EXCLUSIVE: Virtual World Vet Warned Meta About Avatar Harassment in the Metaverse Years Ago

But Long-Known Best Practices Were Not Prioritized

Horizon Worlds metaverse avatar boundaries Jim Purbrick

If you’ve been following the news about Facebook/Meta’s metaverse project lately, you’ll recall the slew of bad press when a female user was sexually assaulted in Horizon Worlds, leading the company to hastily add an avatar “boundary” system.

And if you’ve been following virtual world/metaverse development for any substantial amount of time, you’ve probably been wondering why Meta allowed this to happen at all. Understanding and preparing for avatar-to-avatar harassment, especially directed at female avatars, is a fundamental challenge. How did a company spending billions of dollars on making a metaverse platform of its own somehow miss lesson #1 from Metaverse 101?

As it turns out, Meta was warned about this many times — by a well-known virtual world veteran who was a senior member of the Oculus team. But somehow, his warnings, recommendations, and best practice summaries were not centered. And definitely not put into place.

“I was literally banging the drum at Oculus Connect two years in a row,” Jim Purbrick tells me, with evident frustration, even sending along the talk he gave on the subject at Facebook’s own conference back in 2016. (Watch below.) “I also told every new Oculus employee I met to read My Tiny Life in addition to Ready Player One, but the message didn’t reach every part of the organization, sadly.”

My Tiny Life, of course, is Julian Dibbell’s classic account of virtual world sexual assault… from the 1990s. Yes, the problem has been well-known and documented for that long. 

Purbrick, as regular readers know, was an early developer at Linden Lab, going on to consult with CCP, the developers of Eve Online, before joining the Oculus team. He also documents virtual world/metaverse best practices on his blog here.

And when he joined Facebook’s XR team, Purbrick took pains to carry over the wisdom learned from Second Life and from the knowledge base of virtual world development in general:

“I talked to [founding Linden executive] Robin Harper when I was working on this at Oculus to make sure I learned the lessons from her experience at Linden,” Jim tells me, “as well as Raph [Koster] and Daniel James: the best practices have been known for a long time.” (James is a fellow virtual world veteran who also worked at Facebook, until 2017.)  

Purbrick left Oculus/Facebook in 2020, but not before advising the company on a system for minimizing avatar harassment:

“When I was last working on avatars I was proposing fading out avatars when they got close to avoid creepy and disturbing intersecting geometry,” he tells me.

By contrast, Purbrick isn’t convinced Meta’s barrier solution is a good one:

“I don’t know the details of the personal boundary plan,” as he puts it, “but it has historically been a bad idea as it allows bad actors to blockade avatars and stop free movement.” (I can confirm that as well. Again, this is also Metaverse 101.) “I think we did a pretty good job with Oculus Venues, where we had the ability to implement a good set of tools and policies,” he adds.

As he departed the company, Purbrick spoke directly about the topic with developers of Meta’s consumer metaverse platform:

“I was talking to the Horizon team when I left Facebook and at least some of the team were aware of the issues and best practices, but the work clearly didn’t get prioritized,” as he puts it to me with classic British understatement.

It is truly mind-boggling, and affirms what I’ve heard elsewhere, that Meta’s Horizon project is beset by a lack of design direction.

As for what this says about Meta, I’m thinking about the company CTO, who only last November, was saying bad metaverse moderation could pose an “existential threat”. But if Meta really believes that, why did they ignore best practices around virtual world moderation that have been around for literal decades — even after they were paying someone to relate them to the team?

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

 

Can Philip Fix Second Life’s Complex Avatar System?

Good comment from Dee, one of many Second Life users welcoming back Philip Rosedale to advising the virtual world he founded:

I am MUCH more optimistic than I have been for a while where SL is concerned. I hope that Philips’ return will bring renewed enthusiasm and fresh ideas that are outside the Linden Lab “box”. I hope that he attends the creator group meetings held every other Thursday, or hosts a series of town hall meetings perhaps.

And the thing that is highest on my wish list is a new avatar body. Where people can continue on with the system + alpha + mesh this that and the other OR a new integrated body. The body I envision is one where existing body and head creators could make deformers to create all of the body and face types they had in mind (and to sell of course) but one single thing to be worn and arranged. No more neck seams, no more crazy fiddling with all of the complexities of the current way of doing things. Just one seamless system way of adding a shape, a skin, applied textures, etc. Like the original system body, on beauty steroids. A body where clothing makers would only have to create ONE single version of their rigged clothing item and have it work with the blend shapes right out of the box.

