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METANOMICS: MADPEA AND LOCO POCOS

                                    FEBRUARY 2, 2009



ROBERT BLOOMFIELD: Hello, everyone. I’m your host, Robert Bloomfield, and, on behalf

of Cornell University’s Johnson Graduate School of Management and Remedy

Communications, welcome to Metanomics. Most shows we focus on serious uses of Virtual

Worlds, by educators, businesses and governments, and we hear from speakers

emphasizing that Second Life is not a game. Well, today we’re going to turn that around and

hear from two entrepreneurs, who are directing their business efforts toward constructing

games and entertainment in Second Life. We’ll definitely have some fun today with

Kiana Writer, of MadPea, and Damien Fate, of Loco Pocos, while we keep in mind that, in

Virtual Worlds, fun can be serious business.



We’ll also hear from blogger Prokofy Neva, who will close the show with a take on the often

confused relationship between Linden Lab and the businesses within Second Life. We’ll

start by hearing Tony O’Driscoll, who’ll tell us about the upcoming conference on training,

learning and collaboration in Virtual Worlds. As always, Metanomics is filmed from the

virtual Sage Hall, right here in Second Life’s Metanomics region, thanks to my real life

employer, Cornell University’s Johnson Graduate School of Management.



A number of you have expressed disappointment that we’ve been limiting the number of

avatars on the Metanomics region during the show. We found that we needed to limit

attendance on this region due to performance and stability issues, and we don’t want to be

causing issues for the many viewers who watch the show on other Second Life regions and
on the web. So I’m sorry that we’ve had to do this, but I do want you all to know that

Doug Thompson, founder and CEO of Remedy Communications and author of

Dusan Writer’s Metaverse, tells me that the team is working toward a solution. This type of

feedback is really important to us, as we work to build on our success as one of the leading

sources of insight into Virtual Worlds and is a place where the community can be actively

involved in exploring opportunities, sharing insights and networking.



So to that end, Remedy Communications will be holding a series of office hours that we’d

like you to attend. The first office hours will be held Thursday, February 5th, at 12:00 noon,

Second Life time. The session will be facilitated by Joel Savard, Second Life name; real life

name is Joel Foner, who recently joined the Remedy team, in the position of director of

immersive and social media. You can find more information about office hours on

metanomics.net.



With so few people here at Sage Hall, of course, more of you are at our event partner

locations: Muse Isle, Confederation of Democratic Sims, Rockliffe University, New Media

Consortium, Orange Island and Meta Partners. Through the Belgium-based Meta Partners,

we’ve learned of a very interesting project coming up that I’d like to tell you about. The

Université Libre de Bruxelles, Brussels for University, starts a course called Law and

Governance in Virtual Worlds, which is open for all Second Life residents. The sessions

start on Friday, February 6th, 2:00 to 5:00 P.M. Brussels time. Those of you who want more

information can check out Roland Legrand’s blog, mixedrealities.com. I should point out that

the courses take place in French so, for the French speakers in our Metanomics audience,

let me say, “[Je suis sur que vous allez trouver secours tres interressant?].” That shows why
I won’t be at the course because I wouldn’t be able to track it in French. But I do what I can.



During our show, we use InterSection Unlimited’s ChatBridge system to transmit local chat

to our website and website chat into our event partners. So speak up, and let everyone

know your thoughts.

Before we jump into Second Life businesses, we’ll take a minute to put Tony O’Driscoll On

The Spot. Tony is a professor of practice at Duke University’s Fuqua School of Business.

His current research is focusing on emerging technologies and how these technologies in

general, and recently more of a focus on Virtual Worlds, can disrupt industry structure and

business models. Tony, welcome to Metanomics.



TONY O’DRISCOLL: Thank you so much, Beyers.



ROBERT BLOOMFIELD: Well, it’s great to have you on, and you’ve been doing so much

interesting stuff. We’re actually trying to arrange a time we can have you as our main guest,

but here you’re just for a few minutes. Given what you’ve been doing in technology for

education, you were a natural choice to organize the new conference offering by Show

Initiative, 3DTLC, Three-Dimensional Training, Learning and Collaboration. For those who

don’t know, Show Initiative runs virtualworldsnews.com and has produced the Virtual World

Expo several times now. This spring, they split into two conferences, the first in March is

Engage!, and the second is 3DTLC. Tony, just for starters, can you tell us a little about the

motivation for splitting into two conferences?



TONY O’DRISCOLL: Sure thing. I think those of us who’ve been to the Virtual World shows
that Chris Sherman and [Tanda?] run, there was a lot of emphasis, Beyers, on

entertainment. There was a lot of penguins and Webkinz, CSI, MTV and many of the

enterprise community were looking for a home. So if they go to the Training Conference,

they’re kind of marginalized by instructional systems design. If they go to the Serious

Games Conference, they’re kind of marginalized. So they came to Chris Sherman and said,

“We want our own show to be really focused on the enterprise application. Clearly, the

entertainment vertical is glomming on pretty tightly to 3D Virtual Worlds, that we would like

to bring in some of the other industries and have it more customer-pull focused show rather

than vendor-pushed on enterprise applications of Virtual Worlds and 3D.



ROBERT BLOOMFIELD: Now, I was at the last Virtual Worlds Expo in L.A., and I did notice

the enterprise sections were rather sparsely attended, and those devoted to kids were

packed. So I wasn’t too surprised to see them shift to a conference focusing exclusively on

kids and entertainment. But I was rather surprised to see a new conference completely

devoted to enterprise. Do they expect to get more traction by running that separate

conference, and will they be actually arranging the conference differently?



TONY O’DRISCOLL: Yeah. So clearly this will not be as large a conference. The ship’s left

the harbor, so to speak, in terms of, I think, the application of 3D and Virtual Worlds to

entertainment. When it comes to enterprise, I think there was enough push from the vendor

community and enough pull from the enterprise community to say, “If we had a focused

conference on the applications of Virtual World and 3D technologies to the enterprise, I’d be

interested in coming.” But they had a couple of caveats on that, Beyers. One was that it’s

really, “We want to hear from the customer’s perspective, from the user’s perspective, and
we want to get evidence. We want stories of the benefits of the practical applications.” And

that’s where 3DTLC comes from. It’s not necessarily just Virtual Worlds, but the application

of 3D and in their lanes of training, learning and collaboration. So Chris is pretty confident.

Chris is pretty confident that we’ll have a good turnout.



ROBERT BLOOMFIELD: And can you talk a little about the speakers that you do have

lined up and what you’re looking for in speakers who maybe are listening to Metanomics

right now and would be interested?



TONY O’DRISCOLL: Sure. And I appreciate the opportunity to talk about this right now. I’m

going through the snowballing process as we speak. The way I’m approaching it is I’ve gone

to each of the vendors and said, “Okay. You’ve told me numerous times you’ve got great

stories, customers who have great advocacy for the use of your product behind the firewall,

in an enterprise context. May I speak with them, and let’s talk about trying to put together a

program that pulls a compelling set of evidence in the training, learning, collaboration space.

So I can tell you for a keynote, we’ve got a gentleman from a very large oil company, where

that company has decided that Virtual Worlds technologies is a game-changer technology

over the next two years.



ROBERT BLOOMFIELD: And you said that’s an oil company?



TONY O’DRISCOLL: Mm-hmm. One of the things we’re looking for, Beyers, is to try and

get out of--clearly a lot of roads will lead to IBM, Sun, Intel, Cisco, you know, the IT shops.

I’ve been talking to folks in professional services, in publishing, in banking and insurance, in
oil and gas, so I’ve been really working hard to try and get a good cross-section of industry

represented at this conference. [AUDIO GLITCH]



ROBERT BLOOMFIELD: You’re back to back with the Federal Consortium for Virtual

Worlds Conference, I guess, which is immediately after that. I talked actually with

Robert Gehorsam, president of Forterra, last week, who will be on Metanomics next week.

Clearly lots of roads also lead to the federal government and its various agencies. First of

all, do you expect to have a government component to your conference? And, can you talk

about how you’re working together with the Federal Consortium Conference, if at all?



TONY O’DRISCOLL: Oh, yes. That is indeed intentional. Paulette, who’s running the

conference for the government side, we got together when I spoke with Chris, and he asked

me to take on putting together the program. I said it would make a lot of sense to have it in

Washington, both from a vendor perspective, as well as a participant perspective. You can

come there for five days, and you can get a view on enterprise, and you can get a view on

government.



The other thing is, with Paulette’s show, on the Wednesday, there’s going to be essentially

would you call it a bake-off, but there’ll be twelve Virtual World platforms being

demonstrated so that you’ll get a good in-depth one-hour view. If you want to spend six

hours there, you can cover six platforms and get a good comparative analysis of the

different platforms. So we are working hand in hand. In fact, I was on the phone with

Paulette today, discussing program notes, to make sure that we’re all synced up, in terms of

synergies, overlaps and gaps.
ROBERT BLOOMFIELD: Okay. So it sounds like then, if people are interested in appearing

at your conference, as a speaker, it sounds like you’re looking for people who have

concrete, hopefully, data-backed stories of how they have attempted to use Virtual Worlds.

Are you looking for any academic studies?



TONY O’DRISCOLL: Yes. I have been on a search for academic studies. One of the

issues--it’s a good issue--is that we have a lot of folks who’ve submitted, and, in terms of

format, we’re running it on one track so it’s only going to be one track throughout, with

panels and keynotes. So there could well be an academic panel. It might get folded in with

an analyst panel. That’s what I have to figure out on my flight to California tomorrow.



