VRChat Surpasses Peak Hype Concurrency of 20,000

VRChat Surpasses Peak Hype Concurrency of 20,000, About Half Using VR Headsets — But Only 5,000 Logging in Via Facebook-Connected Oculus Quest Devices

VRChat Steam Concurrent Users

Great catch from Adeon — over two years after VRChat saw 20,000+ concurrent users, which many considered a Ugandan Knuckles (don’t ask) meme/streamer-driven fluke, the virtual world just surpassed those usage numbers:

With more users joining VRChat from Quest and now Quest 2, the app reached a new record of 24,000 concurrent users over the Halloween weekend, CEO Graham Gaylor tells Road to VR. This eclipses the previous record of 20,000 concurrent users in early 2018 when the app went viral on Twitch… Earlier this year in April around 30% of VRChat users were using VR; in October the share of VR users was up to 43%. Among the 24,000 concurrent users specifically, Gaylor confirmed that an even larger share of users—52% or 12,500—were in VR.

If you check VRChat’s Steam stats (embiggenate above), usage on Steam last weekend peaked a little over 19,000. So only as estimated 5,000 are coming in via Oculus Quest/Quest’s version of VRChat. Adeon isn’t surprised:

“Confirms a lot what I see too. I have lots of friends that have an Oculus Rift, but still choose to run the Steam version on it, just because of Steam’s social features, and Oculus requires Facebook to have Oculus friends. That’s one major oversight for Facebook. People don’t want to use the platform if its social features aren’t cross play with their friends’ setups.”

It’s an oversight — and a paradoxical one: The main point for requiring Facebook log-in, an Oculus developer recently told me, was to encourage users to interact more in VR with their Facebook friends. (Data harvesting for ads being a secondary goal.) But because so many gamers have strong social connections apart from Zuckerberg’s social network, the Facebook log-in requirement can actually disconnect them from many of their friends.

That to one side, VRChat’s usage growth is impressive. I would not be surprised if its monthly active user numbers have also surpassed that of Second Life as well.

Have a great week from all of us at Zoha Islands Fruit Islands and Eden.

Emotions in art in Second Life

Emotions in art in Second Life

Michel Bechir Gallery: Emotions – Lynx Luga

Currently on display at the Michel Bechir Gallery is a ensemble exhibition featuring five Second Life photographer-artists, offering images under the common theme of Emotions. The participating artists are AngeloDiabolico, Mya Audebarn, Max Seagate, Robyn35, and Lynx Luga, with four of the artists on display within the gallery building, and one – AngeloDiabolico – on the courtyard outside.

Given the title of the exhibition, the majority of the images presented focus on avatar studies – but within them, there are also some unexpected pieces that add a twist to the theme, whilst others offer a more narrative slant to the theme.

The Michel Bechir Gallery: Emotions – AngeloDiabolico

Take Angelo’s pieces for example; several have a powerful fantasy theme running through them that provide a rich narrative that frames their focus, bringing life and depth to the characters through the suggestion of emotion rather than a direct focusing on the subject. Just look at An Angel Without Wings as singular example: there is a story here just waiting for the imagination to open; one of beauty, fallen angels, regret, loss, loneliness and more, transmitted from the title of the piece through the setting and use of color to focus down on the central character in such a way the the depth of emotion she is feeling is unmistakable, despite the fact we cannot see her face.

By her own admission, Robyn35 is new to the world of Second life photography and still finding her way; however, her work already has a balance and focus that makes it worthy of exhibition. Located on the upper floor of the gallery, she presents a set of images that might be seen as “traditional” avatar studies: minimal or no background, close-in, often soft focus on the subject, etc. However, in doing so, Robyn demonstrates the ability to transmit emotions through her work in a single frame without the need for us to necessarily click any of them to read the title.

Michel Bechir Gallery: Emotions – Robyn35

On the lower floor, Mya (for the most part) follows this technique, but with a focus on the facial expression to convey emotion, whilst also using a sense of motion in some of her pieces to give an alternative expression of emotion – freedom, happiness, reflection. The balance of portrait and broader study giving her selection a richness of expression.