I think it is critical for Linden Lab to address the current complexity (and expense) of trying to have a decent looking avatar in world. Even folks who have been in and out of SL for years quickly become frustrated with all these new complexities, mesh everything, BOM, etc. Dressing yourself should not require an advanced fashion degree!

This is all very true. Offhand, I’d estimate that a highly intuitive avatar customization system that was immediately fun and easy for the first-time user would grow retention by at least 5%. (I’m talking as seamless as it is in the The Sims series.)

If only. The core challenge is, there’s already a massive cottage industry that depends on all that complexity:

As a 2019 survey suggests, nearly all the popular mesh bodies are poorly optimized — even the BOM models. But the creators of these bodies now have highly lucrative businesses based on them, while their customer base — nearly the entire active user base of SL — have spent dozens if not hundreds of US dollars to enhance these poorly optimized avatars. (Which as Dee says, almost require an advanced degree to even customize.)

That said, I’d still think Philip could improve the avatar system — but it would take a monumental, concerted effort of economics, UX design, and even social engineering to have any chance at succeeding. Then again, only someone with Philip’s name recognition and leadership caliber could have any chance at pulling it off.

Have a Great Week From All Of Us At Zoha Islands And Fruit Islands

How to Build a Better Metaverse

Second Life creator Philip Rosedale wants to prevent the Facebook-ization of virtual reality.

Philip Rosedale standing in San Francisco office
Photograph: Liz Hafalia/The San Francisco Chronicle/Getty Images

 

The metaverse, you may have heard, is the next big thing: an ever-present social cyberspace in which people—or their digital avatars—will work, hang out, and shop.

As it happens, this was also the next big thing in 2003. That’s when Philip Rosedale and his then-company Linden Lab launched Second Life, an immersive digital platform in which users can build worlds, create art, and buy and sell digital goods. After a spike of interest, Second Life faded into the background of internet culture, but it has maintained a loyal following of people who for whatever reason prefer its virtual reality to their own meta-space.

In many ways, the metaverse being pitched by Facebook—er, Meta—and other companies isn’t so different from Second Life. And yet Rosedale’s creation never came close to reaching the world-conquering scale that gets the likes of Mark Zuckerberg out of bed in the morning. What could make this time different?

Rosedale, who went on to found the spatial audio company High Fidelity, recently returned to Linden Lab as a strategic advisor as the company looks to leverage its early claim on virtual existence. He spoke to WIRED about how to avoid a dystopian metaverse, the true value of purely digital goods, and why VR headsets suck. The interview has been condensed and lightly edited.

WIRED: We’re talking about the “metaverse” because Mark Zuckerberg started talking about it. Facebook, now rebranded Meta, makes all of its money from advertising. Is it inevitable that the more time people spend in virtual worlds, the more their attention is going to be tracked and monetized through advertising?

Philip Rosedale: If Facebook is successful at building a metaverse with behavioral ad targeting, it’s just a very, very bad outcome. But it’s not inevitable at all. I’ve been saying this to everybody that will listen: Second Life makes more per person who uses it, per year, than YouTube or Facebook does. Second Life is free for basic access, just like Facebook or Gmail or YouTube. But the way Second Life makes money is through fees.

We didn’t really have the advertising business as a temptation when we were building Second Life, which I started doing in 1999. That was before Google introduced the world to the idea of this crazy ad auction market. So Second Life makes some of its money from charging people what’s basically a property tax if they choose to own land in Second Life. And then the rest of its money it makes from small fees on transactions. So if somebody sells an NFT, if somebody sells digital goods to somebody else through the Second Life marketplace, there’s a small fee that Second Life charges the seller.

You say NFT, but you’re not talking about something relying on a blockchain, correct?

Correct. Every “primitive” in Second Life, which are the atoms from which things are made, has a stamp on it, not in a blockchain but in a public database. And that information contains who created it, who presently owns it, and, if it’s for sale, what the price is and what you’ll be able to do with it once you buy it. So it’s very, very similar to the metadata associated with an address on a blockchain. But we store it in a central database, so people have to trust that Linden Lab is going to keep that database up to date.