ROBERT BLOOMFIELD: Ah. Okay. Well, I won’t keep you. I’ve been traveling enough. I

know you end up having lots of things to do. And, of course, I want to get to our guests

remaining. But thank you so much, Tony O’Driscoll, from Duke University and Show

Initiative and the 3D Training, Learning and Collaboration Conference. I look forward to

seeing you, in April, in Washington, and also sometime later on Metanomics.



TONY O’DRISCOLL: Thank you so much, Beyers.



ROBERT BLOOMFIELD: Let’s now turn to our main event. Today we are joined by two

people who have both been very successful in-world content creators and community

builders. Kiana Writer, of MadPea, and Damien Fate, of Loco Pocos. We’ll be spending this

segment of our show learning about their businesses and exploring the challenges of
making money and building communities in Second Life. Kiana Writer is the founder of

MadPea Productions and describes herself as a storywriter and games developer, who’s

passionate about creating games for people, challenging their imagination, testing their

limits and making the impossible a reality. Kiana is joined by some of the MadPea staff so I

do hope SLCN, if you can pan out to certainly some interesting people in the crowd.



Our other guest is Damien Fate, who started Loco Pocos in July 2008, after having worked

with Rivers Run Red and Electric Sheep Company, two major developers familiar to most of

those who follow business and content creation in Second Life. As a little human interest,

Damien met Second Life resident and inventor and first seller of prim hair,

Washu Zebrastripe, in Second Life, and they got married in real life the following year. And

Damien is also joined by some members of the Loco Pocos community, and, hopefully, we

can get a good look at them as well. So, Kiana, Damien, welcome to Metanomics.



KIANA WRITER: Thank you.



ROBERT BLOOMFIELD: It’s great to have you here. Damien, I understand from Washu

that, first, you’re still happily married, and that the two of you are expecting your own Loco

Poco in real life. Congratulations.



DAMIEN FATE: Thank you very much. I sure hope it’s human. That’s what we’re trying for.



ROBERT BLOOMFIELD: Well, my point in bringing it up actually is that the Wall Street

Journal has to tell every scandalous story about people meeting in Second Life and all the
horrible things that happen. Someone else said there’s a video going around now, I think it’s

CBC, that has something similar, and so your story is just a natural “boy meets girl, fall in

love, have kids.” Why don’t we see this in the Wall Street Journal? So just my quick

editorial, and, who knows, maybe we got a reporter from the Wall Street Journal, who’ll

decide that this is worth covering. So that’s a topic for another show.



For this show, Kiana, I’d like to start with your efforts with MadPea. So I understand you

have five games that are currently playable and three in production. We have the honor, on

Metanomics, to be able to share with our audience a trailer for one of those games, that, as

I understand it, has yet to be shown to the public. So with the help of our good friends at

SLCN TV, let’s take a look at the sequel to your popular game Within.



VIDEO: http://madpea.com/index.php?page=games&game=within



ROBERT BLOOMFIELD: So, Kiana, that’s a great creepy teaser.



KIANA WRITER: Thanks.



ROBERT BLOOMFIELD: Can you give us just a little more insight into the experience of

the players for games like Within, and what made the first game so popular?



KIANA WRITER: I think that Chapter One of Within was the first one of its kind and is a

truly immersive game with characters, storyline and complex puzzles, and the players had

absolutely no idea what to expect when they started playing that game, and it became
instantly popular.



ROBERT BLOOMFIELD: So does that mean you’re not going to tell us too much about it,

then the audience, that the mystery will be gone?



KIANA WRITER: No. I can tell a little bit more. I mean this Chapter Two is going to be

something completely different than that. This was the first time that the people actually get

to see what happens in the game. They have no idea. They’ve been waiting for months to

see what they’re going to assassinate. This Chapter Two is going to take the whole Second

Life platform into a whole new level. We’re using some really advanced [kill-offs?] as you

could see those aliens, and it’s going to be a really scary game where you have to solve the

biggest puzzle ever just to get out of there alive and do some teamwork to survive and get a

higher status within the organization.



ROBERT BLOOMFIELD: Can you talk a little bit about what you’re doing with in-world

physics?

KIANA WRITER: I’ll have to ask [Smiley?] to say something about that because I’m not a

scripter, so I can’t really say much about that.



ROBERT BLOOMFIELD: Well, I guess more from the player’s perspective. I mean I

understand you have things like antigravity.



KIANA WRITER: Yeah. Those are still we want to keep a little bit of a secret involved

because that’s going to be very new to Second Life. But, yeah, we’re using antigravity so all
the fight scenes and everything that you’re going to be doing in the game is going to be

really interesting.



ROBERT BLOOMFIELD: And so there’s another game that I’d just like to mention, another

favorite MadPea offering in Second Life is Firefly, which I saw the trailer for that, and we

don’t have time to put it on the show, but you describe it as a haunting love story. So is this

appealing to a female audience primarily in Second Life?



FIREFLY TRAILER: http://madpea.com/index.php?page=games&game=firefly



KIANA WRITER: I don’t think so. We have had a lot of players playing Firefly, and our

players are really fantastic. It doesn’t matter, really, what games we bring out, they want to

try them out, all. And it’s a very different genre to Within. It’s like you said a haunting love

story where you are following [AUDIO GLITCH] that wants to reunite with her lost lover. But

it’s really visually amazing, and the puzzles are complex so that’s [AUDIO GLITCH] all kinds

of [AUDIO GLITCH] game.



ROBERT BLOOMFIELD: Okay. And, Damien, Loco Pocos has games, but, in your case,

those games are integrated into a complete line of avatars. So for starters, Damien, I’m

hoping you can tell us just how you pulled this all together into something that can sustain a

community.



DAMIEN FATE: Sorry. I think my mike fell a bit there. Well, basically, my games are not as

advanced at MadPea games, of course. They’re more something to get you interacting with
Loco Pocos as a brand and island experience. So you can come to the Loco Pocos Island,

and everything is completely free. You can go around the island and do these little mini

games and get little accessories for yourself. And you also pick up avatars for free as well.



ROBERT BLOOMFIELD: And so it’s avatars, accessories and then game content as well. I

know your avatars are very distinctive looking, and I understand you devote a lot of attention

to detail on the technical side. We have some of these on film. I’m hoping SLCN can pop

that video up on the screen, and maybe while people are taking a look at your Sim and your

avatars in motion, you can talk a bit about the technical side and what’s different about your

Loco Pocos avatars.



VIDEO: http://www.LocoPocos.com



DAMIEN FATE: Okay. So what’s different about the Loco Pocos avatars is the intuitive

HUD which I’ve created. It’s completely language-free so it can cross all language barriers.

And, from the HUD, you can customize your avatar completely from its general appearance

at the base avatar, which doesn’t come with any clothes, but they’re so [Carsini?] in nature

they don’t really need them. But you can also customize clothes. Once you wear them, they

will stream the options to the HUD automatically. So it’s really a very simple way to

customize how you look in Second Life.



ROBERT BLOOMFIELD: So when you say it’s a language-free HUD, you’d say it’s icons.



DAMIEN FATE: Yes, it’s all icon-base.
ROBERT BLOOMFIELD: Okay. There’s a term I have no idea what this means. Maybe I

misheard it, but a “body cruncher”?



DAMIEN FATE: Yeah, that was the original term I think maybe Wings Whiplash came up

with for what happens to your Second Life avatar to make it so small your abdomen folds in

on itself. When I created Loco Pocos, I wanted to adapt the body cruncher animation which

everybody else is using to try something which I could do more smooth animations with.

And, for example, Loco Pocos avatars have wrist movements, which really helps when

you’re expressing yourself.



ROBERT BLOOMFIELD: So we have a question here from Olando7 Decosta: How does

Loco Pocos make money? I understand that this is a full time job for you. Is it profitable?



DAMIEN FATE: It is profitable. I must say though that Loco Pocos was never really set out

to be a profitable project. That’s just actually a nice side effect of what’s happened after the

community came together. They actually drive the store as well. So I don’t create anything

that the community does not ask for. For example, I have a list of animals which the

community suggested that I create. And, before I go on a creation spree, I’ll ask them to

vote on what they want to have made, so I know that the top five creatures that are voted for

are the ones that will sell best. So it’s really community-driven.



ROBERT BLOOMFIELD: Okay. So I see we have a graphic. Maybe we can get this up

after the video, on just some numbers of how many people you have and web activity. I
guess you have something about--thousands, what, seven to ten thousand avatars or so

that you’ve sold?



DAMIEN FATE: That’s correct. We’ve been open for about seven months. In that time

we’ve had around 21,000 visitors, given away maybe seven to ten thousand avatars--sorry,

that’s sold seven to ten thousand avatars. About 20,000 accessories. But on top of that, we

also give a lot of things away for free. So during those seven months, we’ve given away

about three thousand avatars for free and maybe about 15,000 accessories.



ROBERT BLOOMFIELD: Okay. Just going back to Olando’s question, you’re selling

avatars, and you know you have a ready market because you have a community that has

asked for them. You sell accessories, and then you keep the community energized through

games and puzzles and contests and activities like that?

DAMIEN FATE: That’s right. Yes. We have regular contests on Loco Pocos Island. And I

think, to answer his question of how Loco Pocos makes money, I think one of the key

ingredients to Loco Pocos’ success is how much we give away and the way we give it away.

