As I see it, the problem is the media. It is to the media’s financial gain to believe SL has a bad reputation and they push that to sell their product. Which of us is right will determine how effective actions are to shape the future SL user’s opinion of what Second Life is or isn’t.
25:00 The interview with Widely Linden on Oculus Rift and the SL Viewer starts. Widely says they have made the ENTIRE Second Life experience available to the future Oculus Rift user. That means shopping, exploring, chatting, building… everything.
Widely says touch typists will fly through the controls. Hunt-and-peck typists are going to find the user interface on-screen familiar and useable. Widely suggests that something like the Ironman interface Tony Stark (played by Robert Downey Jr., sees when in the suit is what they have implemented for the SL Viewer.
Widely describes the Linden position is not that of wanting to be first. But, to really do it right, to provide the best experience. So, they needed from when they started in August 2013 until now to get what they feel will give Oculus users a full experience of Second Life.
One of the problems the Lindens ran into is the game-display-tricks used to help people know where their cursor is no longer work. This meant the cursor control that drives that little arrow we so take for granted had to be re-written and thought. We don’t yet know what they did to fix the problem, but we do know it will be new.
From what Widely is saying in the interview, and I suggest you listen to what he is says first hand, the cursor will behavior in ways very familiar to us. We will understand the paradigm being used. That fits with the Lab’s goals of doing all they can to hold the learning curve to as small a mountain as possible.
31:00 Those familiar with SL will have almost no learning curve when switching to the Oculus. Drax brings up LEAP Motion control. I didn’t hear anything new from Widely.
34:00 Drax asks a question from Loki Elliot as to whether Oculus is going to change our experience of our avatar. Loki is pointing out that many people use 3rd person view so they can see their avatar. Is Oculus going to change that? Widely says no.
Oculus support the 3rd person view and Widely says it has some advantages. And while it gets bit fuzzy about which viewer does what there is apparently 1 new mouse-look mode added for Oculus. But, the mouse-look view we are familiar with is also alteredand improved.
From the sound of Widely’s voice it seems he is bursting to say more. He says their intention was to give the Oculus user as much use of the Rift and its possibilities as possible.
36:00 Widely describes how some of the new and old mouse-look views work. Widely prefers the new first person view.
39:15 Drax asks about nausea factor. Widely says the new Oculus is better at reducing nausea problems. With better tracking in the new Oculus devices many of the eye-body-motion cues being received are more realistic, which reduces the nausea problem. Early Oculus devices provide less tracking and thus confused the brain with conflicting motion vs visual information. I guess the take away is nausea is less of a problem in the latest development kits and should be even a lesser problem in the commercial release of Oculus.
40:50 Talk turns to the beta project. Drax tries to get an ETA, but Widely provides a realistic answer. They are hoping to get good feedback and possibly new ideas from creative types. Depending on what they get, they may add or change features of the UI. So, the answer on ETA is unknowable.
42:00 Drax asks a question submitted by an audience member, is the Mac experience different? Widely says fundamentally they are the same.
42:50 Drax asks if Widely is sharing his experience of SL with normal people? The answer is mostly joking around. I can’t tell if Widely deliberately avoids answering or not. There is an answer, but in context I can’t decide if it was just joking ir an actual answer. I will say if it was deliberate avoidance, it was smooth.
46:40 Jo asks if the Lab will create a showcase area for Oculus users? Widely answers that the Lindens have visited places in SL to find the places that look great with Oculus and made a destination guide for Oculus users. So, basically there will be no Oculus specific area built by the Lab.
47:20 Jo asks if the Lab is preparing lots of promotional material targeted toward Oculus users? Widely’s answer is it is basically too early to go there. Once the Oculus is released and a price point set then the Lab can target their advertising.
50:00 Drax and Jo discussion of the Widely interview starts here They are both excited about what Widely Linden has said. It is exciting. Listen to the audio. Get excited.
A point they make is about the Lab taking the time to do this right, at least making the attempt. No matter how well the competition does making their VR games, Second Life has a world full of places to explore. SL has more content than any place else or than anyone else can possibly have for some time to come. Plus how many of the competitors have literally thousands if not tens of thousands of people building content?
As new hardware comes out and people want to use it, the place to go is going to be Second Life. If the experience is as awesome as many of us suspect, VR and SL will grow, may be explosively.
Drax and Jo appreciate the games made for Rift, but Second Life is going to be the ultimate toy for those with an Oculus.
54:20 Drax and Jo are onto other things at this point. GDC – Game Developers Conference, Relay for Life, etc.
56:50 Millay Freschi on handling griefers. This is worth a listen. If you listen to nothing else, check this part of the audio.