at the 24th.




Steiger: The features will follow the crowd, rather than the other way around

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Wednesday, October 10, 2007

CSI hits Second Life.


UPDATED 9pm






Yesterday I shortly blogged on the new Electric Sheep Company project. Today the Second Life Insider blogged this to. The project involves a collaboration with CSI, the world's number one television show.



One of the keynote speakers of the Virtual World Conference was Anothony Zuiker, creator of CSI who told us more on the project. On october 24th CSI New York will submerge into Second Life, with Gary Senise chasing the murder suspect into Second Life. This airing will get Second Life into the homes of 16 million viewers.





This broadcast will get a follow up on february 6th 2008. It calls for action, you can join the CSI team and solve the crime. Zuiker sees virtual worlds as the next level of entertainment which will be cross platform in the future. "After 9/11 the world changed. Insecure teenagers started looking for communitieds and businesses started to think cross platform," he said. This cross platform operation started for CSI with viewer interaction by using cell-phones, now it will get multi-platform with Second Life stuff, inworld gaming and blogging. There will be a regular Murder of the Month blogpost by Anthony and you have to finish it.This will put on heavy strain on Second Life, calling for performance on the 24th. Let's wait and find out what the limit of concurrent log-ons will be.


Here a screenshot of the episode that will air on the 24th:

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Coffee with Linden



After a long touristy trip through San Fransico we (me and Ruud Latthrop) found out we'd accidentaly parked our car in exactly the best spot for the last part of our visit... just 2 blocks away from Linden Lab Headquarters.

Actually, this is their postal address. A few employees still work at this site, but most have already moved on to the new office building just down the road. This is the old warehouse where it started out being a small company.






We were a little late for our appointment and as LL is putting out a big update tomorrow, our inside man was quite pressed for time. Still we left with some good intel.



First of all is that the mono support will be up and running very soon now to provide more power to the people. Possibly C-Sharp support will come too. Another upcoming implementation is Havoc 4 to provide more stability. We've been promised to see a huge increase in stability in the coming months.

Stability and performance is also the keyword for an upcoming Electric Sheep television show which would recruit over 1 million new residents (target) in a few hours.

Well, that's about all I can share for now. Tomorrow will see the start of the VW conference and I'll be back with more tales from the metaverse.

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Monday, July 23, 2007

SLBoutique ReRezzed

For quite some time the SLBoutique has been a topshopping site for Second Lifers next to the SL-Exchange. As the Second Life economy grows, these shopsites grow accordingly. Most started over a private initiative and SL-Exchange evolved into what I'd call a typical Open-Source community design.
The SLBoutique was taken over by the Electric Sheep Company several months ago and was pretty mothballed due to ESC's neglect, and in its latest design it's just pushing the ESC logo and brandname.
Today, July 23rd, the curtain falls for the SLBoutique as it will be taken offline to return in the shape of Shop OnRez come thursday. In the meantime its content will be migrated.
The Shop OnRez previews I've seen look very promising, giving it an overall slick Web 2.0 look and feel. I've never been much of an outworld shopper -primarily due to crappy navigation on these shopping sites - This one I might check out.


Last friday, ESC's Giff Constable promoted the new OnRez shop at the weekly Geek Meet. In the wrap up I've published just a part of Giff's comments on OnRez, here's some more:
"To give you a quick intro, The Electric Sheep company has long been known as a consulting company for virtual worlds, but our business goals always included building a consumer software business. Our goal is to create technologies to make virtual worlds easier to use and make information flow more efficiently.
We are launching a new brand around these consumer technologies called OnRez, with the first step launching next Tuesday. Shopping has always been important to us, which is why we bought SLBoutique in early 2006, but while we focused on our consulting business SLBoutique was neglected.
That changed early this year when we looked closely at the technology and decided we needed to overhaul the entire SLBoutique system. On tuesday we're launching Shop OnRez. Our goal overall is to make shopping easier wherever you are, and to make life a lot easier for the small businesses of SL.
We've made a lot of changes to make the whole thing more robust, to make deliveries more stable, and the whole thing better functioning. SL has some tricky things around object deliveries that took some finagling.
What really interests me though is how we're trying to bridge the Web and SL (as some others are as well). We provide a single place for a seller to load their goods, we now provide scripted vendors so they can sell those goods on the Web or in their stores. We provide search capabilities so that you can walk into a store and search right for the item you want.
The in world shopping can take the form of a scripted vendor specific to a seller, or a general OnRez shopping HUD, or a shopping kiosk you can put up. Frankly I view HUDs as rather crude, so we're also working on the open source SL client to see how we can improve shopping by embedding functionality right in the experience, but HUDs are the best we have right now!
A HUD is built on prims and LSL and it's text display and input capabilities are rough, to be extremely kind, I'd like to see more widget type functionality but that's not a tomorrow thing. we're months away from that but my view of all of this is that we need Linden Lab to improve the SL performance and scalability -- make what we have now better, but we also need to see innovation on top of this platform.

