Here’s my top ten highlights from Linden’s Lab product team keynote at SLCC last weekend (in addition to adding game mechanics to the new user experience, as I mentioned yesterday.) On the panel from the product team were John Laurence (SL: Durian Linden), Sarah Kuehnle (SL: Esbee Linden), and Michael Gesner (SL: Gez Linden). Here we go:
- The game prototype demo the team showed off during the panel comes with a nifty point-to-point teleport feature; they are working on introducing something like that for Residents to use in their own projects.
- The product team is concentrating on two general areas: Usability and Engagement. That includes improving the rezzing problem and avatar customization.
- The team is also working on combining the Basic and Advanced viewers into a single UI. (Basic mode was just a temporary stop-gap measure)
- "We hear you loud and clear about [hating] the sidebar... probably the number one complaint for Viewer 2" (Durian)
- Prims will still be the primary means of creation in SL, but mesh will become an option for those who know the pro-level tools needed to build with them. (Personally, I'm highly skeptical of that, after market forces start driving demand for mesh.)
Five more after the break:
- As part of the first-time experience, the team wants to get new users interested in building.
- Linden is planning to introduce scriptable NPCs for developers to use. (Not sure how they’ll be different or superior to bots; no info was given.)
- An audience member asks, will there be export tools for content built with prims? Team answer: "There's no plan to allow that type of exporting from Second Life."
- "We do use JIRA, we don't ignore it," says Esbee.
- Durian Linden, a veteran of Sony Home and Everquest (where he worked with Rod) on one reason why he loves Second Life: "Somewhere in there is the future.’
As with my last two SLCC notes, fellow attendees, if there's anything I missed in my rough notes, please help out in Comments!