We don’t just invite you to the island and say, “Here’s an avatar. Here’s an accessory. Go

have fun.” We engage you with the games and with competitions so that you really earn the

things you get for free, and that makes them feel more special, and that sort of experience

stays in your mind, and you decide to come back later for more of that fun that you had.



ROBERT BLOOMFIELD: Well, certainly, people in Second Life are so hungry for any sort

of content and social interaction, that that makes a lot of sense to me.
Kiana, now you have a rather different approach. I understand that, for you, this MadPea

started out purely as a hobby, but now you’re making some customized games for clients

such as Orange and Sigma-Aldrich, McMillan Publishing. Can you tell us how that works?



KIANA WRITER: Okay. It’s slowly moving from a hobby being actually a business, and it

started when we made our first game, which was in fact Firefly. We did that for Orange. We

applied to their community program for content creators. It’s called Create Program. And

they offered us a part of their Sim for community builds, and we thought that, “Okay, instead

of just building something here, let’s create a game.” And Orange was very impressed by

that. They saw the potential that we had, and then we had some more talks, and finally they

gave us a little bit more land to play with, where we build our other games on. We don’t pay

any of the Sims that our games are hosted on. They’re supplied by Orange. And the other

real-life clients that we have, they have come to us, and we work together to create games

to suit their needs on their Sims.



ROBERT BLOOMFIELD: So a couple that sounded interesting to me, one is called

Reaction - Chemistry 101. And that’s tied in with Sigma-Aldrich. Can you talk a little bit

about the content of the game and how you made that association with Sigma Aldrich?



KIANA WRITER: I can actually see [Georgiana?] in the group chat as well. We have some

good talks with her, and we thought about it together about what Sigma-Aldrich wants to

have, and Reaction is a really funny chemistry lesson, creating all these reactions out of the

strangest elements. You’re looking for bones and [AUDIO GLITCH] things like that, to

actually create these fun things to build up to the end product. And it’s played over several
Sigma-Aldrich Sims.



ROBERT BLOOMFIELD: Okay. Then there is another one: Notes From the Voyage is

designed for McMillan Publishing and celebrates the bicentenary of Charles Darwin’s birth.

How did that come about?



KIANA WRITER: Yeah. It’s made for the Nature Publishing Group and McMillan Publishers.

They saw what we had done with Sigma-Aldrich and [AUDIO GLITCH]. The game is coming

out on the tenth of February. It’s very amazing so the whole island is done like it was during

the Charles Darwin journeys.



ROBERT BLOOMFIELD: That sounds beautiful and time-consuming.



KIANA WRITER: No. We’ve not done the whole island, but we work together with them on

that. It’s really beautiful. [AUDIO GLITCH] have a look at it.



ROBERT BLOOMFIELD: One question I would have is, often you hear people talking about

the very different goals of the Second Life residents who are here for their personal

entertainment and enterprises who are here for--in this case, these are both for-profit

companies. So I’m just wondering: Do you see, or have you experienced any risks of

integrating enterprises into your existing community?



KIANA WRITER: I don’t really see any risks on that. I think it’s a big strength for both sides

so we get to create a large variety of games for our community to choose from. The
enterprises they tend to have guidelines and be more careful of the content, while we are

more free in our creativity. So we listen to our community needs and the enterprises’ needs

and work together to come up with something that fits everyone’s expectations.



ROBERT BLOOMFIELD: We have a comment here, Kiana, from Stray Underwood. Well,

there’s a comment and a question. First is yet another person commenting on your beautiful

voice.



KIANA WRITER: Oh, my goodness!



ROBERT BLOOMFIELD: You’re from Scandinavia, right?



KIANA WRITER: I’m from Finland. Yes.



ROBERT BLOOMFIELD: Finland. Right.



KIANA WRITER: I have a really bad flu, actually, at the moment. I’ve had fever for seven

days so I’m struggling here. But I’m happy if you can hear me at least.



ROBERT BLOOMFIELD: Well, we can hear you just fine.



KIANA WRITER: Good.



ROBERT BLOOMFIELD: The question is: Was there ever a time you were ready to give it
all up, and what kept you going? So I don’t know if Stray Underwood knows something I

don’t know, but I do know how much work it is to do things in Second Life.



KIANA WRITER: He knows something, definitely. Something happened, hmm, let’s say

almost a year ago. I was working with other members that are in the current crew, and we

had a little bit of a low point. And then I had to decide if I wanted to carry on doing MadPea

on my own or just completely give it up. With the help of good friends, I decided that, no, I

really want to see what this comes up with. I got such good feedback from people playing

the games, and it really encouraged me to carry on. I’m very happy that I did.



ROBERT BLOOMFIELD: Actually, Damien, just let me pose a similar question to you. I

know that it is so difficult to work with these purely virtual, purely in-world businesses where

you don’t have much Real World contact with the people that you’re working with, and I’m

wondering if you could talk a little, Damien, just about how you organize your company and

the people you work with and handle those challenges.



DAMIEN FATE: Well, on the creation side, it’s mostly done all by myself from creation of

the avatars, the scripting system, the graphics, the textures and what not. But I have a great

team of CSR’s, which help me handle the community since a lot of the time I’m busy

creating. The CSR’s also handle any customer questions and such, so that’s how I manage

to get by in Second Life, a great CSR team.



ROBERT BLOOMFIELD: Mm-hmm. So you worked with Rivers Run Red and Electric

Sheep Company, two companies that have been very big in Second Life. One is still here:
Rivers Run Red doing a very different type of work now strictly enterprises and getting away

from entertainment content creation. And the other is Electric Sheep Company, which has

largely set its sites outside Second Life. I’m wondering what have you learned from those

experiences, and are there particular ways you’re trying to improve on what they did?

DAMIEN FATE: Not to sound mean to them or anything, but, if I’m doing work--I also do

work for other companies, outside Second Life, that want to develop a presence inside

Second Life. But what I’ve learned from Electric Sheep is to not let those companies decide

too much on what they want to do in Second Life because a lot of the time they just want to

resurrect an office in Second Life and maybe have a branded T-shirt. Whereas, I want them

to do something more interactive which will get people interactive with their brand and

having more fun than just dropping off on an island and picking up a shirt. So that’s one

thing I learned is to try to be a bit more adventurous with things you create in Second Life.



ROBERT BLOOMFIELD: We have a question from Austen Scanlan about what sort of

testing that you do for games. This is really for both of you. And Austen also asks a related

question: What kinds of challenges did you face? So, Damien, starting with you, what are

the biggest challenges that you’ve had to deal with, with Loco Pocos?



DAMIEN FATE: A lot of the time it’s scripting issues. The customization for Loco Pocos is

quite complex, even though it’s intuitive for the user to use. And a lot of the time I find myself

a bit confused myself by how to get the island to interact with people. My general knowledge

of Second Life scripting isn’t as good as you may think, from the HUD. So a lot of time I’m

left wondering how to do things, how to get my ideas to come to life. So that would be my

main issue is scripting. It’s pretty difficult for me, but I keep at it.
ROBERT BLOOMFIELD: One of the things I’m very sensitive to, when I look at these

businesses that are working within Second Life, is that they really are so dependent on the

technology and the policies of Second Life. I guess, on the technology side, are there

certain things that are at the top of your wish list that would help you make better avatars or

animate them more effectively?



DAMIEN FATE: Well, I think Carl Linden recently talked about flexible sculpts in Second

Life. That is something which I am really hoping to see soon, add a little bit more life to the

avatar. Since they’re fully sculpted, they can sometimes seem a bit static, like the ears or

the tail, for example. If I could get flexible sculpts in Second Life, I would be very happy.



ROBERT BLOOMFIELD: Okay. As long as I have the mike, I have to say I really want my

fingers to be able to move separately so that we look more natural in a talk show. It’s hard to

get the refinement within the hand animations. But JenzZa Misfit does what she can with

Avateer Pro. Kiana, how about you? Are there particular things that would help you, from

Linden Lab, that you’d like to see?



KIANA WRITER: I think our main script--Smiley has been talking there already, that he

wants some more things.



ROBERT BLOOMFIELD: Yeah, I see that: C and Java-style structures in classes. I’m an

accounting professor. I don’t go there.
KIANA WRITER: Okay, me neither. But from my point of view, what I do want to see some

huge improvements with communications. Right now our group is nearly 900 members, and

it’s growing really fast, and it’s really, really hard to reach them all because, when the group

is so big, the notices keep failing and the group chat keeps failing. And we’re using a lot of

communications within the group, to keep the community tight. So it’s very important for us.

We have one separate group for the Within buyers, but we really can’t start a new group for

each game because of the group limits, so it needs increasing too, but that’s another issue

in itself.



ROBERT BLOOMFIELD: Yeah, well, that’s one lots and lots of people have heard about.

Okay. Let’s see. The other side of this, that’s the tech side, but there is also the policy side.

So you have actually gotten a little bit of push. You’re in the Showcase? Swamp Hotel is

one of your regions?



KIANA WRITER: I just noticed that this morning. Yeah. When I woke up, and I was

wondering, “Why are there so many people here?” That’s a second time that we’re on the

Linden Showcase. It’s really great. That’s really good--



ROBERT BLOOMFIELD: That has made enough of a difference that you really notice it?



KIANA WRITER: Yeah, definitely.



ROBERT BLOOMFIELD: That’s interesting because Linden Lab really does have the bully

pulpit, as we would say in the U.S. No doubt that’s a British term, but it really does, you
know, it just shows they have the megaphone and can make a big difference. So policies on

that no doubt will be crucial.



