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?
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