Max Seagate also offers a combination of solo images and those using a sense of motion to convey their emotions. He also joins Angelo in presenting several pieces that appear to be moments of broader narrative, in which the captured moment is but a single frame in which the emotional power of that broader picture is focused.

Michel Bechir Gallery: Emotions – Mya Audebarn

However,and without wishing to appear biased – all of the art in this exhibition is rich in content and its ability to hold the eye – I admit to finding the pieces presented by Lyna Luga within the entrance hall of the gallery particularly compelling.

Among these are the more “traditional” avatar studies, presented here as paintings or in soft focus; there is also the use of motion to transmit emotion. But this is a selection that also includes inanimate objects to generate an emotional response.  Some of these use poetry to aid their framing – but there is one, Silent Courtyard, that appears sans avatars and words or anything one might reasonably expect to generate a sense of emotion; yet it is for me the most emotionally charged of all the images within this exhibit.

Michel Bechir Gallery: Emotions – Max Seagate

With five artists drawn together by theme, Emotions will (I gather) remain in place for around another week or so – so be sure to catch it.

SLurl Details

Michel Bechir Gallery (Embrace, rated Adult)

Have a great week from all of us at Zoha Islands Fruit Islands and Eden.

A Light in the Cloud: A Migration Update

A Light in the Cloud: A Migration Update


Linden Lab
 

A Light in the Cloud - A Migration Update.png

Hi Residents!

I’ve come to ask for a favor.

We’re in a really exciting time in the history of Second Life. We’re in the home stretch on moving the grid to the cloud. We hit a fun milestone a few days ago, and now there’s over 1,000 regions running in the cloud!

Everyone in the Lab is working hard on this project, and we’re moving very quickly. I just got out of a leadership meeting where we went over what’s currently in flight, and there’s so many things moving that I lost track of them all. It’s amazing!

The favor I’ve come to ask you for is your patience.

We’re doing our very best to fix things that come up as we go. This means that we might need to restart regions more often than you’re used to, and things may break just a little more often than we’ve all been accustomed to.

In order to get this project done as fast as possible and minimize the time (and resulting bugs) we have to spend with one foot in our datacenter and the other in the cloud, we don’t want to limit ourselves to restarting regions just once a week. We’re ready to get this project done! We’ve seen how much better Second Life runs in the cloud, and we’re ready to have everyone on the grid experience it.

I’m sorry that things might be a little rough over the next few weeks. It’s our goal to finish the cloud migration by the holidays, so that everyone, Resident and Linden alike, can have a nice quiet holiday with our friends and families.

We can’t promise we’ll make it by then, but we’re sure giving it all we’ve got. The mood around the Lab is really positive right now, and we’re all working hard together to make it happen. I’m really proud to be a part of the team that’s transforming Second Life as we know it.

Thanks so much for hanging in there with us. We know it’s frustrating at times, but it won’t last for too long, and there’s a better future on the other side of this. We truly appreciate your understanding and patience as we finish up this project.

Thanks everyone. 💜

April Linden,
Second Life Operations Manager
 

Uplift Update

Uplift Update


Oz Linden
 

We’ve been working hard on the Uplift of Second Life. If you have not been following this project, that’s what we’re calling the migration of our Second Life simulators, services, and websites from a private data center to hosting in The Cloud (Amazon Web Services). It’s a massive, complicated project that I’ve previously compared to converting a steam-driven railroad to a maglev monorail — without ever stopping the train. This undertaking has at times been smooth sailing, at other times a very bumpy ride. We wanted to share some more of the story with you.

Our goal has been to move SL incrementally to give ourselves the best chance of minimizing awareness among the residents that these changes were happening. We feel we’ve done better than we expected, but of course it’s the bumps in the road that are most noticeable to our residents. We apologize for recent service disruptions, although what’s perhaps not apparent is the progress we’ve made — and the improvements in performance that have quietly taken place.

