Linden Launches Monster-Dodging Game for Premium Users UPDATE: Rod Humble Explains -- It Was Made With New Tools Coming Soon for SL Game Developers
Alicia Chenaux got an early look at a new game area that Linden Lab apparently just introduced and is rolling out to select Premium subscribers of Second Life: "I think it's pretty much in the alpha stages right now," reports Alicia, "but it's kind of fun! You're fitted with a HUD when you go in, and then it tells you what to do. Basically all I did was run around collecting crystals and trying to avoid rock monsters. Oh yes. Rock monsters." Read more of Ms. Chenaux's take here. This looks like the new game feature that insiders told me about last week, which I mentioned is part of SL's Will Wright era; I'm checking with the Lindens to get more details now (if any.)
Meantime, if you have a Premium account, you may be able to check this out for yourself: Click here for a direct teleport.
Update, 11:45AM: In Comments, Linden CEO Rod Humble explains what this is: "Just FYI this whole game was built by us so we could go through the process of creating the tools to pass on to our content creators. After we get the experience scaling and solid then we will pass on the tools and creators will hopefully enjoy making stuff far better than we ever could."
Update 2, 1:15PM: Ehrman Digfoot took a much more representative (and impressive!) photo of the new game area, which I just excerpted and added above.





Thanks. Just FYI this whole game was built by us so we could go through the process of creating the tools to pass on to our content creators.
After we get the experience scaling and solid then we will pass on the tools and creators will hopefully enjoy making stuff far better than we ever could.
Posted by: Rod Humble | Friday, November 04, 2011 at 11:25 AM
> Just FYI this whole game was built by us so we could go through the process of creating the tools to pass on to our content creators.
you sir are a genius. kudos. this is the most promising news i've seen re:SL in six years.
Posted by: qarl | Friday, November 04, 2011 at 11:29 AM
Serious. Automatic HUD with NON-blue box pop ups for actual in-world game play is excellent. Really opens up SL as a development platform - Don't just choose your own adventure, build that bitch from scratch.
Posted by: Seymore Steamweaver | Friday, November 04, 2011 at 11:36 AM
Glad to hear Rod! I look forward to whatever valuable features you come up with while making this getting exposed to content creators.
Posted by: Ezra | Friday, November 04, 2011 at 11:39 AM
This is fantastic. The fact that you're looking at how to fix and develop SL from WITHIN is a huge difference to looking at it from the outside.
Posted by: Damien Fate | Friday, November 04, 2011 at 11:45 AM
And now I am a premium account. (To be fair I started 2 weeks ago)
This is awesome. Will be trying this out tonight; can't wait to get ahold of pathfinding by the way. :)
Posted by: Adeon Writer | Friday, November 04, 2011 at 12:20 PM
Okay...stop the presses. This is potentially wonderful news.
Had this sort of technology been available a year ago, we'd never have moved our simulation of House of Usher to an OpenSim grid. I'd have been on bended knee at my uni to ask them to keep our island going. Beats the heck out of notecards and blue drop-down boxes.
Give us good tools and we'll get back to that "your world, your imagination" feeling again.
Posted by: Ignatius Onomatopoeia | Friday, November 04, 2011 at 12:27 PM
I just signed up for a premium account five minutes ago and was taken directly to the game area. It looks amazing with shadows, great environmental SFX, no lag.
Very impressed.
Posted by: Ehrman Digfoot | Friday, November 04, 2011 at 12:47 PM
...and its fun, too. Been playing with it the last couple days, even beyond the couple of complete-able quests. :-)
Posted by: Marianne McCann | Friday, November 04, 2011 at 12:48 PM
Here is my hoping that it will help. I build because I'm a madboy and like to make things, RL and SL. This could be a lot of fun.
But it won't increase land sales unless you cut the tier by 1/3. Ferraris are fun too, but most folks can't afford one while most people can afford a Chevy. Which has more sales and more money in the bank? Here's a hint: it's not Ferrari.
