Welcome to the Bright Corporation. We trade in the virtual world Second Life. Here you'll find everything you want to know about us and our services, plus a great deal more you probably don't, but we just don't seem able to avoid writing. Click here to contact us, here to visit us in-world at the , or just scroll down.
Chief Executive Officer
Every year from 2007 to 2015, the Bright Corporation sent out a Xmas card to customers, investors, tenants, and anyone CEO Shan Bright may have chained up and whipped during the year in the course of her duties.
In the early years of Second Life, when the grid reflected the actual passions of humanity freed by anonymity from RL social censure, these cards' themes occupied the boobs-and-bondage end of the market that Hallmark has neglected for so long. Each card was a copyable picture frame containing dozens of festively erotic images you could view as a slideshow, or fix on your favourite and hang in your home.
But then Second Life changed. In came the outrage-hungry magazine journalists, and undercover G-men in gymslips and pigtails, and Linden Lab realised that "Your World, Your Imagination" might be a dangerous slogan given most people's actual imaginations. Zindra was created, and sexual apartheid rolled across the grid, dividing those who loved a little ethical immorality from those who pretended not to.
Even the "Shan Bright/Bright Corporation Xmas Thingy" (as our card was slickly titled) was affected, as we struggled to maintain our traditionally bouncy aesthetic, while remaining within Linden Lab's new "Your Imagination, Your Depraved Ghetto And Nowhere Else" ethos.
And in 2016 we had to cancel our Xmas card altogether at the last moment. The friend of an early recipient - who shall remain an unnamed tiresome wanker with the warm charisma of court summons and the dress sense of Bill Gates - tried to create problems about the card's distribution to avatars who might be outside Zindra. And this despite its already censored and nipple-free content.
It seemed as if we might have to abandon the Xmas 2016 card - our tenth - and wait until Xmas 2017.
But that's not the Bright way, and we determined that we would get a Xmas 2016 card out to our friends - even if it was in 2017.
So we are proud to announce the Bright Late Late Xmas Card, which will be distributed to members of all Bright groups soon. If you aren't a member of one, visit the and join our interest group Bright Corporation Investors - it's free! You can also pick up your card there.
To avoid any further problems, this and all future cards will bear "G" (general) classified images. This year's 'G' card offers a collection of 24 rather lovely Public Domain fine art prints from the US National Gallery of Art, all on the theme of "Winter".
But we will still be creating our traditional and rather squelchy adult themed card, which you can pick up at the . If it isn't to your taste, we won't be offended, and wouldn't offend you for the world. But please, live and let live. When someone wastes their energies getting angry about the innocent, consensual pleasures of others, beige pullovers and dad jeans are the inevitable result.
And to you all, have a Merry Late Late Xmas, and a Happy Rest-Of-The-Year.
(To collect your 'G' Late Late Xmas Card at the Bright Megashop, click here. If you prefer the more traditional, bouncy card, to visit the Bright Adultshop, click here.)
If you haven't visited it, the Adult Hub was created as a "gateway" to the continent of Zindra, and Second Life's adult content.
(Well, it is that if you have visited it too. Whether you have personally observed it is neither here nor there. The Bright Corporation, proud to take a stand against philosophical subjectivism.)
It was created in a partnership between Linden Lab and a number of independent Second Life adult businesses, and in addition to the central Adult Hub region, has a number of special interest regions around it.
The Bright Corporation has been part of the Adult Hub and Adult Hub BDSM regions since they opened, and when the latter was recently remodelled, we moved our shop into a central spot in the main building.
Our new shop stocks the full range of Bright Corporation adult products and freebies, some of which are out for public use. So come, chain yourself up in our shop window, and be admired and quite possibly molested by visitors of all faiths and nations.
(For a list of all our shops in Second Life, click here: here.)
Please note that our email address is now:
The old address firstname.lastname@example.org will be discontinued at the end of April. We're afraid no emails sent to this address from the 1st of May will reach us.
So please change your contact lists to use the new address, which is already live. Thank you!
(We should like to make it clear that this change is entirely unrelated to the any investigations currently being undertaken by the US Federal Bureau of Investigation into either Hillary Clinton's email server or suspected collusion between President Donald Trump and the Russian Federation. So if you're a G-man and your leads have led you here, you're overdoing it.)
We recently discovered that some of our guests don't realise that they can not only read the manual of any Bright product here, but download a PDF version to their computer.
We've made a few changes to make these PDF manuals easier to find. To read one:
1. Click "products" at the top of this page.
2. Click a category button, such as "Gadgets".
3. Scroll down to the product you need.
4. Click "see product page".
5. Right-click the red "PDF" button, and select "save".
We have always made our product manuals available to people before they buy our products, because unlike any summary or list of features, the manual tells you not only everything the product does, but how it does it.
Take our advice: never buy from anyone who expects you to part with your money before reading the manual for any product more complicated than a cube.
Besides all this, we believe our manuals have a whimsical, philosophical quality, reminiscent of the father of Russian literature, Nilolai Gogol. Read the manual for the "Bright Advertising Board", and compare it to the humour and satire of Gogol's "The Nose", and we think you'll see what we mean.
(For more about Gogol's wonderful story, click here.)
[There follows a personal statement by Bright Corporation President, Chief Executive Officer, and Goddess of Hope and Terror to naked, collared submissives everywhere, Shan Bright.]
