In a previous post, I talked about how I respected Second Life but felt that it was probably unsustainable, primarily due to the fact that the system isn’t more open. Virtual worlds and social networks generally thrive with permeable boundaries, not rigid ones. Well a few months later, Linden Lab has announced that it is open sourcing the Second Life client under the GNU GPL license.
While open sourcing the client doesn’t necessarily result in an open platform or openness of user experience, it does at least allow for an environment in which 3rd party designers and developers can create the tools that might bring about a more open user experience. Openness is a design philosophy, whereas open source is a licensing choice.
So while Second Life still has a ways to go on the openness front, IMO, it is a pretty bold first step and opens the system to a lot of exciting new prospects. I join Raph Koster amongst many others in congratulating them for making this step.
Of course, Second Life isn’t the first virtual world to become open source. The history of the virtual world is intricately linked to open source back to the early MUD/MOO days. Various projects like World Forge and the more recent Open Croquet have already been down this path, though neither of these projects has had the number of ‘residents’ nor the vibrant economy of Second Life.
One of the primary benefits of open source is that it can make the platform much more accessible to many new audiences - e.g. open source creates economies of scale around innovation and distribution. This is at the heart of the long tail argument: open source allows each participant in the ecosystem to do their own marginal benefit/marginal cost calculation to determine whether or not it’s worthwhile to modify the code for their own (possibly narrow) needs. In contrast, in a proprietary system, the code maintainer does one single marginal cost calculation that generalizes the needs of many.
In the case of Second Life, the viewer application was already available for all the major OSes, including Mac OS X, Linux, & Windows, so basic OS platform support isn’t much of an issue, but the open sourcing will still likely result in many beneficial developments, including:
- Reducing the engineering/QA costs at Linden Lab. As one of the better implementations of a Snow Crash like Metaverse, Second Life has attracted more creator personality types than traditional online games or communities. libsecondlife, a library/SDK that implements a subset of the Second Life network protocol, is a pretty good indication of how motivated these hacker/coder types will be to extend the utility of the Second Life client beyond what it can currently do. A fully open sourced client extends the possibilities both by being a more powerful framework into which new functionality can be added and simply because it is a fully official project, supported directly by Linden Lab.
- Mashup style applications, widgets for MySpace. libsecondlife was somewhat limited, in that it was built on a partial reverse engineering of the SL protocol, whereas the full viewer release reveals the complete details of the protocol. I expect to see things like web page to Second Life widgets allowing Second Life users to check their in-world messages or chat with people who are in-world without actually loading the full viewer application locally. I also expect to see scaled down Second Life clients that can run on cell phones or other small devices, giving the user a simplified 2D experience of the Second Life world as an alternative for when they can’t run the full desktop client. I don’t expect these clients to support the full immersive Second Life environment like the official desktop client, but lightweight in-browser access would be a net positive for a lot of Second Life members.
- Improved graphics. For all the network engineering marvels Second Life possesses, its graphical engine is decidedly old school by today’s standards. There are a lot of ways in which it could be improved while still displaying the same content. I expect some bored graphics developers to take the core client and move it over to a more shader-friendly rendering model, perhaps adding in some clever automatic up-ressing of texture and 3D model content in the process, a la Tenebrae Quake.
- Better support for third-party building tools. With the full client open sourced, I’d be surprised if the 3D model builders who live, eat and breath Maya or 3D Studio Max or Blender don’t build tools to allow them to more directly interface their 3D modelling tool of choice into the Second Life world viewer.
- Accessibility by new audiences. For what I assume are the purposes of ease of cross-platform development, Second Life uses a custom UI widget system. Between this and the inherent blind-accessibility problem of untagged 3D data, Second Life just hasn’t been very accessible to the disabled. While there is no guarantee that this an itch some third-party developers will want to scratch, it would be a really nice benefit if it did come to pass. A virtual world like Second Life is exactly the sort of thing that could be liberating for a lot of disabled folks, yet the current system doesn’t cater to them at all. Hopefully motivated open source developers will fill the gap here.
