Second Life Open-Sources its Client
Linden Lab did something interesting earlier this week, and it wasn’t roping another vendor (Adidas Reebok), media entity (CNet), or band (Duran Duran) into opening a Second Life pavilion of one kind or another. They released their client software for Windows, MacOS, and Linux as open source software. And it’s not one of those halfway-open-source licenses, it’s the big one, the GPL. The three-year journey that open-sourced the client software doesn’t end here, either. They have a plan that’s heresy to nearly every MMO out there — they plan to open-source their server software as well.
Second Life is enjoying some success, partially because the basic game itself is free to log into and interact with, but owning things like property or items will cost you. It’s a programmable world and a healthy 15% of players write scripted objects in the game, adding value of some kind or another. They have had problems — a copybot of some kind most recently threatening all forms of commerce in the game — but they continue to grow.
I’m always happy to see closed-source software opened up for community improvement, and there may be a bit of crazy-like-a-fox going on here as well. The potential for hacked clients to cause mischief is there, but a well-written server should be able to limit just what a client can do or, more accurately, how quickly it can do something. I think the big deal behind this is that they hope to reach parity with the wealth of add-ons you can get for World of Warcraft.
The add-ons for World of Warcraft can give the player a stupendous advantage in the game based on the player’s goals. Want to harvest materials? Get an add-on that tracks where you last picked them up from so you can go back there again later. Want to get the most for your auctions? Use an auction add-on that lets you scan auctions for the best prices. Want to always cast your most party-helpful spells when they’re needed? Add-ons exist for auto-casting those kinds of things, too. Some of these skirt or downright break the EULA for the game and some have been banned, like those that could automatically walk your character from one place to another. Heck, there are even fishing mods for tracking what kinds of fish you’ve caught in a given body of water over time. But the fact is the UI is eminently configurable, and it’s been a big boon for keeping players hooked and doing what they like to do most in the game, whatever it may be.
If Linden Labs can harness that kind of creativity with a modular add-ons system for their Second Life client, they may be on to something big.
I predict the first things we’ll see will be integration of more advanced coding tools. The coders who are writing scripts — those 15% — will lead everyone else with tools to make their in-game programming life easier. And from there will spring a wealth of in-game inventions which just might spark an influx of users.
I noticed this tidbit over on Slashdot, itself a popular coder hangout.
Do you play or subscribe to Second Life? What do you think should be added to the client?















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