On a morning 10 years ago to the day, I woke a free woman.
My life was entirely real. I had never attempted to create a pair of shoes with my mind. Or spent a morning tinkering with the dimensions of my body. Or spent an hour deciding which walk I liked.
But a chance mention of something called "Second Life" on a BBC news programme intrigued me, and that evening I downloaded a viewer, and logged in for the first time.
Second Life was a different place. Anonymity was deepened by the lack of voice support: to talk, you typed. There were no sculpties, let alone mesh: everything except your own body was a mass of variously sliced platonic solids.
And even those bodies were strangely uniform. The average height was over 6 feet tall, but curiously the boobs slider stopped at a D-cup, though there were determined souls wearing pink prim breasts so large that anywhere except Second Life, their bras would have required not so much underwires as wheels.
There were no rolling updates. Every Wednesday morning, the Gods of Linden Lab would close down the world for "maintenance". One glorious day, they restarted the grid with a fault: it no longer set a limit of 10m (yes, 10m, not 64m) on prim dimensions, and we set about creating as many variously shaped huge prims as we could before they realised. It was like that: clunky, unreliable, erratic, and fun.
I bought my first 512m2 of land, and built a home. People liked the build, so I decided to sell it through the independent website SLX (Second Life Xchange, now owned by Linden Lab and renamed to Second Life Marketplace). It sold rather well, and the Bright Corporation was born.
Over time, Linden Labs' dreams of turning Second Life into a global venue for virtual meetings and business, government services and mass social interaction - a 3D equivalent of the World Wide Web - died. The odd major corporation turned up, found they achieved little, and left. A Reuters correspondent was assigned to report events of importance in the new virtual world, only to find there were none and leave. Linden Lab sulked, indulged in some moderate internal blood-spilling, and seemed to settle down to simple day to day administration.
There was drama too amongst Second Life's elite users. Periodically, a well known name would rage-quit, loudly predicting that Second Life was doomed anyway.
And I think, deep down, I agreed. Second Life had looked crude compared to other forms of video game even in 2007. Over time, while SL saw some modest improvements, game technology was leaping ahead. As each year went by, and I added products to the Bright range, I never saw myself doing this job for more than about another year.
And yet, Second Life refused to die. The reason it couldn't be rapidly modernised was that it would break existing content. But by keeping faith with its users in this way, LL won loyalty. Objects created and scripted in 2004 can be rezzed today and will function. The failure to attract the serious involvement of large corporations meant that individual creators were not crushed commercially. The real money economy created by the tradeable Linden dollar offered creators real returns, while allowing users to improve their online lives by paying the tiny in-world amounts small producers charged, rather than the heftier fees charged by most online game providers.
Linden Labs' inertia meant that the world was built by the users. We weren't consumers but participants. We didn't demand our service provider supplied constant novelties to keep us entertained, ready to run off if another game offered more graphical "wow". We were both creators and consumers, with an inventory full of the clothes and toys we bought when we were noobies all that time ago, which we now sometimes rez and smile over.
In other words, by getting a few things right, but also by failure and neglect, Linden Lab created a virtual world which felt so real it could create even nostalgia. We work, play, build, and destroy. Beautiful buildings sit next to parcels full of crashed cars and cubes. The grunge in most video games is beautifully designed to look grungy. Second Life grunge is actual grunge.
Reality in virtual reality is not created by amazing renderings of a three dimensional landscape. It is perceived by the whole mind, not just the eyes. By creating a social and sensory environment which shows the same inconsistency and multiplicity of authors as actual reality. Second Life is the only VR which comes close to feeling real in this deeper, more convincing sense.
Does this mean that it will last indefinitely? No. It may last another ten years, or collapse before this year is out. But it has already lasted longer than anyone expected, and I wanted to explain why I thought this was. Eventually, Second Life's dated look may make it impossible to attract new players, and when that happens, the user base will inevitably dwindle. The last of us to leave may be those who were first to arrive.
But should anyone at Linden Lab read this, hear me. Don't try to offer a ready-built world. Don't prevent amateurs competing on a level playing field with big commercial providers. Don't focus on frame-rates, 4K displays, and other PlayStationish gloss. There are other companies that do all that better than you. But no one else ever created anything like Second Life.
We'd like to send our love to EmmaLee Street who recently contacted us to ask if the extraordinary Ballet Pixelle might use the Bright Packer to distribute items to members of their company. We were delighted to help.
We had no idea ballet was performed in Second Life, and were fascinated to learn a little about their work. The Ballet Pixelle was founded by Inarra Saarinen, and as Artistic Director, she aims to "develop an aesthetic and vocabulary of virtual dance - whether it be by tiger, dragon, bird, or human".
After all these years, Second Life still has the ability to astonish: and we wanted to let our friends now about this wonderful project. For more information, visit balletpixelle.org.
Incidentally, when we wished Emma good luck using the old stage saying "break a leg", she explained that ballerinas have their own traditional way of encouraging each other. So should you meet one at a performance, be sure to say "Merde". It's French. And it's apparently what new ballerinas say on first trying on ballet shoes.
(Oh, the Bright Packer is free by the way, and allows you to package items in a way which allows the recipients to unpack them even where they have no rez rights. If it might be of use to you too, click here.)