In 2003, when Second Life launched, all it took was a few customization bars and the promise of infinite possibility to get users hooked on the idea of a virtual reality. Now, in 2017, our standards are a bit higher. âImmersionâ isnât as easy to sell with a microphone, an avatar and some content creation software. Sansar, made by Second Life creator Linden Lab, is striving to meet 2017âs standardsâeven if it may be getting ahead of itself.
Sansar is a virtual world where users can build anything, just like Second Life. Three and a half years ago, publisher Linden Lab began crafting their own engine that lets users construct whatever they can imagine in VR. Then, basically anyone can hang out in that thingâa ball pit the size of a city, a nightclub with live DJs, a Russian language school, an underwater mansion or whatever else they fancy, with a VR headset (or from a PC desk chair). At a New York City demo today, Sansar director of communications Peter Gray called it âa WordPress for VR.â
As Second Lifeâs population dwindles around 800,000, down from 2013âs million, it was high time for a new, all-promising virtual world; and yet, it may be hard to replicate Second Lifeâs weird and wonderful variety show of freakish creations and outlandish residents with VR as a selling point. Right now, only 2,000 select virtual artists, builders and designers have access to Sansar, but later this summer, Sansar will open its doors to everybody with its open beta. Users may access it for free, or with a subscription package.
At the demo, Gray and Sansar VP of Product Bjorn Laurin wrapped me in a HTC Vive headset, which can track movement, and dropped me in Sansarâs âZen Gardenâ zone. There, I met Jason Gholston, another product director, who was in an adorable green dinosaur costume. The zone was gorgeous, with a deeply cinematic sky and finely-drawn grass textures. He told me how to walk in VRâwhich made me crazy dizzy, but I also canât stomach reading in carsâand teleport around.
Following him, I entered a small, prim garden with lawn games like Cornhole. We tossed bean bagsâwith realistic weightâinto the holes before teleporting around to a movie theater, a play room stuffed with destructible toys, an Alice in Wonderland maze inside a childâs bedroom and, my favorite, an Egyptian tomb. In real-life, this tomb is only accessible with permission from Egyptâs Ministry of Antiquities. The level of detail a Lidar-scanned image of it betrayed in Sansar was astounding.
Also impressive were Gholstonâs facial movements as we toured around the world. Sansar is developing a new facial recognition software that contorts avatarsâ mouths into shapes it knows peopleâs faces make when they pronounce certain sounds. Itâs like vocaloid software, but it blends into the whole Sansar caprice of âimmersion,â an empty buzzword that took on sudden meaning inside Sansar today.
Sansar is really pushing VR. In Sansarâs branding, marketing and previews, a VR headset and peripherals appear to be the only way to access it, though that isnât strictly the case. On its website, Sansar is advertised as a âplatform for creating social VR experiences. . .â that will âdemocratize VR.â That said, thankfully, anyone will be able to explore Sansar from their PC, the same way users currently hang in Second Life. âWe are going VR first,â Gray explained. âRight now, we think of Sansar as a platform primarily for creating social VR that can also be accessed by PC as opposed to an equally PC [accessible] platform.â
Gray maintained that Sansar isnât here to improve on or replace Second Life, which he said will be around for a while. Thatâs good, because what made Second Life a hotbed for intense creativity was its democratic design. Free to download, though plagued by a thorny UI, Second Life was hailed as an egalitarian way of carving out spaces on the early internet. With VRâs financial and technical barriers, Sansar will be harder to access on Linden Labâs terms than Second Life. When pushed on the viability of a VR-forward social platform, Laurin said, âSecond Life is in its 14th year. Weâre not doing this for four months or one year. Weâre just starting early.â
Second Life was a sensation because of the users who flocked there to create. Many of those users were people who, in 2003, sincerely believed that virtual worlds were the future of commerce and human relations. In 2017, itâs clear that they werenât totally right, but they were pioneers all the same, just as Sansarâs HMD-wielding early creators may be now. Hopefully, Sansarâs push for VR wonât scare off its best asset.