2/23/2010

21 Reasons the New Second Life Viewer 2.0 is a Huge Improvement

Viewer 2.0 is, in fact, dozens of long-requested features. The fact that these features we've asked for years and years of Linden Lab to deliver for the Second Life platform is a testament to the teams and leadership, and is a very good sign for the longer-term viability of Second Life as a platform. Two of the most stand-out features are HTML on a prim and treating a browser like a browser. But there's lots more.

First and foremost, I want you readers to understand that "Viewer 2.0" goes beyond the browser, and shows a fundamental shift in the thinking and working at Linden Lab.

1. Presentation with Machinima

I've said since 2005 that machinima is the single best way to show off virtual worlds. I'm hardly alone in this opinion. The gorgeous videos produced by the Ill Clan to promote Second Life shows that Linden Lab gets it, too.


Different use cases are illustrated, making room for business and education as well as the fun and escapism.

Further, the videos that are there to promote the new Viewer are produced by PookyMedia. These are nothing new, as Torley has a whole bunch of instructional videos that he has been creating for years. However, they have always seemed to be a sidenote, whereas now these videos *are* the launch, front and center.

Linden Lab still has a little ways to go - I still don't see similar videos on the Business side of things, such as on secondlifegrid.net. However, Linden Lab is promoting these other cases to the media.

2. Media Outreach for Business and Educational Use

One of the long-standing criticisms of Linden Lab in promoting Second Life has been the focus of "Second Life is a fun escapist place" that is the dominant way people think about Second Life. I was impressed with this interview Linden Lab CEO Mark Kingdon did with Robert Scoble that was released today at Building43.


In it, Kingdon clearly mentions business uses, cost-saving for travel, and simulation of "not possible in real life" uses. I was disappointed with one aspect, however, as he compared Second Life to Las Vegas, where one might have a business convention during the day, and then go to a nightclub at night. That could have just as easily been compared to San Francisco, Los Angeles, New York, or London, and not have the negative, overt connotation of sex and immorality that Vegas touts.

3. HTML on a prim.

When I first started thinking about virtual worlds, back in college, and how I would design my own, one of my fundamental assumptions was a sort of "reverse compatibility". HTML. A virtual world, to be an evolution of the web, must easily handle all the current uses of the web.

When I joined Second Life, I was surprised when this was not the case. Second Life for years has been a virtual walled garden, with little to no interest of interacting with the rest of the web or social media. As Second Life gained popularity in 2005 and 2006, this attitude changed, but by then a lot of work was needed to enable web pages in Second Life.

Years later, we now have interactive websites within Second Life, with a robust permission system. And while the webpage display as media stream and being able to make httprequests out to servers via Second Life's in-world scripting language helped, they provided only a tiny subset of possible uses of the web in Second Life.

Being able to interact with the web natively in Second Life is a fundamental shift for the platform. I will have to post a followup blog post just about this subject, because the possibilities are so vast and expansive. A brief off-the-top-of-my-head list:
- working on documents in Google Apps
- watching YouTube videos in-world with friends
- adding multimedia content to everything: social, business, and educational uses
- replace awkward interfaces in-world with web-site driven interface
- replace text display in-world with websites.
- virtual goods sellers can now update all of their kiosks around Second Life from one website, and create sales interface through Xstreet online.

4. New Navigation Ideology

We have decades of experience, as a culture, working with computers and interacting online. There are many paradigms that have been tested, rethought, and improved. There have been alternative methods tried and failed. Ultimately, we have a set of behaviors that people use while using the Internet that work pretty well.

Until Viewer 2.0, most of these have been ignored. People call Second Life a game, frankly, because Second Life looks and feels like a game:
- The arrow-key / WASD control scheme.
- The avatar.
- The over-the-shoulder-camera.
- The health system.
- Pie menu navigation.
- Mouse-driven view changing

Add to that even more foreign concepts:
- 3-D building toolkit
- Inventory system that looks nothing like a PC or Mac's file system.
- Flying

Now, many of these are inherent to the platform, such as the avatar, flying, and so on. But the big picture was that Second Life's original viewer was designed by game designers, not web designers. Though, to be fair, we're talking 2001, before Firefox was anything but a 1982 Clint Eastwood movie.