A related question here is Xstreet. We’ve talked about this a little on prior shows. Linden

Lab has recently purchased Xstreet. We covered them back in, I believe that was October,

when they were an independent company. Damien, I know you sell lots of avatars and

accessories through Xstreet. How do you feel about Linden taking them over?



DAMIEN FATE: I’m actually very excited. I might be in the minority there, but I would like to

see a lot higher integration of XstreetSL in Second Life, whether it’s including that in the

search feature or even, say, I could go to my store in Second Life and right-click a product

there and just say, “List on SLX,” and it will automatically be streamed to the website. Those

are features which I hope to see, so I’m quite excited about the venture.



ROBERT BLOOMFIELD: So you’re not concerned about lack of competition. I’ve heard

people express various concerns along those lines or content restriction, ultimately, with

Xstreet coming directly under Linden Lab control.



DAMIEN FATE: It might sound selfish, but for me personally, I don’t have anything that’s

non-PG, so that doesn’t really bother me much.



ROBERT BLOOMFIELD: I guess maybe that’s selfish, but, on the other hand, it’s certainly

a reasonable way to feel, given the type of work that you do. Let me just look. We are

starting to run out of time. I see there’s something interesting going on. I like to make sure
we get through the backchat, and there are some interesting comments here: “I don’t know

anything about giving premium accounts the ability to have a hundred groups.” That is one I

haven’t heard. I don’t know if anyone else knows about that. Do either of you? Kiana or

Damien, is that something you’ve ever heard of?



KIANA WRITER: I haven’t heard of that [CROSSTALK]



DAMIEN FATE: I don’t think it’s been discussed by Linden Lab, but I think it’s something

people have been commenting as a possible feature.



ROBERT BLOOMFIELD: We had Zero Linden on Metanomics over the summer, and he

talked about the incredible difficulty of scaling up the group system because of how much

communication that would require, that every group membership involves a large number of

connections to other people in Second Life. So I’m not sure that it’s likely. That doesn’t

sound like a plausible rumor to me, I guess I should say.



We’re just about out of time. Before we close, I know we have one more game trailer from

MadPea, that no one has seen before, and this is for a new game called The Chaos Effect.

Before we show the trailer, Kiana, can you just give us a sense of what this is about?



KIANA WRITER: Okay. I pronounce it ka-os though. And it’s a big game that we’re creating

for Orange currently.



ROBERT BLOOMFIELD: I’m sorry. Actually, can you pronounce that for me again?
KIANA WRITER: Ka-os.



ROBERT BLOOMFIELD: Ka-os. Okay.



KIANA WRITER: Ka-os. Okay? It’s a whole new style of time traveling, with a few twists. It’s

very humoristic and has also historical and [conventional interest?] in it. And we’re using

actors, really awesome animations, some very visual [AUDIO GLITCH] replicate life [AUDIO

GLITCH]. And one twist in the game is that the experience will be completely different to

each player. So the players will have absolutely no idea what to expect.

ROBERT BLOOMFIELD: When you said you’re using actors instead of bots or in additional

to bots?



KIANA WRITER: I mean we’re using voice actors so we were trying to make it as humane

as possible, as close to a real story as you can get.



ROBERT BLOOMFIELD: That sounds rather expensive. You have a partner in this. Right?

This is on Orange Island. Is that right?



KIANA WRITER: That’s going to be on Orange Island, and it will be coming early March.



ROBERT BLOOMFIELD: Okay. Great! Well, let’s make sure everyone looks forward to it,

by showing that short clip on The Ka-os effect now. So, SLCN, can you cue that up for us?

And we’ll take a look.
VIDEO: [NO LINK LISTED] VOICE: When you’re trapped in time the only way out of the

Chaos is to report of incidences. [Travor?] seems [patialexistence?] until he’ll find the

solution.



ROBERT BLOOMFIELD: Okay. Well, that definitely is a tantalizing trailer. So, Kiana Writer,

of MadPea, and Damien Fate, of Loco Pocos, thanks a lot for coming on to Metanomics and

letting us see what content creators are doing for their communities in Second Life.



KIANA WRITER: Thanks for having us here.



DAMIEN FATE: Thank you.



ROBERT BLOOMFIELD: We always close Metanomics with an opinion piece related to the

topic of the show, called Connecting The Dots. I get enough time to talk during the show, so

today I hand the microphone over to Prokofy Neva, Second Life landlord and author of the

popular blog Second Thoughts. Prokofy has written extensively about the relationship

between in-world businesses and Linden Lab, which, as I mentioned earlier, not only has

technological control over Second Life, but a good deal of political and marketing control as

well. And I believe Prokofy has some thoughts about that. So, Prokofy, welcome to

Metanomics, and, take it away.



PROKOFY NEVA: Hi, Beyers. Thanks for having me on the show today. I want to talk

about Linden Lab and in-world business competition, co-optation, confrontation or
collaboration. Back in June 2005, when I made my last post on the official Linden forums,

before I was perma-banned, I discussed my growing alarm at what I saw as in-world

monopolies that were gaining favor from Linden Lab. My thread was titled Four is Company,

Five’s a Crowd. Today, look at what’s happened to those companies. One of them folded,

but a second, XstreetSL, thrived and was just taken over by Linden Lab last week. A third,

run by Adam Zaius, went on to become the million-dollar Azure Islands and then later to

form the reverse engineer-based OpenSim. A fourth, Snapzilla and Sluniverse, is the largest

forums and picture-hosting service.



I was beaten up back then for questioning the idea of monopolies, with privileged attention

from the Lab, but the direction was clear even then. Linden Lab had a plan to groom some

companies, often at the expense of others, for their eventual takeover. Some people in the

forums liken this to a Renaissance Faire, with a sort of higher class of craftsmen backed by

the rich Medici family. They would produce goods for townspeople who wouldn’t question

this arrangement. And it’s perhaps indicative that when Professor James Grimmelmann

published a piece in the Yale Law Journal this month, titled Second Life is a Feudal Society,

not a single Second Life blog responded.



Linden Lab has long abandoned the “your world, your imagination” mantra, which is now

only good for out-world enterprises and educational institutions operating at a meta level.

But the in-world businesses who already face the burden of controlled currency and land

admissions are suffering. The Lab builds entire continents to compete with their own

residents. They can use their Splash screens. They can close the advertising off only to

themselves. This weekend we saw Linden spam-blast to every single user email on behalf
of the Xstreet. This grossly interferes with the free market. Only those Darwinian salmon

who can manage to swim upstream and still thrive under these conditions can have the

option of just appearing appetizing.



If before Linden Lab just limited itself to steering some lucrative out-world contracts or media

coverage, today it’s impatient, wanting to take over whole functions and whole businesses.

And we can see more of this in the area of rentals, events management and social network

and so on. Yet what we need is a much more sophisticated and less co-optive policy. And, if

Linden Lab would adopt a more constructive approach, they’d avoid all their major

PR disasters and economic crashes that they saw in the last three years, which all

originated in this competitive or confrontational posture. Whether we saw the infamous

co-optation of the GOM Currency Exchange that gave us a verb for our Second Life

vernacular that meant to take over a resident business or whether you see the Open

Spaces debacle or you see these protracted, agonizingly overdue responses to problems

like land-cutting, all of this comes out of lack of communication with in-world business.



Every other sector of the consumer profile around Second Life has its Linden or its

departments. So you see enterprises have a whole department. You see the architectural

working group. You see the Second Life Dev groups for scripters. You see the solution

providers groups, the educational groups and others. But in-world businesses have no

Linden focal point, no channel to be heard apart from the forums where they have to drown

in a thousand messages. So here you have content creators who make $60,000 US a year,

and you have land dealers, who handle thousands of customers, they’re all put into one big

grab bag called consumers, and they’re not taken seriously because they’re involved in
entertainment.



What the Linden should do to remedy this is to create a small business Linden and devise a

transparent roadmap for promoting in-world business, which, after all, is responsible for the

bulk of their revenue. They need to improve communications across the board. They need

more predictable behavior on things like pricing changes. They need much more

user-friendly mechanisms for policy input, instead of dumping people on the JIRA. They

need a much more flexible set of criteria for partnerships like community gateways for new

users, that don’t involve making residents jump through hoops that even the Lindens

themselves don’t jump through.



So you might ask the policies I’m prescribing, would this just amount to a more organized

Fetid Inner Core, as I’ve called it? No, I think it’s about creating a level playing field, and, no,

we can’t expect to turn a feudal society into a democracy overnight. A more managed

cooperativist approach would at least minimize the destructive upheavals and maximize a

variety of healthy, independent actors, which we need for the Metaverse to thrive. Thank

you.



ROBERT BLOOMFIELD: Well, thank you, Prokofy. That’s a lot to chew over for residents

and for Linden Lab management. Oh, I see you just pasted the James Grimmelmann piece

in the Yale Law Journal. I actually had a chance to serve on a panel with James. He’s a very

interesting guy, and I will definitely track that down.



Let me just ask for one bit of clarification. When he says it’s a feudal society, there’s one
feudal lord, and that is Linden Lab? Is that the idea?



PROKOFY NEVA: Yes, that’s the concept. Yeah. It’s the way the land is controlled.



ROBERT BLOOMFIELD: Right. Well, I can see that, and James is a sharp guy, so I will

track that down and make sure that more Second Life residents blog about it. So again,

thank you very much for coming on the show.



I hope everyone enjoyed today’s show, and please do join us next week when we welcome

back Robert Gehorsam, president of Forterra, Incorporated. Forterra is a leading developer

of Virtual Worlds for governments and other enterprises. And, as Linden Lab moves into the

enterprise space, these two companies are increasingly in direct competition. So join us to

get insight into Forterra’s plans and insight into the future of Virtual Worlds for enterprises.