In a few weeks we'll also be relaunching the second life search engine. Linden Lab is also working on one, and I look forward to what they come up with, but we are going to go ahead and try to put out some better Web search capabilities than currently exists right now."

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Friday, July 20, 2007

Geek Meet Gadgeteers Edition 2

This week's Geek Meet saw a new Gadgeteer episode with a wide variety of speakers.
Fortunately there were some 'technical issues' that caused sound to be unfavorable. Fortunately since it's easier to blog this way.


First up was Giff Constable, or as you like Forseti Svarog of the Electric Sheep Company on the exciting OnRez shop that's replacing the well known SLBoutique.

"To give you a quick intro, The Electric Sheep company has long been known as a consulting company for virtual worlds, but our business goals always included building a consumer software business. Our goal is to create technologies to make virtual worlds easier to use and make information flow more efficiently. We are launching a new brand around these consumer technologies called OnRez, with the first step launching next Tuesday. Shopping has always been important to us, which is why we bought SLBoutique in early 2006, but while we focused on our consulting business SLBoutique was neglected. That changed early this year when we looked closely at the technology and decided we needed to overhaul the entire SLBoutique system. On tuesday we're launching Shop OnRez. Our goal overall is to make shopping easier wherever you are, and to make life a lot easier for the small businesses of SL."

Next up is Metamart's Robbie Kiama, a Geek-Meet regular and dedicated twitterati.


"Let me first tell you about meta mart and how it was started: First of all we are all about making solutions, I hope you will agree with me that back in 2005 it was hard to find stuff in SL because you had to Travel all the places to search for quality items and that's when the idea came - to do a Store that walks up to you and not vice versa. So In 2006 we introduced I think a revolutionary system - Store on a HUD, it was slow and laggy. Since then we have thought aA LOT, did lot of research and figured out - that Search is greatly needed.



In 2007 Januuary we introduced the first Store in a HUD that allows SEARCH, in 2007 march we thought that Comunity is extremely important and introduced MEta MArt with Comunity Ratings. So TODAY we are releasing new solution and I think this will be extremely great for the comunity. I hope you will agree with me - that one of the most fun things in Second Life is Seeing cool places and I think finding one isn't that easy of a task. So we are introducing a new service: metaTravel."


As far as I can tell, I've already got my MetaTravel-guide, Nick Wilson at Metaversed with the Things to Do group, but for people walking around aimlessly in SL, this could be another hit.


Today's third speaker was Anjin Meili, one of the Sculpt guru's of Second Life, driving home a "Sim in a Prim" message.




"When I first jumped on the Grid, I felt that having a model of a parcel I was building on to be highly valuble. My first mapping system first rezzed blocks, 1 for every 4x4 meter parcel, into a chunky lego map looking affair. This was refined to using polygons, but that took two prims for every 4x4 meter parcel. To map a full sim required 10,000 primatives... Not exactly usable for anything more then 'Woohoo!!! Check this out man!'




I recall when I heard about sculpties... I told my wife, Elzbiet, that they would solve my problem. I could use them to create the terrain! I was to young to play on the beta grid though, so had to just wait until they made the main grid. But as soon as they made it, within the first hour, we had our first sculpted maps.




I recall us popping over here to Dr Dobbs island, and using the LSL Logo sandbox to rez a mapping pod and make maps of this Island. The same day Sculpties were released to Second Life. As one cannot make a sculptie on grid, the challange was to provide an easy to use system that integrated with a backend capable of making the finished textures. We worked hard to build such a system, and made the on grid piece so simple, we feel its akin to buying a can of coke. You open the box, pop the top, and when its done, the probe dies and nothing is left but a URL to a finished map sculptie.




Our gadget makes these sculpted maps. Lemmie dig one out and toss it up here real quick. We have a slogan for it: Map your Sim, in just one Prim!"