Transparency really can amplify trust if it’s done right. I think a lot of the things that are being bandied about as what you need a blockchain for might actually just be things that you need a public database for.

And how does Second Life handle digital currency?

The cryptocurrencies we have today, the way they work is that there’s basically a scarce number of tokens, and there’s a mechanism to essentially give away the majority of those tokens to lucky early adopters on the basis of them using their computers to collect coins or buying in early. Second Life, however, was very different. We didn’t want the price of the Second Life currency to go up because we observed that it wouldn’t be usable as a day-to-day trade currency unless its value was stable, not increasing. If it was increasing in value, then you’d have hoarding and not spending.

So what we did was we printed new currency and sold it on the open market, and we did so transparently. That was essentially our Fed desk. And in doing that, we increased the amount of money in circulation with the intention of holding the exchange rate between the Linden Dollar and the US dollar roughly constant. And it was very successful. Over the last 10 years, I don’t think the currency price against the dollar has fluctuated more than 10 percent or something. It’s about 250 Linden Dollars to the dollar, which is the same as it was in 2006.

Are we sure this virtual economy is really better than an ad-based model? I guess I’d challenge you to describe what the inherent value is of an NFT in Second Life or another metaverse, versus people just wasting money on useless tokens.

I think the underlying value of clothing that you would wear to a meeting or a concert or whatever—wearing some cool clothes that you bought from a designer—is similar to the value of buying clothes in the real world. Right now, because of the speculative, tulip-bulb type thing going on, it’s impossible to separate the speculative noise from the value of the underlying assets. But if you ask what is the actual value of a digital painting that you can hang on your wall in your digital house, or a digital pair of shoes you can wear on your avatar? I think Second Life provides at least some guidance, which is to say that the value of those things is, sensibly, lower than it is in real life, but it’s certainly not zero. The average Second Life transaction is about $2. I think it gives evidence that there’s a value to NFTs. But right now, the average price of NFTs—it’s something crazy like $1000—is substantially higher than what I would guess is its long-term value.

Second Life has had a pretty stable following, but it never got huge. Does that tell us something about the limit of demand for people who want to spend serious time in a virtual reality, in an alternate reality?

Yes. Second Life is still only about a million people. Obviously, Facebook is in the billions: three orders of magnitude larger. I think the main thing to be observed, and Covid has taught us more about this, is that the decision to live your life in a digital world versus the real world is a very big, serious decision. It’s certainly not for everybody. Second Life users are proof that there are people who, for a variety of different reasons, have chosen to mostly live in a virtual world and not live in the real world, or who put significantly more of their time and energy into the virtual world.

A big question seems to be whether the fact that the biggest companies are throwing their weight behind this leads to a lot more people spending serious time in virtual spaces.

Well, in answering that, let me go back to the word “metaverse.” I think when people say the word metaverse, they are typically thinking about one of two pretty different things. The first one is the idea of transitioning the internet from 2D to 3D. The internet is mostly 2D today, and part of the idea of the metaverse is that the internet might become more three-dimensional.

But the second big transformative idea, which, in my opinion, is much more complicated, dangerous, and important, is to move the internet from being lonely and empty to being a place that always has other live people in it. So when we shop and do ecommerce today, that’s an alone experience; there’s nobody else there. But we could turn to our left and right and see other shoppers. Similarly, with many, many entertainment experiences, such as going to a live concert, a critical part of that experience is that there are other people there. So I think the more important meaning of “metaverse” is the idea that we somehow are going to knit the systems together so that it’s always on, so there’s always other people there.

If I take your first example, where I’m shopping for toilet paper on Amazon, I don’t know that in that context I crave the fellowship of someone else who’s also shopping for toilet paper.

I think there are a lot of utilitarian transactions, toilet paper being a perfect example, where that’s true. But there are many things, including shopping at the grocery store, where the experience of doing that in the presence of others is second nature to us.

This metaverse conversation—it’s not just Facebook. The other big factor is simply Covid. What Covid did was it made us say, “Oh my God, we may find ourselves unable to go outside anymore.” And what that means is we’re going to have to move more of our human activities online, in particular things like working, going to school, and entertaining ourselves socially.

