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Honored Resident
Toshiko Serenity
Posts: 276

The Virtual Whirl: A brief history of Second Life ( Part 1 )

Second Life has just seen its  seventh anniversary (called its seventh birthday, only it technically isn't --  the original birthday is in March, but the anniversary is in June.  There's history there). It's also traditionally a time when Linden Lab and Second Life users most often treat each other as enemies and obstacles; and it is a time for  retrospectives and for considering the future.

With the departure of Linden Lab CEO Mark Kingdon (the press release release  says "stepping  down," but the day prior to the release many Linden staffers were saying  that Kingdon was fired) Linden Lab has hit a turning point -- or the end of  another era.

Accordingly, over the next couple of weeks, we're going to look at the  history of Second Life, starting back in 1999 and continuing to the  present day. Or at least as much as we can cover the ten-year history  of something so rich and diverse in the available space.

Second  Life
is quite legitimately a phenomenon (and  even won an Emmy award). It was also something of an accident, since it  wasn't what Linden Lab started out to make.


1999-2002: Linden World, and "the rig"

Linden Lab was founded in 1999, and for a couple of years didn't really have  a lot of direction. One of its most convincing forms by 2001 was as a  hardware-research company, focusing on haptic technology, which would allow  commercially viable full-body access to virtual environments and waldoes (the  aggregate slang name for the category of real-time telepresence and  teleoperation devices).

The haptic hardware prototype was dubbed "The Rig".

The thing is, you can't really build a haptic rig without some sort of way of  testing it, and a basic virtual environment had been developed around the same  time.

Linden World, as it came to be called, had an ecosystem of rock-eating birds  and bird-eating snakes. The original crude avatars (called Primitars) could fly  (because nobody much cared to make animations for climbing up things), and could  change the shape of the terrain by lobbing grenades. It even had weather.

Linden World was spread almost seamlessly across multiple servers  (albeit, only a couple), and it was envisioned that one day it might become a  sprawling and distributed agglomeration of third-party servers. The streaming  content architecture and protocols allowed people to create content and to  participate in content creation in real-time -- without drowning their  connections in data.

Nobody would fund Linden Lab. It was, at the time, considered laughable by  virtually everyone with deep pockets. Then Mitch Kapor took a chance on Philip  Rosedale and other investment followed.

Linden Lab at this time was envisaging some manner of game.

That notion went out of the window at a board meeting. While Rosedale and  Cory Ondrejka were presenting to the investors, other Lab staffers were using  Linden World's building tools, and an image of the world was projected behind  the two presenters.

As Linden staffers created a scene involving a giant snowman surrounded by a  small horde of snowman worshippers (truly a scene worthy of Bill  Watterson), the attention of investors turned increasingly away from the  presentation and towards Linden World.

That seamless, real-time, collaborative content-creation was "it" -- the  defining quality that made Linden World unique, and everyone could see that.

In March 2002 (March of each year is technically Second Life's overlooked birthday), Linden World opened its doors as a limited alpha and its  first user, Steller Sunshine, appeared. Sunshine was already a veteran of  virtual worlds, which by 2002 were closing on 20 years old.

When the staff arrived at the office the next morning, they discovered that  Sunshine had created a game.

It was on.

Getting from a limited alpha with collaborative content-creation to a  commercial product wasn't an easy road. That went to Hunter Walk, late of Mattel  and the Conan O'Brien show. This regrettably also involved changing the name of  the platform and the rather regrettable "Second Life" was chosen  instead, which was not popular among Linden staff.

It's unclear as to where "the rig" hardware is located at present. It was  shoved in a box at some point and largely forgotten. Linden Lab hasn't been able  to tell us what became of it.

( full story here - http://www.massively.com/2010/06/26/the-virtual-whirl-a-brief-history-of-second-life/ )

( Broke it into 3 sections to hopfully make it easier to read in this style format also the rest of the story should be out next week for the following years will make part 2 then

http://www.youtube.com/watch?v=z4OI0GUCI_A

Honored Resident
Toshiko Serenity
Posts: 276

Re: The Virtual Whirl: A brief history of Second Life

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2002-2003: Beta, taxes, layoffs and the road to economy

In November 2002, closed beta testing of the newly dubbed Second  Life began, and open beta followed in April 2003. The user interface was  primarily green in color.

Second Life initially suffered from a tragedy of the  commons, so a rudimentary economic system was put in place, initially  focused on flat, scaled fees to place objects in-world (not at all unlike the  pennies system used in MUSH and  MUCK predecessors to control  resource utilization), and later followed by a more complex system of taxes.

Users almost immediately began trying to evade taxes, and a tax revolt began  in a portion of Second Life called Americana, which did not simmer  down until September.

In October 2003, Second Life 1.1 was released with measures to  stifle tax-evasion, and Americana was doomed. With this release, though, came a  vehicle API, new terrain textures, animated hair and clothes, bumpmapping, and  shininess, all of which served to energize content creation in new ways.

The 1.2 release in December 2003 was the big landmark, bigger perhaps than  Second Life going into production on June 23rd that year. The tax  system was completely abandoned and replaced with a land-ownership model. Land  was taxed in either L$ or USD. Scripters were able to create dialog boxes, and  the user interface changed color to blue.

There was a tremendous outcry about the new blue color of the user interface,  and quite a bit more about the new economic system, which you might recognize as  the modern Second Life economy (barring a few adjustments). Many  averred that these changes would spell the death of Second Life within  months.

2003 also marked a period of severe financial trouble for Linden Lab and a  mass layoff of staff. The company struggled to keep operating and offered a  lifetime charter membership to raise funds. Charter members received a Linden  dollar stipend and the ability to own 4,096 square meters of virtual land  forever at no further charge.

Charter members paid US$160 or more. There were enough charter members to  keep the company afloat until the financial situation improved.

2003 was the year that Linden Lab adopted the slogan "Your World, Your  Imagination" until the deprecation and removal of the slogan in 2007.

http://www.youtube.com/watch?v=z4OI0GUCI_A

Honored Resident
Toshiko Serenity
Posts: 276

Re: The Virtual Whirl: A brief history of Second Life

Reply to Toshiko Serenity - view message

2004: Features, bugs and Tringo

In 2004, versions 1.3, 1.4 and 1.5 brought a slew of new features and  enhancements: new group tools and abilities, expanded estate controls, new prim  shapes and settings, audio streaming on parcels, custom animations, XML-RPC  communication with scripted objects from outside Second Life and  more.

Version 1.5 was slated as a bug-fix release, but ironically it was perhaps  the buggiest version of Second Life to date.

Tringo

In December 2004, Nathan Keir (aka Kermitt Quirk) created Tringo -- a blend  of Tetris and Bingo -- that could be played by a large number of players at  once, and often involved wagering and cash-payouts.

Tringo was later licensed for the web, the PC, and for the Game Boy  Advance.

Overall, a pattern generally started to emerge this year. When we considered  Linden Lab projects from conception to production, a timeline of 14-18 months  seemed about normal. This overall timeline held true through subsequent  years.

2004 is still regarded by some as being something of a Golden Age for  Second Life content creation and communities, but in practical terms  the scale was very small compared to the levels that it reached just two years  later.

2004 may not have been that big a year for Second  Life and Linden Lab (though it was certainly a big year for bugs!), but  2005 was something special. Tune in next week for more

http://www.youtube.com/watch?v=z4OI0GUCI_A