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Build a Better Second Life
Q&A with Linden Lab CEO, Philip Rosedale
conducted by Thomas Pimental

[CONTINUED..]

GCM: Beta testing is underway. How many people are in there now? How long has it been going on? When is it going to be released?

Philip: We have been admitting people to our private beta since November 2002. We’ve been admitting hundreds of people weekly and still have thousands on the waiting list. We plan to open our public beta this spring and have commercial availability this summer.

GCM: You state that all mods and guilds built by beta testers will remain in the environment after launch. How will this affect new gamers and what are you doing to help "newbies" migrate into the game.

Philip: Second Life is not an RPG with mods or guilds, where longer-term players have an advantage in skill and points that newbies have to work against. Instead, the current residents have been building the infrastructure of the world, including houses, stores, and utilitarian and whimsical objects to use and to wear. The pre-existence of this infrastructure will benefit newbies, who will have ready-made inventories of the things they will need for fun and success in their ‘second life.’

Also, keep in mind that the nature of our network allows us to add new simulator regions to the world as the population expands. Newbies will have an equal opportunity to move into new lands and claim space for their own to use in housing or commercial endeavors, parks, garden and soccer fields. We think that opening Second Life with some aspects of the society in progress will create an exciting environment for new incoming residents. Our beta testers have grown very attached to the aspects of the world they have created, and since Second Life is a continuously evolving dynamic world, new residents will always face the challenges of entering a society in progress, whether it is on the day of launch or a year later. We decided to focus on orienting our residents to the world, giving them the skills to join ongoing activities or begin their own. We have created a special entry area where new residents can familiarize themselves with the skills they need for their new life. We also have an organized group of liaisons who serve as temporary guides for new users. Finally, as I mentioned above, there are a number of classes that take place in-world every week.

GCM: Games need goals or ways to "win." What is the ultimate goal for a gamer in Second Life?

Philip: Second Life does not have one individual goal. Instead, residents live a ‘second life’ with multiple overlapping goals that are determined by the individual and can shift as often as he or she chooses. For instance, you could try to be the wealthiest resident by “playing” the economy, or you could top the leader board for being the most popular. There are also many short-term goals such as winning a dance contest, playing “Thugby” or beating the crowd at Name That Toon.

GCM: Who is the target consumer for Second Life? What kind of things are you doing to attract players that might not fit that mold?

Philip: We believe that Second Life will appeal not just to PC gamers, but to anyone who’s interested in exploring their creativity in a unique 3D environment - people who like to use their computer to be creative. They build websites, have fun creating textures or 3D models, or enjoy using scripting to add interesting behaviors to objects - from weapons to music boxes. They are people who like to play “what if games” - and who in general like to test the limits of the system and try their skills in new environments. To attract them, we will focus on outreach to unique communities - such as 3D modelers, designers, architects, and gamers.

GCM: What will Second Life cost? Software/subscription?

Philip: We have not determined the cost of Second Life yet, but we anticipate that it will be competitive with other online subscriptions. Second Life will be available as a free download, and then residents will be charged a subscription fee.

GCM: Describe the monetary system within the game. Does it cost money to build things (materials, land, etc)?

Philip: Residents begin their ‘second life’ with enough money to claim land, travel via teleporter, buy objects from other residents, pay admission to private events, and basically do anything that costs money. Each week, players receive an additional stipend, along with a bonus based on their reputation; the higher the reputation, the higher the bonus. These funds can be used to acquire land, build a house and furnish it. Or, a resident could open a shop and sell objects, clothing, scripts and so on to achieve additional wealth.

The in-world economy also includes a system of taxation. Residents pay taxes according to the size of their property and the amount of objects they have in-world. The more land or buildings you own in-world, the more money you will need to earn.

GCM: Users get advances based on their standing in the world. How does someone build friendships and standing?

Philip: When you meet someone, you have the option to exchange calling cards with them. Calling cards allow you to see if your friends or acquaintances are in-world and to locate them if you wish. We have leader boards that let you see who the top 10 residents are in categories like reputation and size of social network and to see where you stack up.

GCM: What are some of the long term goals and enhancements planned for Second Life? Once the game is launched will the DEV team be "hands off" and let the community shape itself or will items and other non-user created things be added?

Philip: We will continually experiment with themed communities, zoning, and enhancements that help residents move towards self-governance. We’d like to add more in-world games and activities as well as greater geological diversity. We will also continue to provide libraries of fun scripts, textures, and content which enhance residents’ lives in-world. For example, we just completed a “Party in a Box,” complete with fun things like a trampoline, a quiz master, party lights, a smoke machine, and a big birthday cake with candles that can be blown out and relit.

GCM: I like to know what games people in the "Biz" are playing. What game is burning an imprint on your screen right now?

Philip: I have recently gone back to Last Express, by Jordan Mechner. It seems appropriate, given the current political focus on the Middle East. And for a great team-based shooter, Battlefield 1942.

Thanks a lot for taking the time to answer our questions Philip. We're all looking forward to the game.

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