First, the rough spots:

  • Region Crossings
    One of the first troubles we found was that region crossings were significantly worse between a cloud region and a datacenter region. We did a deep dive into the code for objects (boats, cars, planes, etc) and produced an improvement that made them significantly faster and more reliable even within the datacenter. This has been applied to all regions already and was a good step forward.
  • Group Chat stalls
    Many users have reported that they are not able to get messages in some of their groups; we’re very much aware of the problem. The start of those problems does coincide with when the chat service was uplifted; unfortunately the problems did not become clear until moving that service back to the datacenter was not an option. We haven’t been able to get that fixed as quickly as we would like, but the good news is that we have some changes nearly ready that we think may improve the service and will certainly provide us with better information to diagnose it if it isn’t fixed. Those changes are live on the Beta grid now and should move to the main grid very soon.
  • Bake Failures
    Wednesday and especially Thursday of this past week were bad days for avatar appearance, and we’re very much aware of how important that is. The avatar bake service has actually been uplifted for some time – it wasn’t moving it that caused the problem, but another change to a related service. The good news is that thanks to a great cross-team effort during those two days we were able to determine why an apparently unrelated simulator update triggered the problem and got a fix deployed Thursday night. 
  • Increased Teleport Failures
    We have seen a slight increase in the frequency of teleport failures. I know that if it’s happened to you it probably doesn’t feel like a “slight” problem, especially since it appears to be true that if it’s happened to someone once, it tends to keep happening for a while. Measured over the entire grid, it’s just under two percentage points, but even that is unacceptable. We’re less sure of the specific causes for this (including whether or not it’s Uplift related), but are improving our ability to collect data on it and are very much focused on finding and fixing the problem whatever it is.
  • Marketplace & Stipend Glitches
    We’ve had some challenges related to uplift for both the Marketplace and the service that pays Premium Stipends. Marketplace had to be returned to the datacenter yesterday, but we’ll correct the problems that required the rollback and get it done soon. The Stipends issues were both good and bad for users; there were some delays, but on the other hand we sent some users extra stipends (our fault, you win – we aren’t taking them back); those problems are, we believe, solved now.

Perhaps the above makes it sound as though Uplift is in trouble. While this week in particular has seen some bumps in the road, it’s actually going well overall. Lots of the infrastructure you don’t interact with directly, and some you do, has been uplifted and has worked smoothly.

For a few weeks, almost all of the regions on the Beta grid have been running in the cloud, and over the last couple of weeks we’ve uplifted around a hundred regions on the main grid. Performance of those regions has been very very good, and stability has been excellent. We expect to be uplifting more regions in the next few working days (if you own a region you’d like included, submit a Support Ticket and we’ll make it happen). Uplift of the Release Candidate regions, which will bring the count into the thousands, will begin soon. When we’re confident that uplifted regions are working well at that larger scale, we’ll be in a position to resume region sales, so if you’ve been waiting – the wait is almost over.

Overall, the Uplift project is on track to be complete or very nearly so by the end of this year (yes, 2020… I know I’ve said “fall” before and people have noted that I didn’t say what year 🙂 ; the leaves haven’t finished falling at my house yet…). It’s likely that there will be other (hopefully small) temporary disruptions during this process, but we promise we’ll do all we can to avoid them and fix them as fast as we can. This migration sets the stage for some significant improvements to Second Life and positions us to be able to grow the world well into the future.

Second Life – UPLIFT TO THE CLOUD – UPDATE

 
 
 

31 Days of Halloween

31 Days of Halloween Illustrated by Freaky SL Screenshots — Including an Amazing Tribute to Beetlejuice

Screen Shot 2020-10-13 at 11.18.38 PMCajsa Lilliehook covers the best in virtual world screenshot art and digital painting

I featured Grant Valeska’s blog Blond back in February, so under normal circumstances it might be too soon to come back around, however since Grant is devoting their stream entirely to Halloween for the month, I just don’t want you to miss out on this great project. Here is Day One. A spooky gatekeeper into a world of the spooky and spectacular. 

More spooktacular pics ahead!

 

Screen Shot 2020-10-13 at 11.18.48 PM

“Buried Alive” is intriguing. The title suggests that a living person is in that plastic wrapped bundle. If so, perhaps the victim will be rescued because it does seem the killer has been caught in the act.