And I think that third one, entertaining ourselves socially, in the presence of others, is the one that is really hard to do well. How were those first few sad attempts at happy hours that you did in March and April of 2020? There was something wrong with using Zoom for happy hours with your friends. And I think that really speaks to the challenge here.

So, what are the barriers to making this kind of thing work?

I can give you at least three things. One is that nonverbal expressions, like nodding your head or leaning toward somebody, don’t work very well yet. VR headsets still don’t capture them. Headsets are actually terrible.

A second one is 3D, spatial audio, which is what we’re working on at High Fidelity. You have to be able to hear everybody. You can’t sit and have a productive group conversation unless you hear people’s voices coming from the place around the table where they are, because that’s what enables everybody to talk at the same time, like in a cocktail party.

“The decision to live your life in a digital world versus the real world is a very big, serious decision. It’s certainly not for everybody.”

Philip Rosedale, Second Life Creator

And then another one is having a lot of people in the same place. There aren’t yet any technologies that enable there to be more than, say, 100 people in the same place at the same time. And many, many human experiences, like a big freshman class, a music concert, or a political debate, require more than 100 people in the same place. Facebook’s product Horizon Worlds, which is the closest thing they’ve got to the metaverse right now, can’t have more than 20 people in a space. That’s just not enough.

So you have to be able to have a lot of people in the same place. You have to have visually expressive avatars. And you have to have spatial audio. And then beyond that, you need the right kind of bottom-up systems for governance and moderation. Because the systems that we have today for things like Facebook or Reddit, they’re not applicable to embodied environments in digital space.

What’s the alternative to the headset as the hardware that enables this?

Your phone. The mobile device, with its forward-looking camera, detecting you and turning you into an avatar and putting you into the world. You don’t need to put the headset on.

When you look at VR headset use, you’re mixing up two different things that are both really cool. One is visual and sensory immersion in space, your ability to have a wider field of view and to look behind you and stuff. That’s awesome.

The other one, though, is being able to communicate to people near you, for example by nodding your head. That can be done using a forward-looking camera or a webcam on a desktop computer. You don’t need to put a headset on for that. I can track your face and animate your avatar with it. And in fact, if you’re not wearing a VR headset, I can see your whole face with the camera. So the optical tracking and AI stuff that you can use to detect people’s faces, they work better if you don’t have a VR headset.

With VR headsets, we’re more than five years away, in my opinion. They still, 25 or 30 percent of the time, make us nauseous. And there’s actually no R&D solution to that yet. The problem has to do with the difference between your vestibular sense of motion and what your eyes see. If you make those two disagree, a significant percentage of people get sick and they always will.

But I think the more nuanced thing is that the VR headset is very divisive. If you put a bunch of randomly chosen people in a room and ask them who’s comfortable basically putting on a blindfold in front of other people, you are going to get a biased outcome, where big white men, for example, are going to be comfortable putting a VR headset on because they would also be comfortable blindfolding themselves in front of other people. But that’s not true for everybody.

I feel like people already spend too much time on their phones, myself included. And so, is it a good idea to be brainstorming how to get people to spend even more time in virtual spaces than they already do?

I couldn’t agree with you more. As I grow up and think about it, I have the same concern. But I don’t know if it’s as much the device as how we use it, the degree to which it distracts us from each other. If machines take us away from the real world, and they take us away from eye contact, and having to talk to strangers, talk to real people, then that’s a very bad direction.

Would I snap my fingers and have there be a billion people doing the same things that they’re doing today in Second Life and thus leaving the real world behind? No, I’m not sure I would. What I do know, though, is that Second Life specifically has had a very, very, very powerful, positive impact on a lot of people whose identities were shaped by being given the freedom to be who they wanted to be inside Second Life. To learn new skills, to make friends in faraway places, to build businesses, to do all these different things. So, it’s complicated.

You recently returned as an advisor to Second Life. What’s next for it?

