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Second Life

2010/Jul/17 01:45 UTC
Update on Strategy, and call for in-world meeting!
<!-- [DocumentBodyStart:35dfecb1-872b-44b1-a800-ed6bd33451d0] --><div class='jive-rendered-content'>Hi Everyone,It's been just over 3 weeks now since my return as&#160; CEO, and I think I've gotten up to speed enough to begin communicating&#160; with you in a useful way.&#160;&#160; This post is an update on what we are doing,&#160; and also to announce an in-world meeting where I'll extend on the&#160; thoughts in this post, as well as answer as many question as possible.&#160;&#160;&#160; Beyond the contents of this message and meeting, I hope to revitalize a&#160; frank and timely exchange between the company and the Second Life&#160; community.&#160; You can expect additional posts from us in the coming weeks&#160; expanding these focus areas to more specific projects.&#160; This is a time&#160; of great change for us:&#160; a downsizing and restructuring of the company, a&#160; change in executive leadership, and big changes to our strategic&#160; planning and directions.When I spoke at the seventh-birthday celebration, I said how we&#160; needed to 'tear down the walls' that broadly keep more people from&#160; getting into and using Second Life.&#160; We have created together (both&#160; Linden Lab and the many of you who create content and experiences) an&#160; amazing shared experience which at it's best is a breathtaking social,&#160; creative, educational, and entrepreneurial platform.&#160; But we've gotten&#160; ahead of ourselves.&#160; We still have a lot of hard work to do to make this&#160; experience accessible to a majority of people.&#160; At a very high level,&#160; we're slowing down work that we think we've started too early or in the&#160; wrong order, and refocusing our team and projects on improving the basic&#160; features which impact all users and which are essential to the&#160; operation of Second Life.&#160; Additionally we will focus on faster&#160; iteration with more input from the community, as well as greatly growing&#160; the virtual marketplace.Here are some more details on the current state of that planning&#160; process:Inside the Lab, we've been using the expression 'back to&#160; basics', to capture refocusing our efforts to re-examine, repair, and&#160; where necessary, re-design the basic experiences and systems that are at&#160; the core of the Second Life experience.&#160;&#160; First on the list should be a&#160; big attack on lag and crashes, clearly things that very negatively&#160; impact all users.&#160; We are looking at 'lag' broadly to encompass things&#160; like chat failures and delays, frame rates, and scene and object loading&#160; delays.&#160; Beyond performance and crashes, wherever possible we will make&#160; the basic user experiences (like getting clothes on, communicating, or&#160; your first few sessions as a new user) faster, easier, and more fun.Next,&#160; we've been looking at how we need to more rapidly improve and innovate&#160; Second Life to re-capture and sustain the technology leadership position&#160; that got us to where we are today, and is vital to scaling the virtual&#160; world experience to maturity.&#160; In creating Second Life, we've solved&#160; some very hard problems across a number of different areas, and few&#160; people have been able to copy us.&#160; We need to get back to being the&#160; first to invent and deliver the solutions that evolve virtual worlds -&#160; we are still at the very beginning of a huge market.&#160; That's a lot of&#160; different work, but in the short term you can expect to see greatly&#160; shortened release cycles across all our systems and a focus on rapid&#160; iteration with lots of community feedback as a first result of those&#160; efforts.&#160;&#160; The other key short term goal is to very rapidly make Viewer&#160; 2.x the best and most widely-used Second Life viewer.&#160; We are unifying&#160; efforts across the lab to make this viewer both the best-performing and&#160; the most functionally capable for all different users, as well as&#160; hopefully becoming the underlying codebase for lots of&#160; third party&#160; development.We've also identified the virtual content (both goods and&#160; services) marketplace as a key longer-term area of focus as well as the&#160; key metric for our collective success.&#160; There are 10's of thousands of&#160; entrepreneurs, creators, and merchants working together inside Second&#160; Life that have already created what is easily the world's largest market&#160; for virtual items and experiences, with around $600M expected in total&#160; volume in 2010.&#160;&#160; We're going to redirect efforts to improve and grow&#160; that market as quickly as possible.&#160; Making content and experience&#160; creators more successful is what ultimately drives the growth of Second&#160; Life.&#160;&#160; Optimizing from end-to-end the process of searching for, trying,&#160; buying, and using virtual goods will be our first focus here.We will make every effort to deliver visible and continuous&#160; improvements in these three areas over the remainder of the year.&#160; The&#160; shift to shorter cycles with smaller deliverables&#160; should allow better&#160; community involvement and feedback.&#160; We will make our changes, develop&#160; code, and discuss plans in the open.<strong>&#160; Before the end of July, we will&#160; also hold an in-world gathering where we can&#160; talk more about these&#160; plans and take questions. </strong> <strong>More details about how&#160; we can best&#160; get a big group together and talking will be coming in&#160; another post.</strong>As a final note, I would note that we are not planning to change&#160; Second Life to exclude any categories of users.&#160; Our restructuring&#160; messaging around 'consumers' and 'web' versions of Second Life seemed to&#160; mistakenly suggest to some that we plan to more narrowly focus the&#160; experience on a specific demographic or use model.&#160; We aren't.&#160; We are&#160; reducing efforts across the board that in our opinion are being done in&#160; the wrong order, but those resources will re-focus on creating a single&#160; effective system that is better for all categories of user.&#160; We believe&#160; we first need to improve and complete the core experiences that drive&#160; Second Life, before we dive into how to customize it for different&#160; markets.In closing, I'd like to thank the SL community,&#160; and in particular&#160; those people who sent me the many heart-warming email messages of&#160; support that I've received since returning.&#160; They have been both a&#160; direct contribution to these plans, and also a way to keep a smile on my&#160; face in these tough but exciting times.&#160; If you have thoughts about&#160; Second Life that you want to share with me, please keep those emails&#160; coming.&#160; I can't say that I can read or respond to everything, but I&#160; have gotten great value from many of the well-written thoughts I've&#160; received.</div><!-- [DocumentBodyEnd:35dfecb1-872b-44b1-a800-ed6bd33451d0] --><div class="feedflare">

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