Beetlegeuse SL Grant Valeska

“The Waiting Room” is a hilariously macabre picture inspired by Beetlejuice. I love that each picture includes its inspiration 

Be sure to follow Grant Valeska’s 31 Days of Halloween album. You should just follow Grant in the first place because their stream is wonderful, but this project is a don’t-miss project. 

See all of Cajsa’s Choices here. Follow Cajsa on Flickr, on Twitter or on her blog

Have a great week from all of us at Zoha Islands and Fruit Islands

 

 

“Second Life is a Game”

 

“Second Life is a Game” Meme Inevitably Outrages Non-Gaming SLers

SL game meme by Antonio Giano

Antonio Giano recently wrote and posted this SL variation of the famous defenestration meme on a private Facebook group for Second Life users — and as you probably would have guessed if you read New World Notes on the regular, it provoked a long back and forth of outrage and argument.

Which as Antonio tells me, was what inspired him to make the meme in the first place: “As you can see, people are always fighting a lot on that topic.” In fact the post got so heated, he finally disabled his notifications.

As I observed on the Facebook post, the argument inevitably breaks down between longtime gamers who know Second Life has many similarities to many games — and those for whom SL is the first online game in which they’ve devoted serious time, energy, and emotional investment. Here’s why:

Non-gamer take umbrage at the idea of calling Second Life a game because to them, that implies their activities in SL are unserious or “not real”. Whereas seasoned gamers know that playing online worlds often leads to real life friendships and romantic relationships, not to mention real life careers.

A generational gap is at work, too, between those who grew up on games, and have always seen them as an integral part of their social lives (playing with childhood friends, college dorm mates, and so on) — and those who came upon games relatively late in life, after decades of considering games merely as “something that kids play”.  

Yes, Second Life is a Game: The Final Word on a Confusing, Often Misunderstood Topic

Game definition Raph Koster  “Second Life is not a game!” has been the most polarizing, most debated, most misunderstood –and most ridiculed! — statement about Second Life throughout most of Second Life’s history. Unsurprisingly, it continues to attract much conversation, and frustration among SL users, when so many people still insist on calling Second Life as game. This misunderstanding has also caused the company that owns it, Linden Lab, to make some disastrous strategic mistakes, and ignore obvious opportunities. This post will resolve the controversy once and for all.

TL;DR, this is the correct answer:

Second Life is not a traditional MMORPG. Second Life is best described as an open-ended, user-created online social game.

Why and how is Second Life a game? Before answering that, the best place to start, of course, is by defining what a game is, and I think game designer Raph Koster has the best one:

Playing a game is the act of solving statistically varied challenge situations presented by an opponent who may or may not be algorithmic within a framework that is a defined systemic model. Some see this as a “fundamentalist” approach to the definition. But I use it precisely because it is inclusive. It admits of me turning a toy into a game by imposing my own challenge on it (such as a ball being a toy, but trying to catch it after bouncing it against the wall becoming a game with simple rules that I myself define). 

Defined that way, it becomes obvious how Second Life is a game in a most fundamental way:

Pretending that 3D graphics are a “world” and that fellow system users are fantastic “Avatars” within it is in itself a game.

On this view, the statistically varied challenges are baked into the entire Second Life experience. The first core statistically varied challenge is to accept 3D graphics as a “world” in some meaningful way, and to figure out how to navigate successfully within it. The second is to impose that challenge on your avatar (customizing, enhancing, and ultimately mastering it), and then on the avatars of others, pretending that they embody the fantastic, flying, god-like 3D representations they present to you. From that view, you could say that the game of Second Life is competing with others to accept Second Life as a second life — and to demonstrate one’s mastery within it. Indeed, with no traditional MMORPG-type mechanics, Second Life users implicitly compete with each other by showing how well they’re able to use the UI and understand the system.