Posted by: shockwave yareach | Friday, November 04, 2011 at 12:51 PM
Eeek - next year we will have ghosts chasing us and witches zapping us with spells. Halloween will be even more scary in SL!
The recent work on the FUI showed a decent level of design ability - I'll look forward to seeing the new creation tools.
Posted by: Hitomi Tiponi | Friday, November 04, 2011 at 12:53 PM
Here's a fully rendered image of the new landing point after you sign up for a Premium account and receive the gift. You can walk through a teleport gate and automatically go to the game area. Not the awkward click, select and teleport,just a flash and you're there.
I think it will be important to illustrate these new areas with fully rendered images and videos. It will really show off what SL is capable of. Many depictions of SL, including the article image, make it seem graphically primitive to nonplayers.
http://twitter.com/#!/EhrmanDigfoot/status/132545908003971073/photo/1/large
Posted by: Ehrman Digfoot | Friday, November 04, 2011 at 01:02 PM
Thanks Ehrman! Adding to this post if that's OK!
Posted by: Hamlet Au | Friday, November 04, 2011 at 01:15 PM
Absolutely! Thanks Hamlet!
Posted by: Ehrman Digfoot | Friday, November 04, 2011 at 01:33 PM
This looks like a perfect first step towards the sort of features I was cheerleading several months ago. Well done!
Posted by: Arcadia Codesmith | Friday, November 04, 2011 at 02:34 PM
The no-fuss instant HUDs, very cool.
Instant death....bad.
Posted by: Mathieu Basiat | Friday, November 04, 2011 at 02:36 PM
while these improvements are nice - what's more important here is that LL is creating a process whereby they will "eat their own dogfood" and develop (even rudimentary) content in SL. this will give them direct experience at the in-world creation process - and will give them direct insight into what needs to be fixed/developed (and more importantly: why.)
IMHO - this is EXACTLY what LL needs (and has needed for quite a while.)
Posted by: qarl | Friday, November 04, 2011 at 03:21 PM
That's a striking photo, Ehrman. Beautiful shot!
Posted by: Salazar Jack | Friday, November 04, 2011 at 03:24 PM
I went there via the portal, found folk who hadn't read about it before but found the portal, got stuck, im'd Rodvik, realised he was too busy, asked the other people around what we're supposed to do, social fun! This is a winner!
Posted by: Ciaran Laval | Friday, November 04, 2011 at 04:37 PM
You guys suck. Do you realize that most of the people who help you stuff your pockets and get the new BMW of the year while collecting the older ones are NON premium users, right?
Elitists!
Posted by: lilly | Friday, November 04, 2011 at 06:52 PM
Okay here's something that I hope isn't just happening to me because it's late and the area is empty. I've been running around dodging and weaving, and crossing sim line without being aware of it. No sinking into the ground, no rubber banding, no flying off into spaaaace. I must have moved in and out between sims four or five times before I started to get suspicious that it was happening, it's that smooth.
Well played LL :)
Posted by: Wilhelmina Hinchcliffe | Friday, November 04, 2011 at 11:00 PM
@lilly the beta period is for premium members, everyone will be able to access the areas once beta is over.
Posted by: Ciaran Laval | Saturday, November 05, 2011 at 02:50 AM
... Marvelous! But when will LL finaly fix the grid? Like sim crossings? And overall performance of sims? Sailing, flying etc.. is a nightmare at the moment! And that is not something of the past few days!! LL, FIX IT! Instead of wasting your time to new things, that nobody is waiting for..
Posted by: Jeroentje Jansma | Saturday, November 05, 2011 at 03:39 AM
@Jeroentje Did you read Wilhelmina's comment? I am having the same experience.
Posted by: Adeon Writer | Saturday, November 05, 2011 at 04:44 AM
Is there any sense of a sim crossing at all? Or do you think they are using megasims that are simply reporting as individual sims?
Posted by: Hitomi Tiponi | Saturday, November 05, 2011 at 06:03 AM