Well, I’m an advisor, so I’m not back full time. I can’t tell you the road map because it’s not my decision. But what I can say is, it will include things like what I just talked about: expressive avatars, more people in one place, and better performance on mobile. I think a lot of the other stuff, the NFTs and the digital currency, Second Life actually got pretty right. People can make money, there’s a currency that doesn’t have an ecological load, and it strikes a balance between centralized and decentralized, trading some centralization for a lot of transparency. It’s an example of how you can achieve some of these things we’re all wanting to achieve without going to needing to go full Bitcoin with everybody fighting for the next dollar.

Thank you WIRED for the amazing article

Until Next Time Have A Great Day!

 

Shock Stat: 1600 Second Life Community Creators Make $10,000+ Per Year

Shock Stat: 1600 Second Life Community Creators Make $10,000+ Per Year from their Virtual Content — Despite Working on a Much Larger Platform, Far Fewer Creators on ROBLOX Make That Rate

ROBLOX Metverse revenue Second Life Philip Rosedale

From ROBLOX’s 2020 IPO stock filing

This passage from my podcast with Philip Rosedale last week seriously deserves its own post — where Philip is talking about ROBLOX’s S1 stock filing, and a passage there (above) stating that 1,050 community developers earned over $10,000 USD a year from their ROBLOX content.

By comparison, Philip notes this (at around minute 31:30):

I asked the team at Second Life to [research] exactly the same number — how many people in Second Life are making over $10,000 a year year [in 2021] — and the answer was 1600 people. So more than ROBLOX by a good bit.

More than 500 people. Which is notable in itself. It’s even more notable when you compare the active user bases of each platform:

Wagner James Au · Philip Rosedale & Wagner James Au on the future of Second Life & the Metaverse

Second Life only has about 600,000 monthly active users, compared to ROBLOX’s 200 million monthly active users. Yet somehow, more of SL’s content creator community are making far more money from the platform in absolute dollar numbers, compared to ROBLOX’s content creators.

And as I’ve  noted before, SL has the rare distinction of being a metaverse platform where the community content creators make about as much revenue as the company itself. In this podcast, Philip then goes on to point out that Linden Lab takes about 10% of Second Life’s total virtual world economy as revenue for the company. (And is still quite profitable.)

I have a sense that this economic disparity across different metaverse platforms — how much the community benefits, versus the platform’s company owner — is going to come up more often. Especially now that Philip Rosedale is actively back into that much-needed Metaverse conversation.

Have A Great Week From All Of Us At Zoha Islands And Fruit Islands

High Fidelity Invests in Second Life

Great News!

Philip Rosedale Returns as Advisor, Along with Key Metaverse Assets to Help Fuel Growth

SAN FRANCISCO, Jan. 13, 2022 — High Fidelity announced today that it acquired an interest in Linden Research, Inc. (“Linden Lab”), the pioneering developer of the virtual world Second Life. The deal includes a cash investment and distributed computing patents. Members of High Fidelity’s metaverse team are joining the company, and Philip Rosedale, who is a founder of both companies, is also rejoining Second Life as a strategic advisor.

The transaction will help Second Life further scale its operations and strengthen its commitment to growing an innovative, inclusive, and diverse metaverse where its inhabitants’ ingenuity drives real-world value for themselves and others.

 

“No one has come close to building a virtual world like Second Life,” says Second Life founder and High Fidelity co-founder, Philip Rosedale. “Big Tech giving away VR headsets and building a metaverse on their ad-driven, behavior-modification platforms isn’t going to create a magical, single digital utopia for everyone. Second Life has managed to create both a positive, enriching experience for its residents — with room for millions more to join — and built a thriving subscription-based business at the same time. Virtual worlds don’t need to be dystopias.”

“Since Philip started Second Life in 1999, its visionary approach has not only stood the test of time, but positioned it for the future,” says Brad Oberwager, chairman of Linden Lab. “He and the High Fidelity team have unmatched experience and I can’t wait to capitalize on the vast opportunity in front of us.”

Now in its 19th year of operation, Second Life has had one of its strongest years ever with a growing user base and booming economy including an annual GDP of $650 million USD with 345 million transactions of virtual goods, real estate, and services. Over 2 billion user-generated assets exist inside Second Life with 8 million unique items sold on its Marketplace.

