The latest headsets are packed with potential, but crafting compelling software is expensive. Now, Linden Lab is applying the same approach to virtual reality. Designers made $60 million this way last year. They're then imported and sold on the in-game marketplace for "Linden Dollars," which can be exchanged for real-world cash. Talented users can sense what will soon be popular, be it clothes, furniture or vehicles, and make them with 3D modelling software. Part of its appeal is the economy, which allows anyone to buy and sell virtual goods. But it's still remarkably popular, averaging 900,000 monthly active users. It's easy to scoff at the game, with its dated graphics and simplistic activities. I can't help but sigh, accepting once more that I'm just a virtual sightseer.įor the last 13 years Linden Lab has been developing Second Life, one of the most popular virtual worlds online. His avatar waves goofily, breaking my dream within a dream. A few feet to my left is chief executive Ebbe Altberg, standing in a dinosaur outfit. In reality, I'm standing in a "scene" created by Linden Lab for Sansar, a new virtual-reality platform. I long to be Matt Damon, growing potatoes in a makeshift greenhouse. As I stand on Mars, I urge my senses to surrender to the illusion. It's all a mixture of pixels presented by the Oculus Rift. The rocks, the stars, the enormous transmitter standing upright like a needle.
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