The new browser is designed from the perspective of, "Second Life is part of the 3-D web, and let's use some of the behaviors we know and love from the web."

5. Back Button / History / Search Bar

What did the new browser ideology give us? A few of my favorites are the back button, the history of visited places, and the search and URL bar being at the top of the screen.

Back Button

If I recall correctly, Electric Sheep Company had this in their browser that they released for the CSI tie-in that they did with Second Life. This feature was certainly widely suggested before that, and it is a natural behavior.

History

Along the same lines, storing a history of places a user has visited is another natural web browser feature that fits with a virtual world.

Search Bar and URL Bar at top

This is not only about making Second Life work more like a web browser, but about the ability to do common tasks easier. Search in Second Life has been hitting Control-F. The average user doesn't know this. While this is a standard among web browsers and software, it's not a user's preferred choice for web browsing. The URL bar is really only a slight alteration, space-wise, from the previous browser, which listed the full name of the simulator at the top of the screen. But instead of having to poke open a map to navigate, one can just copy and paste a url, or even more simply:

6. Lip-Sync is on by Default

What is Lip-sync? When you talk via headset or microphone, your avatars lips move along with your voice. Is it perfect? No. Does it add to the immersion, and help dispel the "creepy telepathy" feeling I get when people talk without it. Yes! Is it buried in a developer "Advanced" menu? Not anymore!

7. Drag and Drop landmarks.

I think this is a cool feature. Drag a landmark from your inventory or history directly to your URL bar at the top, and you teleport. Simple.

8. Flash Support

Which I still don't see for the iPhone or the iPad. Just saying.

9. Tattoo Layer and Alpha Mask Layer

What is this, you ask? A Second Life avatar is assembled by the viewer and transmitted to other users in-world. It has a variety of "layers", such as "shirt", "undershirt" and "skin". Each layer can be changed independently, allowing third party content creators to sell individual items, such as pants or photo-realistic skins, rather than being forced to sell entire avatars looks as a set. What was missing was a "tattoo" layer.

Now, one might say, "How many people want tattoos on their avatar?" In the traditional sense, perhaps it might be a priority. But in the avatar sense, we're talking about make-up.

The same goes for alpha layer. This basically means that parts of a body can be made transparent, and non-human avatars can be made much more easily.

Content creators have long since wanted the ability to create tattoo and make-up separate from the skins, as well as an alpha layer for avatars. These will open up a whole new market for content creators in-world, while giving more flexibility to users who want to customize their avatars.

10. The Sidebar

The new sidebar is an attempt at putting all the commonly used things: profiles, inventory, landmarks, etc, into one standard format and easy to hide. I think it needs some work, but it's superior to the old interface.

11. Touch-Menu Interaction Improvements

Death to the Pie-menus! Huzzah! Linden Lab opts for the more universally recognized pull-down menu style.

12. View Presets

At the bottom, there's a button "View", and the eyeball icon lets you select one of four presets. This allows a user to quick go to first-person, over-the-shoulder, view of one's avatar from the front, and traditional view.

Unfortunately, this has a drawback... they stick even if you close the view. But the ESC key will break out of any view, just like mouselook, so it's really not that big an issue.

Various Interface Improvements

13. Chat History is replaced with an up-arrow next to the chat input box.

14. The top pull-down menus make far more sense.

15. Simplification of advanced features with "more" buttons that expand more features. (such as the snapshot window)

16. Line numbers on the left-hand side of the script programming window.

17. The annoying blue llDialog box is now: 1. In the same style as the rest of the browser. 2. At the bottom near chat, which is a more useful place that up in the top right corner.

18. "Nearby avatars" is now a tab in the "People" sidebar that let me quickly see who is around me. Super useful!

19. It's Still a Small Download

While Second Life requires about a gig of hard drive space (this seems far more trivial now than it did in 2004), the download is only 22.4 megabytes. Piece of cake.

20. All The Old Controls Still Work

Experienced SL users will have some time getting used to new locations for chat windows, but really an hour with the new viewer and I've got it. The big thing is that all the hotkeys and controls all still work.

21. Things still in the works

The other thing to be excited about are some announcement of initiatives still in the works. They include:

- In his interview with Scoble, Mark Kingdon spoke about Second Life providing connection to larger web - social tools to "break down walls"
, as he said. The purchase of Avatars United was cited as a valuable asset in this step. The SL Profiles that appeared a few months ago shows that this initiative has been in motion for a while.