The open sourcing of the Second Life viewer is a big leap forward and as with any big change, there will be some short term growing pains and fears. Wagner James Au highlights three such issues in a recent post on GigaGamez. While his concerns are valid, I don’t think any of the three issues he cites will be long term problems for an open source Second Life. His three major points include:
- Revenge of CopyBot - The whole CopyBot issue seems to have been overblown in retrospect. As I mentioned in a previous blog post, CopyBot itself was no great revelation for the technically savvy. Even before it existed, there were plenty of OpenGL and DirectX mesh capture utilities for graphical engine debugging that could have been used in secret for the same purpose. Ultimately, there is nothing Linden Lab can do technically to stop geometry/texture capture. This is something that has to be handled as a social/terms of service violation, which is what they have been doing since the original rise of CopyBot.
- Dying Netscape’s Noble Death? - I’m not sure the Netscape analogy is a good one at all, considering that for now Linden still controls the server and thus the network protocols that are the “keys to the kingdom”. But even if the Netscape analogy holds, Wagner notes that Netscape currently has less than 1% of the current web browser market, which is somewhat misleading as it ignores the pedigree and/or the success of Firefox.
- Building Babel? - Again, as long as Linden controls the servers and thus the network protocols, I don’t think any Babel will result. It will be extremely interesting to see how Linden Lab goes about open sourcing the server side of Second Life (which they have said they will do) without some sort of world splitting and some amount of Babel as envisioned by James, but for just this client release, I don’t really see that happening.
Of course, none of this is exactly world changing, and it still remains to be seen how Linden Lab handles the open sourcing of the server, which is potentially a much bigger deal. But this is a great first step and I’m glad to see them moving along this path, both as someone who uses Second Life and as someone who is passionate about virtual worlds in general.
UPDATE:
Other good posts from Ethan Zuckerman (”The core objection I raised…a few weeks back is the fact that Second Life, at present, is a monopoly.”) and Stephen O’Grady (”Linden’s probably only a few years away from an Innovator’s Dilemma in terms of combatting open alternatives”) and Cory Doctorow (”an enormous stride towards turning Second Life residents into real citizens instead of mere customers. “)

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January 10, 2007 at 8:16 am
Open sourcing the virtual universe » Mathew Ingram: mathewingram.com/work
[...] CMO at the Apache Foundation, has some thoughts about the open-sourcing of Second Life that are well worth reading. Technorati Tags: open source, second life, virtual, Web2.0 Tag with del.icio.us | [...]
January 10, 2007 at 3:11 pm
tecosystems » Second Take on the Second Life Announcement: The Q&A
[...] Ethan Zuckerman’s take here. Charles River Ventures’s Susan Wu also has an interesting take, as unlike me she’s actually spent a fair amount of time in not just Second Life but other [...]
January 10, 2007 at 8:28 pm
Taran Rampersad (Nobody Fugazi)
While I have no insight into Linden Lab, and I probably don’t want to, I do recognize that opening the server side is a difficult proposition. So yes, opening the viewer doesn’t equate to an open network (which we already know) - but the viewer being open does open *some* things.
While Philip Rosedale seems to know what he is about, I honestly think that for him to be a success, SecondLife has to move beyond his reputation and the reputation of Linden Lab. All indicators seem to point that this has already happened, and now it is a matter of riding the wave without wiping out. That said, opening the Virtual World Browser (which is really what it is) is along the lines of Mosaic.
But there is something else.
One thing that happens with open sourcing is that people like to show and tell other people what they are doing. While the media has crashed and burned under its own hype, the blogosphere just got put to work in a very serious way. People will be writing about what they are doing related to SecondLife even more, and suddenly you have a few thousand free presses printing what their authors are doing. With SecondLife. Good move.
Yes, Linden Lab still owns the virtual world infrastructure - and in a way it *is* a monopoly. But how many people really understand the way the major operating systems are similar? Microsoft’s Windows - proprietary, no question. Apple’s OS X? Open Source, but under the control of Apple. Linux? Isn’t there a benevolent dictator running around named Linus?