ABOUT HIGH FIDELITY

High Fidelity is a real-time communications company, whose mission is to build technologies that power more human experiences in today’s digital world. The company’s patented spatial audio technology, originally developed for its VR software platform, adds immersive high-quality, 3D audio that makes voices sound clearer and powers more natural conversations, like they’re together in a physical space. High Fidelity was co-founded by Philip Rosedale, creator of Second Life, Irena Heiberger, and Ryan Karpf. The company is backed by investors including Blockchain Capital, Breyer Capital, Galaxy Digital Ventures, GV, HTC, IDG Capital Partners, Kapor Capital, True Ventures and Vulcan Capital. Learn more at highfidelity.com.

ABOUT SECOND LIFE

Second Life, developed and operated by Linden Research, Inc., is the groundbreaking virtual world enjoyed by millions around the globe. First launched in 2003, Second Life has since gone on to boast nearly two billion user creations and a vibrant $650 million (USD) economy. Founded in 1999, Linden Lab creates social platforms and licensed money services that empower people to create, share, and benefit from virtual experiences. To learn more visit secondlife.com.

Hello (Again) to Second Life Founder Philip Rosedale


 

Lab Gab YouTube Thumbnail - Philip and Oberwolf.jpg

Have you heard the news? Second Life founder Philip Rosedale is back!

With today’s announcement about High Fidelity’s investment in Linden Lab, we’re excited to welcome back Philip Rosedale in the all-new role as Second Life strategic advisor. Philip is a recognized metaverse pioneer who led the early days of Second Life to help form and inform the now-mainstream concepts of virtual economies, cultures, and communities. In his new role, he will bring his vast virtual world experience and vision to help shape the future of Second Life. 

Philip will be joined by Linden Lab executive chairman Brad Oberwager in an exclusive “Lab Gab” community Q&A in the next couple of weeks – and we want your questions! To submit your questions in advance for consideration by both Linden Lab’s executive chairman and the Internet’s original metaverse pioneer, please use this form no later than midnight (Pacific) at the end of Sunday, Jan. 16.

This special edition of “Lab Gab” will be streamed on our socials in late January – so stay tuned to this blog and follow our social channels for more information!

Welcome Back Philip! Finally Great News From The Lab.

Have A Great Weekend From All Of Us At Zoha Islands And Fruit Islands…

 

Metaverse Predictions for 2022

New World Notes Metaverse Predictions for 2022: Likely Partnerships / Acquisitions, VR Headset Sales, Scandals & Much More

New World Notes

VRCreativity vs Rec Room

Better publish them now before we get even deeper into 2022:

Apple will not announce AR/VR products this year.

I still fail to see why Apple would risk its brand on a still-niche product as yet. Also, look at the lame prototype.

Second Life finally gets an official mobile app.

Risky prediction, given a previous SL app project was put on pause last year — but that was also when a new mobile project was strongly hinted at.

Quest 2 Install Base Remains Under 20 Million in 2022

We’ll likely see relatively strong holiday 2021 sales in upcoming earnings reports, but I’m assuming we went into 2022 with a Quest 2 install base of about 6-8 million total, and that the holiday sales brought in 6-8 million more.  

There will be major government involvement over one or more Metaverse platforms.

Since we keep reading stories like this, and most Metaverse platforms are used by children and teens, the chances keep increasing that Metaverse execs will be forced to testify before Congress (or an EU governing body).

Several more after the break!

VRChat or Rec Room will be acquired or partner with a major tech company.

I’d put odds on it being Rec Room, with the likeliest suitor being Microsoft. 

There will be a major scandal or controversy around one of the blockchain/NFT-oriented Metaverse platforms.

With NFTs beset by scams and NFT/blockchain-oriented Metaverse platforms seeing low user numbers but extremely high investment and speculation, this is only a matter of time.  

Linden Lab spinoff startup Tilia to announce major funding or partnership.

The success of Tilia-powered Upland, not to mention the need for a reliable payment provider that can deal with virtual and real currency, means we’re likely to read less about Linden Lab’s Second Life, and more about Linden Lab’s Tilia.

Valve/Steam will announce its own Metaverse product.

When it comes to the Metaverse, Valve remains the dog that doesn’t bark — but can, and should, if it wants to rule this market.

NWN 2021 predictions were 7 out of 10 correct (or 6 of 10 if you’re feeling less generous), so let’s see how I do this year.

Have A Great Week From All Of Us At Zoha Islands And Fruit Islands