Nu Vibez and Roleplay Guide Magazine - October 2014 | Page 73

same funnel. Additionally, the SecondLife.com homepage and our marketing generally positions Second Life as a consumer experience (because that successfully converts new users). That approach makes sense for a product, but the reality is that Second Life is more of a platform; all experiences and content inworld are created by users. I think that the better approach for us could be to treat it more as a platform and empower creators to acquire their own audience of consumers more directly. WE HAVE NO INTENTION OR DESIRE TO APPROPRIATE THE CREATIONS OF OUR USERS OR SELL THEM WITHOUT THEIR CONSENT. improve our integration as the hardware evolves; we’re actively working on DK2 support right now, and our next-generation virtual world will work across devices (VR headset, mobile, PC, etc.). NVM: Another hot potato is the TOS debate; please clarify what Linden Lab’s intention is with all the amendments to the TOS? E.g. is it to join the Metaverse as a whole, and NVM: What is High Fidelity’s to break out of the ‘walled role in the new LL platform? garden’ situation that Second Life currently finds itself EBBE: None currently. We in? That is, do the latest have a good relationship with changes mean that Linden the High Fidelity team and we’ll Labs has returned all rights keep each other updated on to us for our content, and what we’re doing, but at this although you need us to give time we don’t have any plans for LL the right to have it in the collaboration. database and serve it to us and those of our choosing, as NVM: Will Oculus Rift be well as potentially using it to usable in Second Life or only show off the world of Second in the new platform? Life to grow the community, that LL has no intention EBBE: The Oculus Rift is nor desire now or ever, of actually usable in Second Life claiming our rights or taking today! In fact, if you go to the our content from us? SecondLife.com homepage, you’ll find a link to this blog post: EBBE: The recent update to the http://community.secondlife. ToS was made for two reasons. com/t5/Featured-News/UsingFirst, we needed to add the new the-Oculus-Rift-with-SecondSkill Gaming Policy. Second, Life/ba-p/2728824, about our we wanted to clarify Section open beta. We’ll continue to 2.3. As we explained in this That’s also the way we’re currently thinking about the next generation virtual world - more of a platform than a product. blog post: http://community. secondlife.com/t5/FeaturedNews/Updates-to-Section-23-of-the-Terms-of-Service/bap/2777874, and as established in the first paragraph of Section 2.3, Linden Lab respects the proprietary rights of Second Life’s content creators and prides itself in its success in providing platforms on which users can create original content and profit from their creations. We have no intention or desire to appropriate the creations of our users or sell them without their consent. The updated section still provides Linden Lab with the rights that we need in order to operate and promote Second Life, so we retained much of the language as the previous version. However, it now also includes limits that better match our intended meaning, and we hope will assuage some of the concerns we heard about the previous version. NVM: Where do you think the most significant growth will occur for Linden Lab in the next few years? How do you expect to manage that? Will it have any impact on any other areas? NuVibez Magazine - October 2014 73