Second Life will die as a walled garden. As it opens itself for interaction with external social media platforms, it will thrive.

- The programming language C# is being integrated into the scripting system so that more people can use existing programming knowledge to do programming with Second Life.

- "Inventory hasn't been updated yet". Catch that quote from the Intro To Viewer 2.0 video? I'm assuming this means Linden Lab is developing a long-awaited overhaul to the inventory system.

What I'd like to See From Here:

Well, since Linden Lab has now accomplished many of my major gripes about the platform, and is working on others, here's some features I'd like to see next:

1. Compatibility with standard 3-D formats. This will allow people with traditional design skills to work with Second Life, and immediately bring in a slew of new content, as there are lots of free and inexpensive 3-D art out on the web.

2. Better Facial expressions. I can't say this enough. Second Life's communication is already more meaningful that a simple telephone call. It could grow by an order of magnitude if it had accurate facial expressions mapped via webcam.

3. Drag and drop with your PC or Mac. I want to be able to drag the following from my desktop directly to Second Life:
- image files, 3-D objects, and avatar animations, and have them upload exactly in the folder of inventory I want.
- URLs, and have them automatically apply to the surface of an object
- standard document types, such as word processing / presentation / spreadsheet formats, that I can drag in-world and have them display. (Perhaps I'll settle for Google Apps, now that HTML is in-world)

3. "Portaling" objects. Essentially, I want the equivalent of a hyperlink in Second Life. I click on a door, I can go anywhere. Not a landmark, but a seamless transition from one space to another space. And, eventually, to other grids.

4. Increased privacy and functionality with "Inside / Outside" spaces, as I described here.

5. SL-in-browser. It can be done. One day. I dream.

6. More diverse types of sims.
I would like to be able to run a simulator with:
- no avatars, where the trade-off is a much higher concurrency rate.
- instantiated on-demand, where I can create copies of simulators as need arises, and pay on-demand prices rather than monthly blocks
- more space, more objects, less avatars.

7. Better privacy controls. I should be able to mute not only an avatar, but any object an avatar owns. I'd like to be able to turn off my parcel so that no one permitted can even load the contents, not even Linden Lab admin without a court order. Secure chat that can't be hacked by a third party client.

Conclusion

But for now, I'm extremely pleased with the new Viewer 2.0 release. Many, many doors have just opened for the possibilities of Second Life. Having interactive HTML and flash support alone makes lots of possibilities available. Combine with an array of interface improvements, and this really is a much cleaner, better experience.

23 comments:

Just Some Guy said...

/* and comments longer than one line! ;) */

Hiro Pendragon said...

@JSG Amen.

I haven't read the official "What's new in 2.0?" thread by Linden Lab, but I'm sure I'll be discovering little improvements (or changes I don't like, for that matter) over the next few weeks.

ILL Kim said...

Awesome review - and completely agree with you about all points, particularly facial expressions.

ArminasX said...

Great post; I agree with all of your points. I especially agree with your comments on the horrifying inventory window, which desperately needs a fix. My write up on SL2.0 is here.

Oh, btw, here's some reasons why Flash doesn't work on the iPad.

Miro Collas said...

I finally gave it a go. As I feared, it is viewer 1, dumbed down for the masses. Two major new features which are great (media on a prim, and new layers for tattoos and alpha), but the rest is fluff.

They had a great chance to add all the amazing features that 3rd party viewers like Emerald have - and didn't. For example: true radar, showing distance to other avatars, their payment status, what viewer they use.

And of course, ARC count is now made more easy to access even though that figure is totally useless toward determining lag. Instead they could have, SHOULD have, added a way to count scripts on avatars, but didn't.

Finally, a SL viewer is NOT a web browser. SL isn't the web, it is a virtual world. A viewer that looks different, to me, is helpful in driving that point home.

The changes make SL look more like a game, not less. Why is lip sync more important than tools to properly manage a region, like getting real, valid data on causes of lag (ie, scripts, not ARC).

Anwyay, "cute", but hardly something to rave about. The added layers for tattoos and alpha are years overdue. Media on a prim is nice.

One last thing then I'll stop: why is search now scattered all over instead of being in one place as it was? Hardly intuitive design.