Robert is a fascinating speaker. Last time he was on, he left us with the memorable phrase

“the military entertainment complex.” So see you then. And, bye bye.



Document: cor1048.doc
Transcribed by: http://www.hiredhand.com
Second Life Avatar: Transcriptionist Writer

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020209 Mad Pea And Loco Pocos Metanomics Transcript

  • 1. METANOMICS: MADPEA AND LOCO POCOS FEBRUARY 2, 2009 ROBERT BLOOMFIELD: Hello, everyone. I’m your host, Robert Bloomfield, and, on behalf of Cornell University’s Johnson Graduate School of Management and Remedy Communications, welcome to Metanomics. Most shows we focus on serious uses of Virtual Worlds, by educators, businesses and governments, and we hear from speakers emphasizing that Second Life is not a game. Well, today we’re going to turn that around and hear from two entrepreneurs, who are directing their business efforts toward constructing games and entertainment in Second Life. We’ll definitely have some fun today with Kiana Writer, of MadPea, and Damien Fate, of Loco Pocos, while we keep in mind that, in Virtual Worlds, fun can be serious business. We’ll also hear from blogger Prokofy Neva, who will close the show with a take on the often confused relationship between Linden Lab and the businesses within Second Life. We’ll start by hearing Tony O’Driscoll, who’ll tell us about the upcoming conference on training, learning and collaboration in Virtual Worlds. As always, Metanomics is filmed from the virtual Sage Hall, right here in Second Life’s Metanomics region, thanks to my real life employer, Cornell University’s Johnson Graduate School of Management. A number of you have expressed disappointment that we’ve been limiting the number of avatars on the Metanomics region during the show. We found that we needed to limit attendance on this region due to performance and stability issues, and we don’t want to be causing issues for the many viewers who watch the show on other Second Life regions and
  • 2. on the web. So I’m sorry that we’ve had to do this, but I do want you all to know that Doug Thompson, founder and CEO of Remedy Communications and author of Dusan Writer’s Metaverse, tells me that the team is working toward a solution. This type of feedback is really important to us, as we work to build on our success as one of the leading sources of insight into Virtual Worlds and is a place where the community can be actively involved in exploring opportunities, sharing insights and networking. So to that end, Remedy Communications will be holding a series of office hours that we’d like you to attend. The first office hours will be held Thursday, February 5th, at 12:00 noon, Second Life time. The session will be facilitated by Joel Savard, Second Life name; real life name is Joel Foner, who recently joined the Remedy team, in the position of director of immersive and social media. You can find more information about office hours on metanomics.net. With so few people here at Sage Hall, of course, more of you are at our event partner locations: Muse Isle, Confederation of Democratic Sims, Rockliffe University, New Media Consortium, Orange Island and Meta Partners. Through the Belgium-based Meta Partners, we’ve learned of a very interesting project coming up that I’d like to tell you about. The Université Libre de Bruxelles, Brussels for University, starts a course called Law and Governance in Virtual Worlds, which is open for all Second Life residents. The sessions start on Friday, February 6th, 2:00 to 5:00 P.M. Brussels time. Those of you who want more information can check out Roland Legrand’s blog, mixedrealities.com. I should point out that the courses take place in French so, for the French speakers in our Metanomics audience, let me say, “[Je suis sur que vous allez trouver secours tres interressant?].” That shows why
  • 3. I won’t be at the course because I wouldn’t be able to track it in French. But I do what I can. During our show, we use InterSection Unlimited’s ChatBridge system to transmit local chat to our website and website chat into our event partners. So speak up, and let everyone know your thoughts. Before we jump into Second Life businesses, we’ll take a minute to put Tony O’Driscoll On The Spot. Tony is a professor of practice at Duke University’s Fuqua School of Business. His current research is focusing on emerging technologies and how these technologies in general, and recently more of a focus on Virtual Worlds, can disrupt industry structure and business models. Tony, welcome to Metanomics. TONY O’DRISCOLL: Thank you so much, Beyers. ROBERT BLOOMFIELD: Well, it’s great to have you on, and you’ve been doing so much interesting stuff. We’re actually trying to arrange a time we can have you as our main guest, but here you’re just for a few minutes. Given what you’ve been doing in technology for education, you were a natural choice to organize the new conference offering by Show Initiative, 3DTLC, Three-Dimensional Training, Learning and Collaboration. For those who don’t know, Show Initiative runs virtualworldsnews.com and has produced the Virtual World Expo several times now. This spring, they split into two conferences, the first in March is Engage!, and the second is 3DTLC. Tony, just for starters, can you tell us a little about the motivation for splitting into two conferences? TONY O’DRISCOLL: Sure thing. I think those of us who’ve been to the Virtual World shows
  • 4. that Chris Sherman and [Tanda?] run, there was a lot of emphasis, Beyers, on entertainment. There was a lot of penguins and Webkinz, CSI, MTV and many of the enterprise community were looking for a home. So if they go to the Training Conference, they’re kind of marginalized by instructional systems design. If they go to the Serious Games Conference, they’re kind of marginalized. So they came to Chris Sherman and said, “We want our own show to be really focused on the enterprise application. Clearly, the entertainment vertical is glomming on pretty tightly to 3D Virtual Worlds, that we would like to bring in some of the other industries and have it more customer-pull focused show rather than vendor-pushed on enterprise applications of Virtual Worlds and 3D. ROBERT BLOOMFIELD: Now, I was at the last Virtual Worlds Expo in L.A., and I did notice the enterprise sections were rather sparsely attended, and those devoted to kids were packed. So I wasn’t too surprised to see them shift to a conference focusing exclusively on kids and entertainment. But I was rather surprised to see a new conference completely devoted to enterprise. Do they expect to get more traction by running that separate conference, and will they be actually arranging the conference differently? TONY O’DRISCOLL: Yeah. So clearly this will not be as large a conference. The ship’s left the harbor, so to speak, in terms of, I think, the application of 3D and Virtual Worlds to entertainment. When it comes to enterprise, I think there was enough push from the vendor community and enough pull from the enterprise community to say, “If we had a focused conference on the applications of Virtual World and 3D technologies to the enterprise, I’d be interested in coming.” But they had a couple of caveats on that, Beyers. One was that it’s really, “We want to hear from the customer’s perspective, from the user’s perspective, and
  • 5. we want to get evidence. We want stories of the benefits of the practical applications.” And that’s where 3DTLC comes from. It’s not necessarily just Virtual Worlds, but the application of 3D and in their lanes of training, learning and collaboration. So Chris is pretty confident. Chris is pretty confident that we’ll have a good turnout. ROBERT BLOOMFIELD: And can you talk a little about the speakers that you do have lined up and what you’re looking for in speakers who maybe are listening to Metanomics right now and would be interested? TONY O’DRISCOLL: Sure. And I appreciate the opportunity to talk about this right now. I’m going through the snowballing process as we speak. The way I’m approaching it is I’ve gone to each of the vendors and said, “Okay. You’ve told me numerous times you’ve got great stories, customers who have great advocacy for the use of your product behind the firewall, in an enterprise context. May I speak with them, and let’s talk about trying to put together a program that pulls a compelling set of evidence in the training, learning, collaboration space. So I can tell you for a keynote, we’ve got a gentleman from a very large oil company, where that company has decided that Virtual Worlds technologies is a game-changer technology over the next two years. ROBERT BLOOMFIELD: And you said that’s an oil company? TONY O’DRISCOLL: Mm-hmm. One of the things we’re looking for, Beyers, is to try and get out of--clearly a lot of roads will lead to IBM, Sun, Intel, Cisco, you know, the IT shops. I’ve been talking to folks in professional services, in publishing, in banking and insurance, in
  • 6. oil and gas, so I’ve been really working hard to try and get a good cross-section of industry represented at this conference. [AUDIO GLITCH] ROBERT BLOOMFIELD: You’re back to back with the Federal Consortium for Virtual Worlds Conference, I guess, which is immediately after that. I talked actually with Robert Gehorsam, president of Forterra, last week, who will be on Metanomics next week. Clearly lots of roads also lead to the federal government and its various agencies. First of all, do you expect to have a government component to your conference? And, can you talk about how you’re working together with the Federal Consortium Conference, if at all? TONY O’DRISCOLL: Oh, yes. That is indeed intentional. Paulette, who’s running the conference for the government side, we got together when I spoke with Chris, and he asked me to take on putting together the program. I said it would make a lot of sense to have it in Washington, both from a vendor perspective, as well as a participant perspective. You can come there for five days, and you can get a view on enterprise, and you can get a view on government. The other thing is, with Paulette’s show, on the Wednesday, there’s going to be essentially would you call it a bake-off, but there’ll be twelve Virtual World platforms being demonstrated so that you’ll get a good in-depth one-hour view. If you want to spend six hours there, you can cover six platforms and get a good comparative analysis of the different platforms. So we are working hand in hand. In fact, I was on the phone with Paulette today, discussing program notes, to make sure that we’re all synced up, in terms of synergies, overlaps and gaps.
