Facebook ‘likes’ Second Life, High Fidelity and buys both

Of course this was a prank; happy April Fool’s Day, and my apologies to everybody! 🙂 — Gwyn

Aye, well, I admit defeat, and I should have been paying more attention lately to what was going on at the edge of Second Life®. The announcement on the Second Life Community Blogs from Ebbe ‘Linden’ Altberg, specifically targeted to the SL resident population, was a complete surprise to me, but it shouldn’t have been:

Today I am pleased to announce that we have successfully established the terms of acquisition of Linden Lab by Facebook. Mark and I will closely work together towards improving our virtual world technology together and enabling millions of Facebook users to experiment immersion in an amazing environment using Oculus Rift, with the help of Philip Rosedale’s High Fidelity company, of which Linden Lab has been an investor. […] Together, the four companies — Facebook, Oculus VR, and now Linden Lab and High Fidelity — will bring immersive virtual environments to users, where they will be able to forge closer relationships, work together, engage in collaborative building, and produce and acquire virtual goods, at a global scale. We are very happy to bring our dreams into this next stage, and very grateful to Facebook’s CEO, Mark Zuckerberg, for sharing the same vision.
[…] Following Facebook’s trend in their acquisitions, it is unlikely that the names “Linden Lab” or “High Fidelity” will disappear, and “Second Life” will remain as an independent Facebook brand with its own identity. For you, faithful Second Life users, who have supported our own efforts for over a decade, this acquisition will not change what you have already been doing for so many years. You should, however, expect big changes and improvements on the viewer and overall performance of the grid. By closely working together with the team at Oculus VR and High Fidelity, as well as with Facebook’s Cory Ondrejka — Linden Lab’s former CTO — we expect to being unsurpassable quality and realism to the immersive experience of Second Life, to a level we could have never achieve on our own. […]

There is more in that line, but I leave the rest for you to read on your own; the press release is a bit different, as it addresses a different market.

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