That was just awesome ! This has to be the übergadget of the year in my opinion, and soon to be available on Electric Sheep's OnRez site for a lousy $L 100.. not even 50 cents in real dough

UPDATE

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Thursday, July 19, 2007

MindBlizzard growing

The MindBlizzard blog has been up for just 4 months, but it's growing (too) fast...

Size


This is getting a regular habit I fear. Right now I'm having a hard time publishing to my blog. It's been barely a month ago that I upgraded my hostingaccount from 50 to 100 Mb and DataTraffic limits from 2 Gb/month to 4 Gb per month.



Now, halway through July I'm at 3.2 Gb Data Traffic already and have grown beyond 100Mb.
Maybe I should start considering getting a sponsor as well.



Reputation


To look on the bright side of life: In the past month my technorati rating has rocketed from autority 26 to authority 50, and closing in on the top 100K blogs. Not bad for a 4 month old blog.




Readers


In the past months I've seen various people comment on and link to my blog, such as:


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Friday, July 06, 2007

Doubledating Doubledown at Starfruit

Yesterday Chris Carella (Creative Director) of the Electric Sheep Company reminded me of a new sim opening today:

"Come party around the clock and across the globe for the launch of Starfruit in Second Life! We’ll be celebrating on the third floor of the tower where DJ Doubledown Tandino will be spinning a live mix of house and eclectic music."

For once the US based content creators start considering the European contingent at Second Life by doing a multiple party show, so I should be gratefull. But I'm not. 11 AM, exactly the same time as today's Things To Do annex Geek Meet outing to Eolus One. In short, I had to run a doubledate with DJ Doubledown Tandino, one of the more popular Mixed Reality turntable wizzards. I did manage to get a small piece of the action though; here's a few partypics:
So much for the party, let's have a look at Starfruit. Basically what it comes down to is this:
"Would you like to surprise someone in Second Life and send them a real gift in real life... but you don't know their real postal address? Don't worry any more... we will take care of everything"
It is a metabrand, a gift service that operates from Switserland and delivers worldwide. For more business info on Starfruit, have a look at KZero's blog.

As you may have guessed by the opening line, the build is done by the Electric Sheeps.
There are some nice details in this build which is moving away from traditional RL based architecture.

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Monday, July 02, 2007

MSN Video: Follow the Money

Giff Constable of Electric Sheep Company speaks about virtual worlds in CNBC's On The Money segment, "Recruiting Goes Virtual"

Watch the video on MSN

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Monday, June 25, 2007

Metarati Blogwars !?

Since Moo Money noticed the metarati paparazzi (or metarazzi) on twitter there's been a stir over it. People started looking at me, hence my waver yesterday, now conspiracy theories are getting about. Some seem to be thinking Jerry Paffendorf to be responsible since there's gossip he's leaving ESC (nah).
  • Here's Nick's piece of mind:
    Eric Nails it on the Metarati.tv Shite Those fuckwits over at Metarati.tv remind me very strongly of a few 'pro bloggers' im aquainted with. I so hope it's not who it looks like, cos that would be a dark day for the Mertaverse. Eric Rice summed it up nicely here: Red flags everywhere!
  • Spindoctor Eric's post:
    It’s 3 am, I’m exhausted and JUST learned about this nonsense with Metarati.tv. I started to write a post about my thoughts on it (and trust me, it was not pretty at all), but I can’t organize paragraphs anymore at this hour. So here’s the ultra short version– the longer one will come after I get back from a day at LEGO Land...

Ordinal Malaprop is of the opinion that we shouldn't pay any attention to it at all, which should probably be the way to go... but I hope to see who's behind it anyway. The Spindoctor seems to have a few leads and I'm waiting to see if it matches with my shortlist of Top-3 suspects.

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Thursday, June 07, 2007

Fashion gets Spanish Spice

Fashion has been one of Second Life's hot commodities since the early days. Many residents leaped to the challenge of creating virtual clothing and the number of stores is astonishing. Everybody in Second Life needs clothing, even more so than bling bling apparati or cars.


Yet very few Fashion houses have come to Second Life. Adidas and Reebok have a presence, and Calvin Klein, but that's about it as far as it goes to official presence (and not imitation). Spanish fashion house Bershka is going to add another big RL fashion brand to that shortlist.

