Recently, there’s been a growing wave of startups and products appearing that are bringing 3-D virtual worlds to the browser. These include Vivaty, Google’s Lively project, and the Electric Sheep Co.’s WebFlock. And I’ve seen a few stealth companies working the same vein.
None of these are as fully featured or immersive as Second Life, which requires a separate desktop client download. But it may not matter because a good-enough experience available via standard browsers may eventually qwn Second Life. Linden Lab, which operates Second Life, is working with IBM and others to make virtual worlds interoperable with each other. Still, for the most part, they don’t play nicely with the Web.
Last week I caught Linden Lab founder Philip Rosedale on video at Fortune’s Brainstorm conference in Half Moon Bay, and asked him if Second Life is threatened by browser-based virtual worlds. In the video above, he argues that the browser is not yet ready to deliver the type of experience that you can get in Second Life. He does acknowledge that virtual worlds need to be opened up and standardized. But he doesn’t see the browser as a viable alternative to client-based virtual worlds any time soon.
Is he right, or is he in denial?
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Sibley Verbeck is moving past Second Life. The CEO of the Electric Sheep Company has made a lot of money creating virtual islands in Second Life for big brands such as CBS, Showtime, and Intel. But now he is ready to bring those virtual worlds to the Web in regular browsers. Today, he is releasing WebFlock, a Flash-based 3-D virtual world application he is offering as a hosted software service.
WebFlock worlds are private-label virtual environments targeted at big brands who want to have a 3D presence online that is more accessible than worlds like Second Life, which require a separate software download. Although we’ve seen $345 million invested in virtual-world startups so far this year, there is a definite trend of those worlds moving into the browser. For instance, recently launched virtual-world startup Vivaty is all browser based, and Google is experimenting with Lively, its own browser-based virtual environments.
None of those other efforts, though, are Flash-based. They only work on Windows machines (because they tap into ActiveX). WerFlock worlds are viewable in any browser that supports Flash (i.e., nearly all of them). It supports 3D avatars, chat, virtual currencies, games, and embedded images and videos from YouTube and other parts of the Web.
Verbeck is offering WebFlock as a hosted service to the same types of big brands he creates virtual islands for on Second Life. For instance, his first customer is Showtime’s The L-Word, which already has one of the most popular Second Life islands (created by Electric Sheep). By bringing that same virtual environment to the browser, Showtime thinks it can reach a much bigger portion of its audience.
Verbeck took the same underlying technology Electric Sheep uses to create other virtual environments, called Aspen, and is now applying it to browser-based worlds. He envisions these 3-D worlds as standalone places integrated into different Websites. Connecting them together would make them more interesting.
WebFlock does not come cheap. A ‘basic implementation,” which includes a 3-D space, avatars, and basic features, will cost “under $100,000″ for 12 months. And he is not abandoning his Second Life business entirely, but this new emphasis shows that he sees that the writing is on the wall for virtual worlds that are closed off (or at least hard to get to) from the rest of the Web.
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Virtual worlds like Second Life have a silo issue—they are virtual worlds unto themselves. Today, Linden Lab (which operates Second Life) and IBM announced that they have successfully bridged two virtual worlds, with avatars from Second Life successfully “teleporting” to an entirely different metaverse based on an OpenSim server.
The two companies have been working together on the Open Grid Protocol to allow for interoperability between virtual worlds. In a post on the Second Life blog, Hamilton Linden explains:
An open standard for interoperability based on the Open Grid Protocol would allow users to cross freely from one world to another, just as they can go from one Web site to another on the Internet today.
Here’s a video showing the avatars “teleporting” from one world (i.e. set of computer servers) to another:
Interoperability between virtual worlds is fine, and is definitely a step towards breaking down the walled gardens they are increasingly finding themselves in. But ultimately it is the wrong answer. What we really need is interoperability between virtual worlds and the Web.
