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Second Life the official guide

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When Second Life launched in 2003. running on just 16 servers with barely 1 .ОООdedicated users, it was the culmination of a kind of dream for me. One of the things Td always been interested in, ever since I was a young boy, was how we manipulate the world around us. The world had so much stuff in it; there was always something I wanted to change, something I wanted to add, something I wanted to build out of the things I saw around me. That, to me, was magical: seeing the world change shape in response to the ideas In my head. One of the things I wanted to do when we started developing Second Life almost a decade ago was to give anyone a chance to work that same magic

Fastrforward three years and that's exactty what we have. Second Life now runs on more than 3,000 servers and has close to a million registered users, but the fundamental idea of the world hasnt changed: It's a place where you can tum the pictures in your head into a kind of pixelated reality. It's a venue for self-expression that's among the richest and most satisfying out there. In Second Life. if you see something you want to build or change, the abiity to do so is at your fingertips. The world is a place you experience, but more importantly, it's a place you create.

And those mil ion users—you—have created quite a world. You add milSons of objects to Second Life—in the form of cars, clothes, castles, and every other kind of thing you can imagine—every day You spend close to $5 million there every month: and that's money you spend not on the things Linden Lab creates, but on the things that other users have created and added to the world. To me. that's the beauty of Second Life: al we've created is a platform, an almost empty world; where we got lucky is in the fact that you came along and breathed life into it. If Second Life is a world at all, it's because you've created it.

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