  • 7. ROBERT BLOOMFIELD: Okay. So it sounds like then, if people are interested in appearing at your conference, as a speaker, it sounds like you’re looking for people who have concrete, hopefully, data-backed stories of how they have attempted to use Virtual Worlds. Are you looking for any academic studies? TONY O’DRISCOLL: Yes. I have been on a search for academic studies. One of the issues--it’s a good issue--is that we have a lot of folks who’ve submitted, and, in terms of format, we’re running it on one track so it’s only going to be one track throughout, with panels and keynotes. So there could well be an academic panel. It might get folded in with an analyst panel. That’s what I have to figure out on my flight to California tomorrow. ROBERT BLOOMFIELD: Ah. Okay. Well, I won’t keep you. I’ve been traveling enough. I know you end up having lots of things to do. And, of course, I want to get to our guests remaining. But thank you so much, Tony O’Driscoll, from Duke University and Show Initiative and the 3D Training, Learning and Collaboration Conference. I look forward to seeing you, in April, in Washington, and also sometime later on Metanomics. TONY O’DRISCOLL: Thank you so much, Beyers. ROBERT BLOOMFIELD: Let’s now turn to our main event. Today we are joined by two people who have both been very successful in-world content creators and community builders. Kiana Writer, of MadPea, and Damien Fate, of Loco Pocos. We’ll be spending this segment of our show learning about their businesses and exploring the challenges of
  • 8. making money and building communities in Second Life. Kiana Writer is the founder of MadPea Productions and describes herself as a storywriter and games developer, who’s passionate about creating games for people, challenging their imagination, testing their limits and making the impossible a reality. Kiana is joined by some of the MadPea staff so I do hope SLCN, if you can pan out to certainly some interesting people in the crowd. Our other guest is Damien Fate, who started Loco Pocos in July 2008, after having worked with Rivers Run Red and Electric Sheep Company, two major developers familiar to most of those who follow business and content creation in Second Life. As a little human interest, Damien met Second Life resident and inventor and first seller of prim hair, Washu Zebrastripe, in Second Life, and they got married in real life the following year. And Damien is also joined by some members of the Loco Pocos community, and, hopefully, we can get a good look at them as well. So, Kiana, Damien, welcome to Metanomics. KIANA WRITER: Thank you. ROBERT BLOOMFIELD: It’s great to have you here. Damien, I understand from Washu that, first, you’re still happily married, and that the two of you are expecting your own Loco Poco in real life. Congratulations. DAMIEN FATE: Thank you very much. I sure hope it’s human. That’s what we’re trying for. ROBERT BLOOMFIELD: Well, my point in bringing it up actually is that the Wall Street Journal has to tell every scandalous story about people meeting in Second Life and all the
  • 9. horrible things that happen. Someone else said there’s a video going around now, I think it’s CBC, that has something similar, and so your story is just a natural “boy meets girl, fall in love, have kids.” Why don’t we see this in the Wall Street Journal? So just my quick editorial, and, who knows, maybe we got a reporter from the Wall Street Journal, who’ll decide that this is worth covering. So that’s a topic for another show. For this show, Kiana, I’d like to start with your efforts with MadPea. So I understand you have five games that are currently playable and three in production. We have the honor, on Metanomics, to be able to share with our audience a trailer for one of those games, that, as I understand it, has yet to be shown to the public. So with the help of our good friends at SLCN TV, let’s take a look at the sequel to your popular game Within. VIDEO: http://madpea.com/index.php?page=games&game=within ROBERT BLOOMFIELD: So, Kiana, that’s a great creepy teaser. KIANA WRITER: Thanks. ROBERT BLOOMFIELD: Can you give us just a little more insight into the experience of the players for games like Within, and what made the first game so popular? KIANA WRITER: I think that Chapter One of Within was the first one of its kind and is a truly immersive game with characters, storyline and complex puzzles, and the players had absolutely no idea what to expect when they started playing that game, and it became
  • 10. instantly popular. ROBERT BLOOMFIELD: So does that mean you’re not going to tell us too much about it, then the audience, that the mystery will be gone? KIANA WRITER: No. I can tell a little bit more. I mean this Chapter Two is going to be something completely different than that. This was the first time that the people actually get to see what happens in the game. They have no idea. They’ve been waiting for months to see what they’re going to assassinate. This Chapter Two is going to take the whole Second Life platform into a whole new level. We’re using some really advanced [kill-offs?] as you could see those aliens, and it’s going to be a really scary game where you have to solve the biggest puzzle ever just to get out of there alive and do some teamwork to survive and get a higher status within the organization. ROBERT BLOOMFIELD: Can you talk a little bit about what you’re doing with in-world physics? KIANA WRITER: I’ll have to ask [Smiley?] to say something about that because I’m not a scripter, so I can’t really say much about that. ROBERT BLOOMFIELD: Well, I guess more from the player’s perspective. I mean I understand you have things like antigravity. KIANA WRITER: Yeah. Those are still we want to keep a little bit of a secret involved because that’s going to be very new to Second Life. But, yeah, we’re using antigravity so all
  • 11. the fight scenes and everything that you’re going to be doing in the game is going to be really interesting. ROBERT BLOOMFIELD: And so there’s another game that I’d just like to mention, another favorite MadPea offering in Second Life is Firefly, which I saw the trailer for that, and we don’t have time to put it on the show, but you describe it as a haunting love story. So is this appealing to a female audience primarily in Second Life? FIREFLY TRAILER: http://madpea.com/index.php?page=games&game=firefly KIANA WRITER: I don’t think so. We have had a lot of players playing Firefly, and our players are really fantastic. It doesn’t matter, really, what games we bring out, they want to try them out, all. And it’s a very different genre to Within. It’s like you said a haunting love story where you are following [AUDIO GLITCH] that wants to reunite with her lost lover. But it’s really visually amazing, and the puzzles are complex so that’s [AUDIO GLITCH] all kinds of [AUDIO GLITCH] game. ROBERT BLOOMFIELD: Okay. And, Damien, Loco Pocos has games, but, in your case, those games are integrated into a complete line of avatars. So for starters, Damien, I’m hoping you can tell us just how you pulled this all together into something that can sustain a community. DAMIEN FATE: Sorry. I think my mike fell a bit there. Well, basically, my games are not as advanced at MadPea games, of course. They’re more something to get you interacting with
  • 12. Loco Pocos as a brand and island experience. So you can come to the Loco Pocos Island, and everything is completely free. You can go around the island and do these little mini games and get little accessories for yourself. And you also pick up avatars for free as well. ROBERT BLOOMFIELD: And so it’s avatars, accessories and then game content as well. I know your avatars are very distinctive looking, and I understand you devote a lot of attention to detail on the technical side. We have some of these on film. I’m hoping SLCN can pop that video up on the screen, and maybe while people are taking a look at your Sim and your avatars in motion, you can talk a bit about the technical side and what’s different about your Loco Pocos avatars. VIDEO: http://www.LocoPocos.com DAMIEN FATE: Okay. So what’s different about the Loco Pocos avatars is the intuitive HUD which I’ve created. It’s completely language-free so it can cross all language barriers. And, from the HUD, you can customize your avatar completely from its general appearance at the base avatar, which doesn’t come with any clothes, but they’re so [Carsini?] in nature they don’t really need them. But you can also customize clothes. Once you wear them, they will stream the options to the HUD automatically. So it’s really a very simple way to customize how you look in Second Life. ROBERT BLOOMFIELD: So when you say it’s a language-free HUD, you’d say it’s icons. DAMIEN FATE: Yes, it’s all icon-base.
  • 13. ROBERT BLOOMFIELD: Okay. There’s a term I have no idea what this means. Maybe I misheard it, but a “body cruncher”? DAMIEN FATE: Yeah, that was the original term I think maybe Wings Whiplash came up with for what happens to your Second Life avatar to make it so small your abdomen folds in on itself. When I created Loco Pocos, I wanted to adapt the body cruncher animation which everybody else is using to try something which I could do more smooth animations with. And, for example, Loco Pocos avatars have wrist movements, which really helps when you’re expressing yourself. ROBERT BLOOMFIELD: So we have a question here from Olando7 Decosta: How does Loco Pocos make money? I understand that this is a full time job for you. Is it profitable? DAMIEN FATE: It is profitable. I must say though that Loco Pocos was never really set out to be a profitable project. That’s just actually a nice side effect of what’s happened after the community came together. They actually drive the store as well. So I don’t create anything that the community does not ask for. For example, I have a list of animals which the community suggested that I create. And, before I go on a creation spree, I’ll ask them to vote on what they want to have made, so I know that the top five creatures that are voted for are the ones that will sell best. So it’s really community-driven. ROBERT BLOOMFIELD: Okay. So I see we have a graphic. Maybe we can get this up after the video, on just some numbers of how many people you have and web activity. I
  • 14. guess you have something about--thousands, what, seven to ten thousand avatars or so that you’ve sold? DAMIEN FATE: That’s correct. We’ve been open for about seven months. In that time we’ve had around 21,000 visitors, given away maybe seven to ten thousand avatars--sorry, that’s sold seven to ten thousand avatars. About 20,000 accessories. But on top of that, we also give a lot of things away for free. So during those seven months, we’ve given away about three thousand avatars for free and maybe about 15,000 accessories. ROBERT BLOOMFIELD: Okay. Just going back to Olando’s question, you’re selling avatars, and you know you have a ready market because you have a community that has asked for them. You sell accessories, and then you keep the community energized through games and puzzles and contests and activities like that? DAMIEN FATE: That’s right. Yes. We have regular contests on Loco Pocos Island. And I think, to answer his question of how Loco Pocos makes money, I think one of the key ingredients to Loco Pocos’ success is how much we give away and the way we give it away. We don’t just invite you to the island and say, “Here’s an avatar. Here’s an accessory. Go have fun.” We engage you with the games and with competitions so that you really earn the things you get for free, and that makes them feel more special, and that sort of experience stays in your mind, and you decide to come back later for more of that fun that you had. ROBERT BLOOMFIELD: Well, certainly, people in Second Life are so hungry for any sort of content and social interaction, that that makes a lot of sense to me.