Anyway, I'm just very disappointed.

Hiro Pendragon said...

@Miro:

Thanks for commenting.

Looking at your suggestions, these seem to be all "power user" features. (Debate me if you disagree.) Power users will still want flexibility to use alternate browsers. The best thing Linden Lab can do for power users and developers is to make the basic browser a lot easier for average users.

RE: "SL isn't the web, it is a virtual world". That exactly is the mentality I have been trying to change. Treating a virtual world as a walled garden doesn't work. Treating it as an extension of the web is the way to go. If we disagree with this, and I'd be happy to debate this separately.

RE: "The changes make SL look more like a game". Besides lip-sync (which I'd argue, since it's built into Skype), what other things do you have to back this claim?

RE: Search. I dunno, it seemed pretty central to me. There's one search bar, and you have different types of searches you can run...

Miro Collas said...

One more thing: expressions are nice, but how about a fully integrated ZHAO-compatible AO - like Emerald has? Not only highly useful, but it would also greatly reduce lag.

Miro Collas said...

Search: in series 1 viewers, you can search: All, Classifieds, Events, Showcase, Land, Places, People, Groups. This has now been reduced to just 3. Presumably, you can search the others from their respective tabs, but why remove them from the single central location?

I don't think virtual worlds can or should be treated as walled gardens, but they *should* be distinguished from the web because they are different beasts. Their philosophy is entirely different, as is their purpose. I don't understand the need to want to try to make one into an extension of the other.

Perhaps it doesn't look like a game, but it certainly looks dumbed down. On the surface it is supposed to look easier, but many things have become very difficult to find. Where can I edit my profile picks? Classifieds? (Just one example).

I don't find the interface simpler at all. Many things are more difficult to find, plus there is much clutter that *may* be helpful to newbies, but then becomes wasted space. can it be removed/disabled?

I lasted about an hour before I had to log out. I found the experience uniquely unfriendly. But of course, that is just me - along with a large number of people who seem to think as I do, in some groups I was reading.

Do I think newbies will find it easier? No, I find the UI far more confusing than before.

Dirk Talamasca said...

The problem with Inside/Outside spaces is that they carry the possibility of residents exchanging inappropriate/illegal images or engaging in activities that violate TOS and the Law.

Hiro Pendragon said...

@Miro:

Ultimately, I think what you're saying about how virtual worlds should be treated and my own thoughts are compatible. There's definitely properties that make virtual worlds unique, at the same time, there's a lot of properties they share with the web.

"Looks dumbed down" - Give me a week or two to play with it. I seemed to find things okay, but I'm sure the more I poke at it, I'll be more experienced with it to agree or disagree with your assessment of findability of certain things. I had to look for where to upload images, but then it was in the Inventory window, and at least that makes some sense.

"Clutter" - yeah, the "Home" tab on the sidebar? I agree experienced users probably won't use it too much, at least what I see now. Looks more like real estate for Linden Lab to sell advertising.

RE: Search - I get what you're saying. Perhaps the bigger picture for me is that I've always been disappointed that search data can't be intelligently exposed for different people to run search engines without crippling the system with searchbots on the grid. This does, however, go along with my idea that it should act more like the web. There really ought to be a website for each sim and each parcel of land that's automatically updated. There's potential for whole new types of metadata to be created by Linden Lab for people to better list their own things.

So if I were to criticize search, it's that it's not using any sort of standards.

@Dirk - I'll post about it again, and I'd like to hear your thoughts when I talk about it at length.

Randall said...

Great rundown of the new stuff. I downloaded it last night and tried it out, but I think SL's servers were being crushed under load.

Hopefully in a day or two once it all settles down, I can spend some more time in it.

Miro Collas said...

:-) Hiro, 99% of all applications, of any kind, do file operations from the top menu bar, File menu. That has been removed in 2.0 - so it goes totally against well-established norms. Uploading textures is a file operation and belongs in the file menu. Putting it *also* in inventory is fine, removing it from File is not. In my view.

The sidebar totally messes up HUDs by pushing them offscreen if they are to the left. :-|

I am now stuck with a new folder in my inventory which I don't want and cannot remove: My Outfits.

As for truly useful features which could have been added but were not, have you tried Emerald at all? If not I suggest you do. There are features for all levels of users, from new to "power" users.