"For us, bringing Bershka to SL (for whom we've been long developing design and web projects) is specially interesting. Bershka is an important brand on fashion industry (400 shops in 28 countries) who consider Mosi-Mosi their preferred new media partner.Bershka will offer a complete subset of their real life clothing items every season with their woman, man, jeans and Bsk sections. The entire island will also be updated every season to keep up with the collection main theme. We will also have regular parties and events for the SL community in an effort to offer a good place for them and us to meet and discover each other." says Daniel Aguilar of the Spanish interactive agency Mosi-Mosi, located in Barcelona, also responsible for some work on the Swedish Embassy in Second Life (next to Electric Sheep Company) and is most known for its SLOOG product.

The build is still in production stage right now, and next week will see a wrap up. A few days later will see an official opening event, mainly targeted at the press. I'll be looking forward to seeing the complete build.

Some pics on the work in progress can be found in this Flickr set.
SLURL: http://slurl.com/secondlife/Bershka/128/128/0

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Sunday, June 03, 2007

We are the Fury Concert

One of todays top attractions is the simulcast (or Mixed Reality as it is called nowadays) event at the NBC Peacock room. A concert by "We are the Fury" will be held both in SL and in the RL NBC studios.

The event starts at 4 SLT (which is way past bedtime for us Europeans - but I got there in time to see the soundcheck)

Here's the add:

Come hear the hot indie/rock/alternative band We Are The Fury as they play both at the RL NBC Peacock Room and the SL NBC Peacock Room.

The band was tagged by Rolling Stone magazine as an Artist to Watch, and you will not want to miss this show!

They will play some of their hit songs and take live questions from the audience (IM JeremyLublin Lykin to talk to the band directly)

For more info, please go to:
www.myspace.com/wearethefury or
www.purevolume.com/wearethefury

Tonights event is cast by the Electric Sheep Company, who does support all NBC events in Second Life. Upon stating that once again this was at a very unconvenient time to us Europeans, their spokeswoman answered that they are looking for timeslots that will make it possible for the whole world to attend (sim/server capacity limits not withstanding)

The Furies themselves are looking forward though to this new experience.

SLURL: http://slurl.com/secondlife/NBC%201/128/128/0

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Tuesday, May 29, 2007

3pointD hooks up

Normally I'm not very much into Second Life social events and weddings, but tonight's an exception as Mr 3pointD, Mark Wallace (who's nominated as a potential metarati) and the lovely bride going by the nick of "Destroy Television"


Special guest were Lordfly Digeridoo as best man and Mr. Jerry Pfaffendorf, Electric Sheep CEO as father of the bride. The vows came down to "do you, Destroy Television, take to Walker Spaight to be your virtual husband? In sickness, in health, through lags, crashes, ghosting, mis-bakes and missing textures?"

The event took place in one of the many Celedon sims, hotspots to the streampunk community

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Monday, April 30, 2007

SLUC: Intel gears up

Second Life Under Construction


After crossing the metaverse back and forth today, my eyes are really tired and I can't make sense nor sensibility from some of the things I''ve seen today. However, one thing that is clear is that Intel is gearing up. After Live without boundaries and Intel Ignites OCC there's a new Intel sim under construction in the Millions of Us archipelago.
But it doens't stop there! A new cluster is emerging...they're up to something...
Then there's SMI coming next to SUN and around Sheep Island there are a few interesting signs too, like Baseball, Bridge International to name just a few new projects.

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Sundance For a Change

The Sundance Festival has found Second Life to be a new carrier to promote its movies. At first glance, there's nothing special about the build; a few brick and wood buildings in a forest. An empty cafe and a Movietheatre...

Well, nothing special, since the sim is cold and empty. I visited the website though and found out they're actually doing something there. A weekly series on the Green features many hot-topic discussions which are also blogged. Since a pic from that meeting is way more spectacular than the snapshots I took, here's one from their blog:Aside from the movies, Sundance Channel the Green focusses heavily on the eco-hype.

SLURL: http://slurl.com/secondlife/Sundance%20Channel/140/91/49

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Sony BMG

The Electric Sheep Company brings (well... brought a while ago) another big brand into Second Life. This time it's Sony BMG that's being immersed by the ESCapists. This time I'm impressed. The architecture is great and is slowly straying away from RL gravity rules.

The grand opening was October 19th, 2006 and featured a simulcast event with Ben Folds. Aside from the usual freebees (which in this case are about L$ 100) you can download music here as well.
The only problem with this sim is, is that it's called Media. It took me a while to find it. It certainly doesn't show right off that it's a Sony BMG thingy.