Otherwise, virtual worlds will remain isolated in their alternate universe. If you can’t link to it from the regular Web (and vice versa), it doesn’t exist. That is why virtual 3D worlds are going to come to the browser. One startup, Vivaty (which launched in public beta earlier today), is already creating these browser-based virtual environments, where each place and object is a regular URL.
These still pale in comparison to what you can do in Second Life, but they will get better. And being connected to the rest of the Web will ensure that they never have any interoperability issues. The Web will just become more 3D over time. Will Second Life join the Web, or will its legacy architecture (built when there was no other choice) prevent it from doing so?
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Move over Second Life. The 3D Web is starting to make inroads into the plain old browser. By “plain,” I mean only Internet Explorer on Windows machines—which for now is what you need to experience Vivaty Scenes. But at least it’s a start. (Firefox support on PCs is coming in a few weeks, but Mac support is being pushed off further).
Vivaty Scenes is launching today in public beta on AIM and in Facebook. These are realistic rooms that act as virtual personal environments—a 3D version of your personal page. You can set the theme, decorate with furniture and other virtual goods, and chat with the avatars of friends who enter your room (they need to install the app as well). The best part is that you can bring in photos from Flickr and Facebook, or videos from YouTube and display them on screens in your room. You can play MP3 songs as well.
The graphics are a cut above what you’d find in pre-teen virtual-world social networks like Club Penguin, Habbo Hotel, or Cyworld. They are more along the lines of Second Life or a Sims videogame. Vivaty is backed by Kleiner Perkins and Mohr Davidow. It raised $9.2 million in August, 2007, and a $200,000 seed round before that. Says CEO Keith McCurdy:
We are enabling full-featured 3D experiences inside a Web browser, instead of a separate application like Second Life. Every virtual environment—we call them scenes—is a URL.
That could be a game-changer if Vivaty’s platform takes off. It is deep linking into the 3D Web. Since they have regular URLs, each 3D scene can be linked to from the regular Web. Even objects within each room can each have their own URL. That is what is exciting about Vivty Scenes. It is extending the Web to 3D environments. Vivaty Scenes work only with AIM and Facebook for now, but they can work with other services such as iGoogle, My Yahoo, or as standalone Web pages.
Here is a demo video that shows what you can do in a Vivaty Scene. Remember, this is all browser-based.
McCurdy used to be the VP of worldwide technology at Electronic Arts, where he started Ultima Online. But he thinks that treating virtual worlds like a big online videogame is a mistake. Making a dig at the parcel approach used by Second Life to distribute and develop virtual land, McCurdy notes:
If you wanted to build the original 2D Web, you wouldn’t build it knowing the exact size of every Webpage. The beauty of the Web is that it is an unknown number of links.
While Vivaty is hosting all the rooms to begin with, its technology is architected to become distributed, like the Web itself. Vivaty Scenes are created using standard Javascript and PHP, and can be hosted on standard Web servers. McCurdy doesn’t want to create another walled garden. He wants to bring the Web into the 3D world.
The way he plans to make money is to become the virtual “cash register” for all the virtual goods he expects will be traded between Vivaty users. He also thinks there are obvious advertising opprotunities, including videos on the in-room screen, posters, and billboards, virtual product placement. It would be similar to videogame advertising, except that it need not be disconnected from ad campaigns on the Web.
The big money, though, could be in branded scenes and Websites. For instance, today Target is launching its own Vivaty-powered Facebook application called the Target and Coke Zero Virtual Dorm Room. It’s a back-to-college thing where students can play around with furnishing and decorating their own rooms. The gallery of virtual items features products that can be found at Target, of course.
This sorts of virtual-world advertising hasn’t worked that well because it was disconnected from the regular Web and people’s social networks. Vivaty hopes to prove that, given the right context, this kind of branding can thrive. We’ll see.
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EA-Land, the service previously known as The Sims Online will shut August 1, despite a much hyped revamp announced late February.
The Sims Online was generally regarded to be a failure for EA, with the company unable to turn the success of The Sims franchise into an online hit. The service wasn’t helped by a complete lack of customizable features (outside of the usual Sims customization tools) and EA charged for access.
