Nu Vibez and Roleplay Guide Magazine - February 2014 | Page 37

An Open Le er to the Lindens, Hypergrid Business Report - p1 Hypergrid Business Report Reprinted with permission from HypergridBusiness.com Original ar cle here: h p://www.hypergridbusiness.com/2014/01/anopen-le er-to-the-lindens/ An open le er to the Lindens By Maria Korolov Dear Linden Lab board of directors: I just heard that CEO Rod Humble is stepping down. I guess you guys will be looking for a new chief? I’d like to suggest some ques ons to ask yourselves as you decide the future direc on of the company. Now, you might think that I’m no fan of Second Life, wri ng as I do about OpenSim all the me. But I’m actually a huge fan. I created my Second Life avatar in 2005, and was inspired by its founding vision of a three-dimensional, immersive metaverse. I don’t want Second Life to fail. Is Second Life a pla orm or a social game? For many people, the promise of Second Life was as a pla orm, a stepping stone to the metaverse, a technological embodiment of Neal Stephenson’s visionary novel Snow Crash. There was the release of its viewer code as open source in 2007. That famed teleport between OpenSim and Second Life back in 2008. The release of Second Life Enterprise in 2009. For a while, it seemed that the Second Life grid would be just one piece of a large, interconnected metaverse. But work on inter-connec vity with OpenSim quickly stopped, and Second Life Enterprise, which allowed companies to host their own version of Second Life behind their firewalls, was discon nued in 2010, as were discounts for educators and non-profits. In 2013, Second Life eliminated viewer support for OpenSim and forced creators to give up more of their intellectual property rights. (But it did bring back the educator discounts.) It seemed that Second Life was doubling down on being a social game. Features were rolled out that enhanced the player experience and strengthened Linden Lab as a game company but turned its back on the broader metaverse. Obviously, crea ng a pla orm is much more difficult than crea ng a game. There is usually only one successful pla orm, but there can be Nu Vibez Magazine - February 2014 - 37