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MTV's Laguna Beach

MTV's popular show Laguna Beach was originally immersed by the Electric Sheep Company on a standalone virtual world, based on There technology. Due to popular demand the beach has been set up in Second Life as well.

After the L-Word this is the next major tv-shows to set up shop in Second Life. In an interview I did with Paul Verhoeven he mentioned that Second Life has a number of cost-reducing advantages, so we can probably expect more tv-sets to go virtual.
MTV's Virtual Laguna Beach: http://www.vlb.mtv.com/

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Tuesday, April 24, 2007

Elysian

Down in the Electric Sheep Company area an island called Elysian attracted me. I didn't recognise it as a corp name, so I figured it must be private. Judging the location, I expected some link with the ESC.

Turns out it's the home of a UK based Architect (Real Life one) who also did gigs for various ESC projects and other contractors. I must say I was impressed by the architecture.

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NBA baseball hits SL

Neighbouring STA travel and UGS Innovation are 4 sims under construction:
  1. NBA Courts
  2. NBA Jamsession
  3. NBA Arena
  4. NBA Orientation

(listed in order of completion as far as I can tell)


Unfortunately, they're not acessible right now, but surely worth keeping an eye on.

SLURL: http://slurl.com/secondlife/NBA%20Courts/129/130/65

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STA travel

Next to UGS, in the Electric Sheep Company cluster lies Virtual STA Travel, targeted at travel in Second Life. STA is a big player in the student travel market. Next to the main sim, that's set up as an arena with styles from all over the world, there's a residential sim to give students a place to dwell.


Other aims are:
  • Enrolling students in Second Life
  • Orient them, and teach them basic skills
  • Engage them in educational and entertainment pursuits in the form of events, competitions and other group projects.

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Thursday, April 19, 2007

Virtual Fortunes

As Lordly already posted, businessweek is doing an SL special, here's the interesting part:

"Meet the virtual world moguls. The number of Second Life residents generating more than $5,000 in monthly income has more than quadrupled to 116 in the past year."

The millionares:

  1. Phillip Rosendale (the guy who did SL)
  2. Ailin Graef(Anshe Chung real estate)
  3. Reuben Steiger (Millions of Us)
  4. Sibley Verbeck (Electric Sheep)
  5. Alyssa LaRoche (Aimee Weber)
  6. Adam Frisby (real estate)
  7. Kevin Alderman (Strokerz Toys & Amsterdam Sim)
  8. Peter Lokke (clothing)
  9. Christiano Diaz (snapzilla SL)
  10. Adam Anders (whatever, over 100.000 sales a day)

To wrap it up: No 1 is the one who dunnit, 2 real estate owners, 3 big builders, 2 clothing &kinky toys and 1 sidekick. So if you're not good at actually doing something, you can always invest in real estate.

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Wednesday, April 18, 2007

Electric Sheep looking for a step forward

After visiting a number of business sims that had Electric Sheep Company written all over them I thought it was time to gain a little insight. Aside from the usual setups (auditorium, infocorner, etc. ) I haven't seen much innovation from them. They do have some great builders with eye for detail - the builds themselves are good, don't get me wrong here - but they just don't get me going back to actually DO something.

Well, some insight came, here's a snap:
"We are continually looking to improve upon integrated business into Virtual Worlds in ways that you've described below. Although I'd argue we have made great strides past the gimmicks that you've noted, we certainly have a ways to go. Many of our projects for corporate clients looking to SL for business uses are private, not open to the public, and perhaps below the radar still. In the future, expect to see the use of improved software on the client side to help achieve the goals you've described below. "

(the goals I described are left out for convinience sake ;))

Well, at least me and Aleister do have some trips to make and certainly we'll try to get some more hints before they go public. I can't wait to see some business innovation happen on SL!

Go get 'em ESC ;)

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Tuesday, April 17, 2007

Metaversecrawler

The Electric Sheep Company is getting ambitious. They've launched a new search service for the virtual world of Second Life today, at search.sheeplabs.com,. The service doesn't depend on users adding their products to the searchengine, but is actively crawling the metaverse for content that is listed for sale. This immediately causes nightmares for those premium account members that couldn't get a hold of a speck of First Land because it was always snatched away by the dreaded landbots.