When I say all this, I’m mindful of my good friend Tom Boellstorff’s argument that “if you say Second Life is a ‘game’ then it’s hard to not classify everything humans do as a ‘game’.” For instance, Tom might argue that on my logic, money is also a game — it’s not really valuable, we just all pretend it is, and we often amass it as a way of keeping score. I believe Tom’s very legitimate point becomes shaky, however, when you consider a couple empirical points:

“Second Life is not a game” was first prominently promoted as part of a marketing campaign by Linden Lab in an attempt to encourage real world, non-game uses of Second Life.

Here’s what happened

Dwight plays Second Life

In 2005-2006, David Fleck, Linden Lab’s head of marketing at the time, announced in a company-wide e-mail that thenceforth, Second Life would no longer be called a game. (We staffers often did.) Instead, it was from then on to be described as a “platform”, open to varieties of use cases, an attempt to become the “3D web”. Up until that point, Second Life had actually been marketed as a kind of social game, and was considered a direct competitor of The Sims Online. It even launched with player rankings and leader boards. But after Fleck’s ruling, promotion of Second Life as a game ended, and Linden Lab made a concerted effort to foster non-gaming uses and investments in SL.

Which takes us to our next point:

No non-game uses of Second Life have succeeded in a substantial, scalable way.

Fleck’s move seemed strategically sound at the time, because major companies like IBM were indeed acclaiming Second Life as “the 3D web” and were planning to launch a number of non-game applications within SL. (IBM had a whole campus in Second Life, which was subsequently protested by a labor union.) If any of these many attempts had gained traction, the “Second Life is not a game” argument would carry much more weight. Despite marginal examples, however, none of these non-game uses have demonstrated any traction, and instead, only the already-existing user base, who play Second Life as an open-ended social game, remain.

And as I said, mistaking Second Life as something other than a game has caused Linden Lab to make several disastrous moves, chief among them a massive investment in SL as a real world work platform, leading directly in 2010 to a layoff of 30% of its staff:

The Dwight Schrute Echo Chamber are all the people in Linden Lab and in the company’s orbit who’ve repeated Dwight’s mantra [“Second Life is not a game!”] in various forms, until it seemed obviously true, and that a sizable market for real world applications of SL already existed. (As opposed to what it more likely is: a very interesting but numerically small niche.) This flawed assumption is probably why Linden Lab has devoted so much money, labor, and time attempting to turn SL into a platform for real world businesses and organizations.

Beyond the business uses that were tried and failed, advocates of the “it’s not a game” argument will point to the several examples of Second Life activity which seem non-game like — live music, socialization, education, and so on. But that only takes us to our next point:

Every “non-game” use of Second Life also exists in one or more self-defined MMO games.

Several other MMOs enable live music performance; most MMOs also encourage non-game socialization; Minecraft is also used an education tool, as are others, and encourage user-generated content. The MMO Entropia Universe and others allow and encourage real money trading. And so on. Without a non-game use case which is unique to Second Life that other MMOs do not have, it’s simpler and more intuitive to put Second Life within the same category as them.

Which leads to a related realization:

Many or most active Second Life users consider it a game.

If Second Life’s wasn’t a game, few would call it that. Instead, many or most active Second Life users explicitly call it a game, or at minimum, use it for game-like purposes: For virtual fashion, roleplaying, social gaming, mini-MMOs, and more — again, activity comparable to many games on the market.

So now that we’ve definitively established that Second Life is a kind of game, one question looms: So what? A core conclusion is this:

Since Second Life is indeed a game, it should be developed and enhanced by Linden Lab with that awareness in mind, becoming more and more “game-like”, with a return to achievement and ratings systems, for starters. At the same time, realizing that Second Life is a game should help the entire user base better understand what they are doing within it.

That Second Life is a game does not make it trivial, useless, or ridiculous — quite the opposite. It means that Second Life is among the many games (both online and off) where people come together from all backgrounds to find meaning and commonalities to share with each other, hopefully enhancing their life outside its magic circle.

Now that the American Chopper meme is my favorite new meme, I couldn’t resist. Warning — contains salty muttonchop biker language:

SL game Chopper arguing meme

Thanks to New World Notes and Wagner James Au for this 3 article Mashup.

Have a great week from all of us at Zoha Islands and Fruit Islands