Linden Labs - ReadWriteWeb http://www.readwriteweb.com/feeds/tag/Linden Labs en Copyright 2012 Richard MacManus readwriteweb@gmail.com Tue, 14 Feb 2012 18:04:00 -0800 http://www.sixapart.com/movabletype/?v=4.35-en http://blogs.law.harvard.edu/tech/rss Virtual World Blue Mars Drops PC Development to Focus Solely on Mobile bluemars_logo150.jpgThe 3D virtual world Blue Mars has announced that it is restructuring, dropping its PC development to focus solely on Apple iOS. The company itself is also restructuring, with an unspecified number of layoffs, including the departure of CEO Jim Sink.

Once pegged as an up-and-coming competitor to Second Life, Blue Marks is a CryEngine 2-powered virtual world from developer Avatar Reality. On Friday, the company said it will no longer add new content to the PC version of Blue Mars, switching its efforts to develop a version of the virtual world on iPhone, iPod Touch, and iPad devices. The servers will remain online, but there will no longer be any technical support. Current city developers will no longer be charged monthly hosting fees.

]]> According to the company announcement, "With over 50 million new tablet devices projected to reach consumers this year along with tens of millions of iPhones and iPod Touch devices, the market for Blue Mars Mobile is a massive opportunity for our company and our customers. We already have a functioning alpha in house and we aim to release the first builds of Blue Mars on iOS next month." The shift in focus

The move from a desktop client to a mobile platform makes sense in terms of general trends towards mobile gaming. And if Blue Mars is successful with its release, it will be the first 3D virtual world on the iPad. But some question whether mobile devices will be able to provide the same sort of experiences - resource-intensive in terms of graphics, data, and processing power - that a PC can.

The Future of Virtual Worlds

The change in the focus of Blue Mars development - along with a larger company shake-up echoes some of the problems that Linden Labs Second Life has faced in the past year - layoffs, management changes, and a struggle to woo new "residents" and maintain interest in 3D virtual worlds. For its part, Linden Labs has recently hired Rod Humble, a former EA Games exec, as CEO.

It remains to be seen if making virtual worlds more like games or more like mobile apps will be what saves these companies from more bad news in 2011.

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http://www.readwriteweb.com/archives/virtual_world_blue_mars_drops_pc_development_to_fo.php http://www.readwriteweb.com/archives/virtual_world_blue_mars_drops_pc_development_to_fo.php News Mon, 17 Jan 2011 08:02:01 -0800 Audrey Watters
Second Life Economy At Record High secondlifelogo.pngThe world economy may still be firmly in the toilet but the economy inside the virtual world of Second Life is doing fine. Better than fine, in fact. Q1 of 2010 was a record-breaker.

In a post on the Second Life blog, Tom Hale, Chief Product Officer for SL owner Linden Lab, said user-to-user transactions in the immersive world spiked 30% over last year to $160 million, breaking all previous company records.

]]> Like most virtual worlds and online games, Second Life uses a "virtual currency," in this case the Linden Dollar. This is an in-game token currency that must be purchased with legitimate moneys and can be used to buy things inside the environment, or converted back into real-world lucre. In-game objects can be bought and sold (and profit can be made) and users can program new objects to sell, from shoes to cars and beyond.

The company itself makes money in part by assessing a transaction fee on in-game commerce.

Additional high-points for the company included included the fact total sales on Xstreet, the Second Life marketplace, reaching $2.3 million, an 82% increase year-to-year and a 24% increase over the previous quarter. Total Linden Dollars exchanged on LindeX, the in-game currency exchange, totaled $31 million, a 9% increase over the previous year, and monthly unique users with repeat logins peaked in March at 826,214, a 13% increase year-to-year and an all-time high.

usersl.jpgHall said the money the company invested in customer acquisition was the hinge his economy turned on. Infrastructure improvements included a new viewer and data center. He also noted that Valentine's Day was the single largest day on their virtual currency exchange, Xstreet and theorized that the success of the movie Avatar, which was heavy on immersion, might have inspired a new wave of people to try it.

Update: Linden Lab's PR rep, Rena Grant from Edelman, contacted me to dispute the notion they charge in-game transaction fees. I have a couple of questions back to her and will clarify as necessary.

Update: Ms. Grand told me Linden charges an "exchange rate" on the virtual currency that is used for in-game commerce and they do not charge a commission on in-game commerce.

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http://www.readwriteweb.com/archives/second_life_economy_at_record_high.php http://www.readwriteweb.com/archives/second_life_economy_at_record_high.php Gaming Wed, 28 Apr 2010 19:30:00 -0800 Curt Hopkins
Linden Labs and IBM Break the Metaverse Barrier, Teleport Across Virtual Worlds Staff of Linden Labs, the creators of virtual world Second Life, and IBM announced last night that they have achieved the first recorded teleport of their avatars from one virtual world into another. Researchers from the two companies teleported avatars from the Second Life Preview Grid to an OpenSim virtual world.

While unaffiliated parties have created versions of this process before, Linden says theirs is the first effort to achieve trans-world teleportation without logging out of one world and logging in to the other. No virtual goods were transported across the barrier, a major concern for Second Lifers concerned with virtual property theft and rapid depreciation of their assets' value.

]]> We wrote about initial interoperability discussions when they began in October. Author Nick Carr brought up then, only partly tongue in cheek, the concern that World of Warcraft avatars could attack and conquer parts of Second Life if they were allowed to pass from world to world.

All concerns aside for the moment, the possibilities are very exciting. Below is a corny but appropriate video produced about the event. (Removed until autoplay issue resolved, but available in the original announcement.)

Linden faces widespread user dissatisfaction about its platform's stability, intellectual property protection and other concerns. A lively discussion in comments on the announcement is a good place to get a look at the public mood.

Interoperability across virtual worlds could be an important step in maintaining the viability of Second Life. As an increasing number of virtual worlds proliferate, user and digital asset data portability is as likely to be essential for Second Life as it will be for other platforms online. Walled gardens will face increasing competition from the open world at large, so taking a leadership role in enabling that openness is a good way to thrive in the coming era of openness and portability.

You can laugh at Second Life and you can complain about it if you want, but we are excited about this news. Cynicism may have its place, but we'd argue that today isn't the time for it.

We congratulate Linden and IBM for their achievement and are excited to see what will come of this big step. Watch for news about the general availability of this functionality - once policy concerns are dealt with or once outside parties figure out how to achieve the same thing.

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http://www.readwriteweb.com/archives/virtual_world_interoperability.php http://www.readwriteweb.com/archives/virtual_world_interoperability.php News Tue, 08 Jul 2008 08:44:22 -0800 Marshall Kirkpatrick