As for treating SL like a web extension, yes as you say there are a few points in common. Still, trying to "force" a virtual world into being web-like means crippling it. In my view, the best approach is to emphasize the difference, the "newness" of the concept, rather than trying to paint it as, hum, "the web PLUS". And keeping the UI different helps do that. Is it not better to encourage people to learn new things, new skills? That trains for flexible thinking, which is a VERY Good Thing.

Hiro Pendragon said...

@Miro:

"99% of all applications, of any kind, do file operations from the top menu bar, File menu."

My instant message clients don't. Neither does my e-mail. Or Facebook. Or Twitter. Or Blogger. Firefox does, and do you know how often I actually use the File pull-down menu? Almost never.

"The sidebar totally messes up HUDs by pushing them offscreen if they are to the left."

HUDs are neat, but they are:
1. Not used by the majority of residents, because:
2. They are counter-intuitive except for specific applications, in which case you need to keep track of which HUD you're wearing or multiple.
3. Going to be less and less relevant in the medium to long run of Second Life as alternate browsers are distributed.

"I am now stuck with a new folder in my inventory which I don't want and cannot remove: My Outfits."

As I said in my article, I definitely agree the Inventory is overdue for an overhaul, and it sounds like it's in the works.

"There are features [in Emerald viewer] for all levels of user".

I've poked at it, but be specific. What do *you* think are really useful Emerald viewer features. I'll grant the avatar Animation Override, that's one that should definitely integrate with Second Life's main viewer.

"As for treating SL like a web extension, yes as you say there are a few points in common."

A few points?

1. Independent locations that are accessed online and available to users all over the world.
2. Interaction with other users all over the world.
3. The idea of "browsing" - going place to place and exploring different things online.
4. Uses. Commercial, marketing, social, educational, government, and so on.
5. Multimedia support.
6. Your mouse is your primary input device when interacting.
7. Ownership of IP by individuals. (As opposed to say, a MMORPG.)
8. There are social groups you participate in. (maybe 6 years ago, prior to the explosion of social media, I might have left this off the list.)

And the differences:
1. It's natively 3-D, whereas the web requires 3-D plugins.
2. It's run by a central company ... well, until cross-grid communication is handled, which is underway. (But this has little directly to do with user experience.)
3. um ... care to add to the list?

Virtual worlds such as Second Life resemble the Internet far more than they differ, and far more than they resemble anything else.

But let's assume you're right. You claim:

"trying to "force" a virtual world into being web-like means crippling it."

And provide no justification or examples why.

"the best approach is to emphasize the difference, the "newness" of the concept"

Are you kidding me? Virtual worlds have been around for 30 years. New? They've evolved side-by-side with the web.

"rather than trying to paint it as, hum, "the web PLUS". And keeping the UI different helps do that."

Again, how? You make assertions, and don't provide examples or supporting arguments.

"Is it not better to encourage people to learn new things, new skills?"

You're missing the point. By your logic, every single machine should operate differently because "it's good to learn". We have standards for a reason. As I stated in the blog post, we have standard ways people are accustomed to using computers and the web, and have been tested over the years. We should use the successful ones.

But I'd love to hear more thoughts on these, and some specific examples where I've asked for some.

Pituca FairChang said...

I gave it a good try. I will have to wait till they have a choice of skins (hopefully). My eyes can't deal with the black. I currently use the silver skin on Snowglobe.

I put it on Garth's machine tho, so when I log in as him I can continue to test it.

(copied from my comment on Facebook)

Miro Collas said...

"My instant message clients don't. Neither does my e-mail. Or Facebook. Or Twitter. Or Blogger. Firefox does, and do you know how often I actually use the File pull-down menu? Almost never."

Facebook, Twitter, Blooger are not applications, they are websites that you access using an application. The application that you use to access these sites *does* have a file menu. Comparing Facebook to Blogger is apples and hippos.

And the fact that you can shortcut many file operations (like Ctrl-S to save) doesn't make the menu useless; it is included because everyone is used to it being there.

HUDs aren't used by most residents? Uhm, I know a lot of people, and less than 5 do not use any kind of HUD. I'd say more than half of SL uses at least an AO, many use radars, a ton use other HUDs for role play. Anyone who uses a non-humanoid avatar will have an HUD to control it.