  • 15. Kiana, now you have a rather different approach. I understand that, for you, this MadPea started out purely as a hobby, but now you’re making some customized games for clients such as Orange and Sigma-Aldrich, McMillan Publishing. Can you tell us how that works? KIANA WRITER: Okay. It’s slowly moving from a hobby being actually a business, and it started when we made our first game, which was in fact Firefly. We did that for Orange. We applied to their community program for content creators. It’s called Create Program. And they offered us a part of their Sim for community builds, and we thought that, “Okay, instead of just building something here, let’s create a game.” And Orange was very impressed by that. They saw the potential that we had, and then we had some more talks, and finally they gave us a little bit more land to play with, where we build our other games on. We don’t pay any of the Sims that our games are hosted on. They’re supplied by Orange. And the other real-life clients that we have, they have come to us, and we work together to create games to suit their needs on their Sims. ROBERT BLOOMFIELD: So a couple that sounded interesting to me, one is called Reaction - Chemistry 101. And that’s tied in with Sigma-Aldrich. Can you talk a little bit about the content of the game and how you made that association with Sigma Aldrich? KIANA WRITER: I can actually see [Georgiana?] in the group chat as well. We have some good talks with her, and we thought about it together about what Sigma-Aldrich wants to have, and Reaction is a really funny chemistry lesson, creating all these reactions out of the strangest elements. You’re looking for bones and [AUDIO GLITCH] things like that, to actually create these fun things to build up to the end product. And it’s played over several
  • 16. Sigma-Aldrich Sims. ROBERT BLOOMFIELD: Okay. Then there is another one: Notes From the Voyage is designed for McMillan Publishing and celebrates the bicentenary of Charles Darwin’s birth. How did that come about? KIANA WRITER: Yeah. It’s made for the Nature Publishing Group and McMillan Publishers. They saw what we had done with Sigma-Aldrich and [AUDIO GLITCH]. The game is coming out on the tenth of February. It’s very amazing so the whole island is done like it was during the Charles Darwin journeys. ROBERT BLOOMFIELD: That sounds beautiful and time-consuming. KIANA WRITER: No. We’ve not done the whole island, but we work together with them on that. It’s really beautiful. [AUDIO GLITCH] have a look at it. ROBERT BLOOMFIELD: One question I would have is, often you hear people talking about the very different goals of the Second Life residents who are here for their personal entertainment and enterprises who are here for--in this case, these are both for-profit companies. So I’m just wondering: Do you see, or have you experienced any risks of integrating enterprises into your existing community? KIANA WRITER: I don’t really see any risks on that. I think it’s a big strength for both sides so we get to create a large variety of games for our community to choose from. The
  • 17. enterprises they tend to have guidelines and be more careful of the content, while we are more free in our creativity. So we listen to our community needs and the enterprises’ needs and work together to come up with something that fits everyone’s expectations. ROBERT BLOOMFIELD: We have a comment here, Kiana, from Stray Underwood. Well, there’s a comment and a question. First is yet another person commenting on your beautiful voice. KIANA WRITER: Oh, my goodness! ROBERT BLOOMFIELD: You’re from Scandinavia, right? KIANA WRITER: I’m from Finland. Yes. ROBERT BLOOMFIELD: Finland. Right. KIANA WRITER: I have a really bad flu, actually, at the moment. I’ve had fever for seven days so I’m struggling here. But I’m happy if you can hear me at least. ROBERT BLOOMFIELD: Well, we can hear you just fine. KIANA WRITER: Good. ROBERT BLOOMFIELD: The question is: Was there ever a time you were ready to give it
  • 18. all up, and what kept you going? So I don’t know if Stray Underwood knows something I don’t know, but I do know how much work it is to do things in Second Life. KIANA WRITER: He knows something, definitely. Something happened, hmm, let’s say almost a year ago. I was working with other members that are in the current crew, and we had a little bit of a low point. And then I had to decide if I wanted to carry on doing MadPea on my own or just completely give it up. With the help of good friends, I decided that, no, I really want to see what this comes up with. I got such good feedback from people playing the games, and it really encouraged me to carry on. I’m very happy that I did. ROBERT BLOOMFIELD: Actually, Damien, just let me pose a similar question to you. I know that it is so difficult to work with these purely virtual, purely in-world businesses where you don’t have much Real World contact with the people that you’re working with, and I’m wondering if you could talk a little, Damien, just about how you organize your company and the people you work with and handle those challenges. DAMIEN FATE: Well, on the creation side, it’s mostly done all by myself from creation of the avatars, the scripting system, the graphics, the textures and what not. But I have a great team of CSR’s, which help me handle the community since a lot of the time I’m busy creating. The CSR’s also handle any customer questions and such, so that’s how I manage to get by in Second Life, a great CSR team. ROBERT BLOOMFIELD: Mm-hmm. So you worked with Rivers Run Red and Electric Sheep Company, two companies that have been very big in Second Life. One is still here:
  • 19. Rivers Run Red doing a very different type of work now strictly enterprises and getting away from entertainment content creation. And the other is Electric Sheep Company, which has largely set its sites outside Second Life. I’m wondering what have you learned from those experiences, and are there particular ways you’re trying to improve on what they did? DAMIEN FATE: Not to sound mean to them or anything, but, if I’m doing work--I also do work for other companies, outside Second Life, that want to develop a presence inside Second Life. But what I’ve learned from Electric Sheep is to not let those companies decide too much on what they want to do in Second Life because a lot of the time they just want to resurrect an office in Second Life and maybe have a branded T-shirt. Whereas, I want them to do something more interactive which will get people interactive with their brand and having more fun than just dropping off on an island and picking up a shirt. So that’s one thing I learned is to try to be a bit more adventurous with things you create in Second Life. ROBERT BLOOMFIELD: We have a question from Austen Scanlan about what sort of testing that you do for games. This is really for both of you. And Austen also asks a related question: What kinds of challenges did you face? So, Damien, starting with you, what are the biggest challenges that you’ve had to deal with, with Loco Pocos? DAMIEN FATE: A lot of the time it’s scripting issues. The customization for Loco Pocos is quite complex, even though it’s intuitive for the user to use. And a lot of the time I find myself a bit confused myself by how to get the island to interact with people. My general knowledge of Second Life scripting isn’t as good as you may think, from the HUD. So a lot of time I’m left wondering how to do things, how to get my ideas to come to life. So that would be my main issue is scripting. It’s pretty difficult for me, but I keep at it.
  • 20. ROBERT BLOOMFIELD: One of the things I’m very sensitive to, when I look at these businesses that are working within Second Life, is that they really are so dependent on the technology and the policies of Second Life. I guess, on the technology side, are there certain things that are at the top of your wish list that would help you make better avatars or animate them more effectively? DAMIEN FATE: Well, I think Carl Linden recently talked about flexible sculpts in Second Life. That is something which I am really hoping to see soon, add a little bit more life to the avatar. Since they’re fully sculpted, they can sometimes seem a bit static, like the ears or the tail, for example. If I could get flexible sculpts in Second Life, I would be very happy. ROBERT BLOOMFIELD: Okay. As long as I have the mike, I have to say I really want my fingers to be able to move separately so that we look more natural in a talk show. It’s hard to get the refinement within the hand animations. But JenzZa Misfit does what she can with Avateer Pro. Kiana, how about you? Are there particular things that would help you, from Linden Lab, that you’d like to see? KIANA WRITER: I think our main script--Smiley has been talking there already, that he wants some more things. ROBERT BLOOMFIELD: Yeah, I see that: C and Java-style structures in classes. I’m an accounting professor. I don’t go there.
  • 21. KIANA WRITER: Okay, me neither. But from my point of view, what I do want to see some huge improvements with communications. Right now our group is nearly 900 members, and it’s growing really fast, and it’s really, really hard to reach them all because, when the group is so big, the notices keep failing and the group chat keeps failing. And we’re using a lot of communications within the group, to keep the community tight. So it’s very important for us. We have one separate group for the Within buyers, but we really can’t start a new group for each game because of the group limits, so it needs increasing too, but that’s another issue in itself. ROBERT BLOOMFIELD: Yeah, well, that’s one lots and lots of people have heard about. Okay. Let’s see. The other side of this, that’s the tech side, but there is also the policy side. So you have actually gotten a little bit of push. You’re in the Showcase? Swamp Hotel is one of your regions? KIANA WRITER: I just noticed that this morning. Yeah. When I woke up, and I was wondering, “Why are there so many people here?” That’s a second time that we’re on the Linden Showcase. It’s really great. That’s really good-- ROBERT BLOOMFIELD: That has made enough of a difference that you really notice it? KIANA WRITER: Yeah, definitely. ROBERT BLOOMFIELD: That’s interesting because Linden Lab really does have the bully pulpit, as we would say in the U.S. No doubt that’s a British term, but it really does, you