Someone is always in charge. If they do a good job (or a good enough job, or a good PR department), they don’t get replaced. If someone or some group gains sentience because those in charge suck (verily), well - then something happens.
Someone needs to administrate the asset server and the economy. Or are we going to vote people in to take over the infrastructure that Linden Labs paid for… nationalizing a virtual world. Amusing.
And have we forgotten IBM, lurking on sims within SecondLife itself, plotting virtual world usage… and with their budget, perhaps virtual worlds.
In the grand scheme of things, though… I think this is the year of the mobile phone. Virtual Worlds will probably get some more press with the buildup to the US elections - in fact, it is almost guaranteed - and a lot of politicians will say they put SL on the map, as was said about the blogosphere…
At the end of the day, SecondLife is one of a kind and novel in the way it handles copyrights. This model has been around since 2003 - so far no one seems to have emulated it and met with enough success to be heard of.
What this means - what this all means - is that the average SecondLife resident who cannot spell C++ will not see much of a difference; things will still get fixed, bugs will be slain, and it may happen faster - but that isn’t really a change. This is just news for those of us who grok C++, and even then I would say that the truly interesting things will happen after the Mozilla code is integrated into SecondLife.
Open Sourcing the viewer was good. How good it is left to be seen.
January 11, 2007 at 7:09 pm
Mark Crofton
Hi Susan,
“Reducing the engineering/QA costs at Linden Lab”
Reminded me of something Matt Asay wrote in a very insightful post (June 2006 - http://asay.blogspot.com/2006/06/open-source-path-to-development.html)
“the vast majority of “developers” within a company are not core developers at all. They’re people writing drivers, doing QA, etc. In an open source company…the core development team tends not to scale well beyond 15-25 people. …the vast amount of code production (83% in terms of Linux, Apache, etc.) is done by ~15 people. Very few….
…you take advantage of highly leveraged development, where the drivers, localization, etc. is done by the community, not your core development team. This means open source companies can spend proportionately less on development while simultaneously investing a lot more in core development. ”
For my money, reducing dev/QA costs seems like a substantial benefit(driver) of taking this action.
Regards, Mark
January 16, 2007 at 5:33 am
baack to the future » Blog Archive » OpenSL: Your World, Your Source
[...] While I add my voice to Cory Doctorow, Raph Koster, and of course many others in commending Linden Lab for taking the plunge, neither a minimum of two months before public source control nor forcing everyone to suffer through a miserable build process for an entire week by not immediately incorporating patches which were available within hours bodes well in terms of fostering active development. Second Life has a ton of scaling issues to work through given the growth in residents we’ve been seeing recently — we can not allow their being understaffed (for what is indeed an unbelievably daunting task) to preclude the community from collaborating to extend their SecondLife experience in any way they desire. This is Your World, Your Browser. [...]
January 16, 2007 at 3:43 pm
We the Sheeple » Blog Archive » OpenSL: Your World, Your Source
[...] community from collaborating to extend their SecondLife experience in any way they desire. This is Your World, Your Browser. Where did the word browser come from? I don’t just like 3pointD because Mark’s coverage is [...]
January 19, 2007 at 9:22 am
Planeta Ubuntu » Second Life client GPL’d - two weeks later…
[...] Wu mentions lots of other potential benefits of open-sourcing the [...]
January 19, 2007 at 9:24 am
Planeta Debian » Second Life client GPL’d - two weeks later…
[...] Wu mentions lots of other potential benefits of open-sourcing the [...]
January 29, 2007 at 9:24 am
Susan Wu on the long term effects of the Second Life open sourcing » Technovia
[...] Second Life goes open source, though open source doesn’t necessarily equal openness « Susan Wu - … « The beginning of the end for justice in Britain | [...]
February 12, 2007 at 7:58 pm
The Flogging Will Continue… » Second Life, Trion, and the ‘War’
[...] continues to do really cool things. They open-sourced the client (Susan’s take) and just released some really great, detailed numbers (Raph’s analysis is useful). On the [...]