The new (but now never to be launched) EA-Land was to be EA’s second shot of success, and promised Second Life style customization and land ownership, with a free client and free to use service.
EA didn’t provide a full explanation for the shutdown, only saying that “The lifetime of the game has drawn to an end, and now we will be focusing on new ideas and other innovative concepts in the games arena.”
Paying users of the Sims Online are being offered a $15 gift voucher and three months premium access to Pogo.
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HiPiHi, China’s answer to Second Life has opened its doors to the public with a beta test that includes free features. We first wrote about HiPiHi in August 2007 when the company called for the establishment of virtual world standards and interoperability.
German’s are famed for their ability to clone sites, but the Chinese aren’t far behind; HiPiHi looks and feels like Second Life, at least in the demonstration video (in Mandarin above). HiPiHi is available in Chinese and English, and name registration supports both character sets. The service is free to use and register, and like Second Life users can rent land and create their own items.
According to the Second Life Herald, HiPiHi is working with Intel and IBM towards building the platform architecture so that it “is more open, highly scalable and truly inter-operable, in order to lay the groundwork for the mainstreaming of virtual worlds.”
PC only, and although the service is available in English, the download page isn’t.
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EA is relaunching The Sims Online as a free service with a new name and new features, including UGC, commerce and land ownership.
EA-Land is the new, free Sims Online (TSO). The 12 different cities from TSO are being moved to EA-Land and the game area is being expanded to be “100 times bigger than the previous size of any city.” Existing TSO users will be able to purchase land in EA-Land before the new (reincarnated) world is open to the public with paying TSO users becoming “EA-Land subscribers” in a similar fashion to the way Linden Lab charges for land in Second Life.
Users of EA-Land will have the ability to upload custom content and (more importantly) buy these customizations from other players. Sounding a lot like Second Life? It gets better:
We heard from the community that the economy was broken in TSO. That was true, too many users were billionaires, and the goal of the game was mostly about extracting money from Maxis. I can now say with satisfaction that we have fixed the economy on EA-Land. This took many features, from establishing a real estate market, where users can easily buy or sell lots to one another, and a dynamic object pricing market where the prices of objects purchased from maxis is based on supply and demand, enabling stores and entrepreneurs to earn a living. We also enabled users to buy simoleans directly from Maxis. While there is no need for users to do so in the game (we give subscribers simoleans every week), it can help new users build their dream house faster with a simple paypal transaction secured by us.
There is one significant difference though to Second Life: EA-Land won’t become the wild west as EA will be “approving all of the content [so] this user content is safe to be viewed by everyone.”
Second Life fans will point out that TSO/ EA-Land has a lot of difference to Second Life in terms of capabilities, and that is true. And yet really basic 2D service such as Club Penguin and Habbo Hotel have millions of users compared to Second Life’s 100-200,000 regular users over a 60 day period. As much as I hate the name, free is a great selling point and EA-Land has the potential of catering to users who want something more from their online words than the basic services, without the hassles of Second Life.
(in part via GigaOm)
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Linden Lab has announced that virtual banking within Second Life is to be banned effective January 22 after receiving multiple complaints by Second Life residents scammed by bank operators.
Banking and associated services have become popular in Second Life over the last two years, with many offering ponzi style interest schemes that usually sounded too good to be true. Ginko Financial was the best known failure amongst Second Life banks, owing 200 million Linden ($750,000) to depositors when it declared itself insolvent in August 2007.
In a post on the Second Life blog, Ken Linden said that as well as not being able to provide protection to Second Life users with these banks running, their legality under law is also questionable. The decision is unlikely to affect virtual stock exchanges but may affect groups such as Second Life credit card provider Metacard, who also previously offered bank services as well.
Second Life banks are experiencing a run on their funds as customers seek to get their money before the ban comes in place. Companies such as JT Financial have been inundated by customers wanting to know what is going on. Screen shot of the JT Financial crisis meeting below.
Banking joins bestiality and gambling on the banned in Second Life list.

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