The service allows avatars to opt out of the system, or to list all items they own, and doesn’t crawl private islands. Results are returned with a teleport link, price, object creator and owner, and description. According to the Sheep, it also puts less load on the system than a single avatar, so it shouldn’t create much lag.

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Saturday, April 14, 2007

Aimee Weber

Aimee's one of the sexiest names in virtual content creation. She's a social butterfly that traverses the grid with grace. She entered the metaverse early 2004 and rapidly became one of the top designers.



Being very mediable, the web is littered with articles and blogs about her, but she's been a very prolific builer in Second Life as well. She rocketted to stardom which does seem to take its toll:



Some jobs are done quite sloppy and like big time celebs she's very much into charity right now with projects such as Second Life Relay for Life from the American Cancer Society, The United Nations Stand Up Against Poverty and (very Gorish) National Oceanic & Atmospheric Association.




What remains is the fact that she comes up with original ideas, contrary to Rivers Run Red and the Electric Sheep Company, and it's the ideas that keep SL in motion. She's been active in the fields of clothing design, virtual education and simulcast events (such as the 2006 solar eclipse)

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NBC Sessions from Second Life

Just looking at the sattelite image of the NBC1 sim gives you a dark impression, and it's a telltale sign of a heavy build. NBC chose a full urban sim, probably similar to their downtown headquarters in real life.



Because of this enormous build the sim is slow in rendering.

As for activities, NBC is running a show from Second Life, called the Sessions. The setting is a wee bit like your usual American talkshow, like Jay Leno's "Tonight Show"
Contracters for this heavy build are the Electric Sheep Company and Aimee Weber.

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SLUC: Second Life Under Construction

A number of corporations have sims under contruction

Millions of US

These sims are not accesible yet, but at least Microsoft and Comcast look nearly completed.

Electric Sheep
  • Too many half finished sims makes you wonder if they can finish anything soon.

Rivers Run Red
Lost in the Magic Forest

SLionhead

  • According to the CEO they've recently started working on some major projects. I'' try and scoop them.

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Friday, April 13, 2007

Electric Sheep Company

The Electric Sheep Company is the largest company in the world dedicated to designing experiences and delivering add-on software for 3D virtual worlds. Our Professional Solutions team delivers strategic, creative and technical insight and services to global organizations. Our Software team is building a suite of information services to enhance virtual world experiences, such as trending and measurement tools, e-commerce, and social networking.

Projects include "The L word", AOL, Virtual NBC, Major League Basebal and Reuters




SLURL: http://slurl.com/secondlife/Sheep%20Island/128/128/0

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IBM megacomplex

Since february 2007 IBM has pushed sim after sim into their growing continent.
Here's the current sattelite map. At least 16 of these sims are IBM. Most of the work on these sims is done by the Electric Sheep Company.



Aide from these BigBlue sims, there is a cluster of several other sims that could be shared into the IBM PMWIN project which Google tells me is IBM PartnerWorld Industry Networks, No, I haven’t the faintest idea what this is, either. However, I did stumble upon this description at another IBM PWIN website which says PartnerWorld will allow partners to:
  • Gain access to the best solutions, offerings, and skills to help you win in the marketplace.
  • Quick and easy Web access to valuable IBM benefits and resources
  • Competitive advantage in industries, services and solutions
  • Increased opportunity to generate awareness and leads
  • Teaming for success to deliver the expertise to meet client needs
It will be interesting to see where the development goes. Most parts are unaccesible right now, but here and there you might get in. The pics below are from the island IBM1 where a huge primmy sphere hovers on top of a shakespeare-theatre like foundation.



Probably one could write tons of blogs about IBM, here's a few by our guestwriter Aleister Kronos:
SLURL: http://slurl.com/secondlife/IBM%20CODESTATION/134/121/67

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Wednesday, April 11, 2007

Dutch Design

Some of my foreign friends are getting tired of all those new Dutch companies entering SL. It appears that the Dutch are early adapters in Second Life. Right now the Netherlands is one of the most represented countries in this virtual world.

Where the earliest of entries for Dutch companies were crafted by overseas agencies like Rivers Run Red or the Electric Sheep Company, more and more businesses have discovered that we have a number of excellent builders in the Netherlands as well

The leading SL builders in the NL are [ Lost in the ] Magic Forest and Damanicorp. DMA is starting to gain momentum as producer of Streaming Media in SL.

[Lost in the] Magic Forest & DMA Studios


Damania by Damanicorp

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