Things I find highly useful in Emerald: built-in AO, radar with complete information, double-click teleport, auto-response to IMs (which unlike busy mode, doesn't auto-decline inventory), spell check, built-in calculator. There is MUCH more, but those are things I feel would be useful to a broad spectrum of users.

I agree that we should follow accepted standards - and as I pointed out, viewer 2 fails in this regard by having removed the file menu.

Anyway, we'll have to agree to disagree, I suppose. I apologize for hijacking your post.

Hiro Pendragon said...

@Miro:

"Facebook, Twitter, Blooger are not applications, they are websites that you access using an application."

Firstly, I disagree with your definition of "application". Software's software, whether it's nested in other software or not.

Secondly, I don't use the browser File menu often not because of shortcuts, but instead because things like "closing the window" are implicit with the big "X" on the top-right corner, and I don't have needs to "save web page as" or "print" except on rare occasions.

RE: HUDs. You're describing people who have been using Second Life for a while. I'm concerned primarily with new users. Besides, the big picture is "You move your HUD to a different spot". And, I disagree with the idea that more than half of SL uses an AO. But that's besides the point.

RE: Emerald things:
AO: agreed
Radar: You did see there is "nearby" as a new tab for chatting in viewer 2.0? I think that's the most important use.
Double-click teleport: On the map? Regular Second Life has this. And drag-and-drop landmark is in the new viewer. Do you mean in-world?
Auto-response to IMs: I'll grant this, but I complain enough about the group and IM system being insufficient. And I've written in this blog for the greater need of privacy. (especially having a "only accept things from my friends" option).
Spell Check? Meh. Calculator? Meh.

The bottom line is that none of these are deal-breakers, especially for new users. Having a history tab, a back arrow, easier interface, and all the other stuff I mentioned in the blog - they're focused on removing the barrier of entry to Second Life.

"Accepted standards" - You're trying to have your cake and eat it, too. I used my "standards" statement to reject your "things need to be different" comment. You can't just 180 like that. :)

And, again, thank you for commenting. It's absolutely not hijacking! Comments are there to poke and prod at the ideas presented in the article, and give a chance for the author to be questioned and respond, etc. I always appreciate folks responding, unless a person's sitting there calling people names, which you're not.

Dedric Mauriac said...

Drag and drop would be amazing. Going further:

Drag and drop images directly to prim faces, or texture of the build tool.

Drag and drop urls to the parcel media stream/content.

Drag and drop MP3 into inventory, to be split into multiple 10 second files for me, alon with creating a script that will play them all.

Dance Island said...

I simply hate viewer 2.0
The improvements are great, but the interface sucks big time. 87% don't like viewer 2.0 http://blogs.secondlife.com/poll.jspa?poll=1018

Anonymous said...

I love the new layers, LL added to the 2.0
Can't really say the same about the interface. thankfully I found Emeralds 2.0 BETA viewer, all the new features in the good old layout.
Not to mention all the other standard and must have Emerald features!

Tribal1234 said...

Honestly Both Emerald and 2.0 viewers have some problem or the other and everyone has problems with both of them, I recommend checking out the viewers on inflife.net They are much more stable and have lot of features.

Cheers

Anonymous said...

Hi I just want to post my 2 cents as a newbie... I started with view 2.0, thinking that there was nothing else... For the first week, it was ok, until I tried to do something other than hang out... I'm a performer, so I tried to create a group... Forget it, very bad... Someone said, try viewer 1.13 whatever version... That was a very functional and useful program... I was able to create and edit groups and do a host of other things, that are awkward or just not doable in 2.0... So, when experienced people here air their concerns, I have to believe that they are right... If you want to do anything in SL other than hang out, viewer 2 is not happening...

Anonymous said...

Ever heard the saying "No matter how much you try to polish a turd, it's still a turd"?

No matter what kind of shine you try to put on this POS of a viewer, it's STILL an unusable POS created by people who have not the foggiest clue about the needs of SL users.

Sorry, truth is truth

Anonymous said...

Well when I didn't sign up for second life till may this year and so my experience of it is by first trying to use viewer 2.0.

As a noob I found it relatively easy to use and though subsequently I found and started using other viewers such as Imprudence, I can't say I find anything *wrong* with the SL viewer 2.0.

bodzette