  • 22. know, it just shows they have the megaphone and can make a big difference. So policies on that no doubt will be crucial. A related question here is Xstreet. We’ve talked about this a little on prior shows. Linden Lab has recently purchased Xstreet. We covered them back in, I believe that was October, when they were an independent company. Damien, I know you sell lots of avatars and accessories through Xstreet. How do you feel about Linden taking them over? DAMIEN FATE: I’m actually very excited. I might be in the minority there, but I would like to see a lot higher integration of XstreetSL in Second Life, whether it’s including that in the search feature or even, say, I could go to my store in Second Life and right-click a product there and just say, “List on SLX,” and it will automatically be streamed to the website. Those are features which I hope to see, so I’m quite excited about the venture. ROBERT BLOOMFIELD: So you’re not concerned about lack of competition. I’ve heard people express various concerns along those lines or content restriction, ultimately, with Xstreet coming directly under Linden Lab control. DAMIEN FATE: It might sound selfish, but for me personally, I don’t have anything that’s non-PG, so that doesn’t really bother me much. ROBERT BLOOMFIELD: I guess maybe that’s selfish, but, on the other hand, it’s certainly a reasonable way to feel, given the type of work that you do. Let me just look. We are starting to run out of time. I see there’s something interesting going on. I like to make sure
  • 23. we get through the backchat, and there are some interesting comments here: “I don’t know anything about giving premium accounts the ability to have a hundred groups.” That is one I haven’t heard. I don’t know if anyone else knows about that. Do either of you? Kiana or Damien, is that something you’ve ever heard of? KIANA WRITER: I haven’t heard of that [CROSSTALK] DAMIEN FATE: I don’t think it’s been discussed by Linden Lab, but I think it’s something people have been commenting as a possible feature. ROBERT BLOOMFIELD: We had Zero Linden on Metanomics over the summer, and he talked about the incredible difficulty of scaling up the group system because of how much communication that would require, that every group membership involves a large number of connections to other people in Second Life. So I’m not sure that it’s likely. That doesn’t sound like a plausible rumor to me, I guess I should say. We’re just about out of time. Before we close, I know we have one more game trailer from MadPea, that no one has seen before, and this is for a new game called The Chaos Effect. Before we show the trailer, Kiana, can you just give us a sense of what this is about? KIANA WRITER: Okay. I pronounce it ka-os though. And it’s a big game that we’re creating for Orange currently. ROBERT BLOOMFIELD: I’m sorry. Actually, can you pronounce that for me again?
  • 24. KIANA WRITER: Ka-os. ROBERT BLOOMFIELD: Ka-os. Okay. KIANA WRITER: Ka-os. Okay? It’s a whole new style of time traveling, with a few twists. It’s very humoristic and has also historical and [conventional interest?] in it. And we’re using actors, really awesome animations, some very visual [AUDIO GLITCH] replicate life [AUDIO GLITCH]. And one twist in the game is that the experience will be completely different to each player. So the players will have absolutely no idea what to expect. ROBERT BLOOMFIELD: When you said you’re using actors instead of bots or in additional to bots? KIANA WRITER: I mean we’re using voice actors so we were trying to make it as humane as possible, as close to a real story as you can get. ROBERT BLOOMFIELD: That sounds rather expensive. You have a partner in this. Right? This is on Orange Island. Is that right? KIANA WRITER: That’s going to be on Orange Island, and it will be coming early March. ROBERT BLOOMFIELD: Okay. Great! Well, let’s make sure everyone looks forward to it, by showing that short clip on The Ka-os effect now. So, SLCN, can you cue that up for us? And we’ll take a look.
  • 25. VIDEO: [NO LINK LISTED] VOICE: When you’re trapped in time the only way out of the Chaos is to report of incidences. [Travor?] seems [patialexistence?] until he’ll find the solution. ROBERT BLOOMFIELD: Okay. Well, that definitely is a tantalizing trailer. So, Kiana Writer, of MadPea, and Damien Fate, of Loco Pocos, thanks a lot for coming on to Metanomics and letting us see what content creators are doing for their communities in Second Life. KIANA WRITER: Thanks for having us here. DAMIEN FATE: Thank you. ROBERT BLOOMFIELD: We always close Metanomics with an opinion piece related to the topic of the show, called Connecting The Dots. I get enough time to talk during the show, so today I hand the microphone over to Prokofy Neva, Second Life landlord and author of the popular blog Second Thoughts. Prokofy has written extensively about the relationship between in-world businesses and Linden Lab, which, as I mentioned earlier, not only has technological control over Second Life, but a good deal of political and marketing control as well. And I believe Prokofy has some thoughts about that. So, Prokofy, welcome to Metanomics, and, take it away. PROKOFY NEVA: Hi, Beyers. Thanks for having me on the show today. I want to talk about Linden Lab and in-world business competition, co-optation, confrontation or
  • 26. collaboration. Back in June 2005, when I made my last post on the official Linden forums, before I was perma-banned, I discussed my growing alarm at what I saw as in-world monopolies that were gaining favor from Linden Lab. My thread was titled Four is Company, Five’s a Crowd. Today, look at what’s happened to those companies. One of them folded, but a second, XstreetSL, thrived and was just taken over by Linden Lab last week. A third, run by Adam Zaius, went on to become the million-dollar Azure Islands and then later to form the reverse engineer-based OpenSim. A fourth, Snapzilla and Sluniverse, is the largest forums and picture-hosting service. I was beaten up back then for questioning the idea of monopolies, with privileged attention from the Lab, but the direction was clear even then. Linden Lab had a plan to groom some companies, often at the expense of others, for their eventual takeover. Some people in the forums liken this to a Renaissance Faire, with a sort of higher class of craftsmen backed by the rich Medici family. They would produce goods for townspeople who wouldn’t question this arrangement. And it’s perhaps indicative that when Professor James Grimmelmann published a piece in the Yale Law Journal this month, titled Second Life is a Feudal Society, not a single Second Life blog responded. Linden Lab has long abandoned the “your world, your imagination” mantra, which is now only good for out-world enterprises and educational institutions operating at a meta level. But the in-world businesses who already face the burden of controlled currency and land admissions are suffering. The Lab builds entire continents to compete with their own residents. They can use their Splash screens. They can close the advertising off only to themselves. This weekend we saw Linden spam-blast to every single user email on behalf
  • 27. of the Xstreet. This grossly interferes with the free market. Only those Darwinian salmon who can manage to swim upstream and still thrive under these conditions can have the option of just appearing appetizing. If before Linden Lab just limited itself to steering some lucrative out-world contracts or media coverage, today it’s impatient, wanting to take over whole functions and whole businesses. And we can see more of this in the area of rentals, events management and social network and so on. Yet what we need is a much more sophisticated and less co-optive policy. And, if Linden Lab would adopt a more constructive approach, they’d avoid all their major PR disasters and economic crashes that they saw in the last three years, which all originated in this competitive or confrontational posture. Whether we saw the infamous co-optation of the GOM Currency Exchange that gave us a verb for our Second Life vernacular that meant to take over a resident business or whether you see the Open Spaces debacle or you see these protracted, agonizingly overdue responses to problems like land-cutting, all of this comes out of lack of communication with in-world business. Every other sector of the consumer profile around Second Life has its Linden or its departments. So you see enterprises have a whole department. You see the architectural working group. You see the Second Life Dev groups for scripters. You see the solution providers groups, the educational groups and others. But in-world businesses have no Linden focal point, no channel to be heard apart from the forums where they have to drown in a thousand messages. So here you have content creators who make $60,000 US a year, and you have land dealers, who handle thousands of customers, they’re all put into one big grab bag called consumers, and they’re not taken seriously because they’re involved in
  • 28. entertainment. What the Linden should do to remedy this is to create a small business Linden and devise a transparent roadmap for promoting in-world business, which, after all, is responsible for the bulk of their revenue. They need to improve communications across the board. They need more predictable behavior on things like pricing changes. They need much more user-friendly mechanisms for policy input, instead of dumping people on the JIRA. They need a much more flexible set of criteria for partnerships like community gateways for new users, that don’t involve making residents jump through hoops that even the Lindens themselves don’t jump through. So you might ask the policies I’m prescribing, would this just amount to a more organized Fetid Inner Core, as I’ve called it? No, I think it’s about creating a level playing field, and, no, we can’t expect to turn a feudal society into a democracy overnight. A more managed cooperativist approach would at least minimize the destructive upheavals and maximize a variety of healthy, independent actors, which we need for the Metaverse to thrive. Thank you. ROBERT BLOOMFIELD: Well, thank you, Prokofy. That’s a lot to chew over for residents and for Linden Lab management. Oh, I see you just pasted the James Grimmelmann piece in the Yale Law Journal. I actually had a chance to serve on a panel with James. He’s a very interesting guy, and I will definitely track that down. Let me just ask for one bit of clarification. When he says it’s a feudal society, there’s one
  • 29. feudal lord, and that is Linden Lab? Is that the idea? PROKOFY NEVA: Yes, that’s the concept. Yeah. It’s the way the land is controlled. ROBERT BLOOMFIELD: Right. Well, I can see that, and James is a sharp guy, so I will track that down and make sure that more Second Life residents blog about it. So again, thank you very much for coming on the show. I hope everyone enjoyed today’s show, and please do join us next week when we welcome back Robert Gehorsam, president of Forterra, Incorporated. Forterra is a leading developer of Virtual Worlds for governments and other enterprises. And, as Linden Lab moves into the enterprise space, these two companies are increasingly in direct competition. So join us to get insight into Forterra’s plans and insight into the future of Virtual Worlds for enterprises. Robert is a fascinating speaker. Last time he was on, he left us with the memorable phrase “the military entertainment complex.” So see you then. And, bye bye. Document: cor1048.doc Transcribed by: http://www.hiredhand.com Second Life Avatar: Transcriptionist Writer