Second Life Open Sources Client 208
An anonymous reader writes "Just noticed that Second Life released their client under the GPL today, and that they're up to 2.4 million users. Article says that 15% of users contribute scripted objects."
sweet! (Score:4, Funny)
I want to see the flying penis client [slashdot.org]
Re:sweet! (Score:4, Funny)
Excellent! (Score:4, Interesting)
Excellent? Maybe ... (Score:5, Insightful)
Perhaps my fears are unfounded but I would imagine that the servers would be heavily taxed if everything was going on server side. I mean, let's say you make a product. It's possible this creation process is left to your client and then the server is informed of the new object and persists it. Well, wouldn't it be profitable to make a client that just keeps notifying the server of new objects that sell well in the world? I'm not too clear on the crafting process in Second Life but I imagine it takes resources.
I've heard a lot of comparisons of Second Life to Snow Crash but I'm not sold yet on this step being purely progress forward. I don't even think I could think of server software that could handle all possible clients without the processing and network traffic getting exponential.
Re:Excellent? Maybe ... (Score:5, Insightful)
LL make their money by selling server space. You can't just connect your own server to SL - it has to be one of theirs. The network is closed. All of the PR and astroturfing that's been coming out of LL recently is aimed at getting more people to invest in SL space: the more investors there are, the more the space will be worth. They're trying to drive a homesteading boom like the one that happened in the early days of the Web, when companies started to go online.
Now people could create a SL client that can connect to an alternative SL universe: one where the servers are free software clones of the original SL servers. This makes SL an open standard. That means we can all join in and host our own stuff without having to pay LL for a server. The system is open - we can join for free.
Presumably LL are relying on "their network" being the best, so people continue to pay them for something they can now do for less money elsewhere. Bit like AOL and Compuserve assuming that their internal networks would always be worth more than Internet access.
Re:Excellent? Maybe ... (Score:5, Interesting)
Of course you could run your own private server, like the Construct in the Matrix. You could do things like the "jump" program and "learn karate". But unlike the movie, you can't carry your guns from the fake fake world to the real fake world.
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Ah, good point. An interoperability problem. That would reduce the value of a private server.
I suppose it might be possible to come up with an open standard for object exchange, so that objects could be moved between suitably configured servers in the alternate univers
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Or perhaps they're relying on patents. If they have appropriate ones, they could shut down any OS alternative service providers.
True, but they knew this already (Score:4, Informative)
Re:Excellent? Maybe ... (Score:5, Informative)
On the other hand, this will be a very concrete experiment with micropayments on an effectively wide open information network. If a fully open client with just a trusted third party to handle financial transactions (or maybe ecash) can support a viable information economy through either donations or some form of copyright respect, then it bodes well for a similar "real life" system of micropayments for information and services. Realistically, since most things digital already happen on the Internet, SL will be as real as it gets in terms of the future information economy.
It's likely that Linden Labs is betting on being the manager of the Linden Dollars in the new economy and making their money that way. Hosting server space is a relatively mundane activity compared to the management of the actual money and objects used in SL. Perhaps they will now act as an object ownership repository, basically just keep a hash of every object along with the name of its original creator for the purpose of micropayments to the real creator. Make all objects fully copyable (to respect the reality of information sharing), but let everyone know who the original creator was. Obviously the problem is formally intractable because anyone can modify an object and claim that they're the inventor, but generally market forces will prevent that from happening. Once enough people have seen the original object, they will be able to spot fakes, and since anyone can copy any object, it will be easy to demonstrate the imitations as cheap knockoffs. Payments would just be donations from people who would like to reward the original artists for their creations, and of course for customizations and other services.
I'd also note that Linden Labs has always claimed that SL would be open sourced at some point, so it's likely that this has been planned out quite a bit in advance.
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If the Linden folks aren't doing server-side logic for exchange and storage of Linden bucks, they are screwed whether or not the client is open source.
Ever heard of aim-bots? Those work with closed-source clients.
On the other hand, it looks like the Linden folks are still working on server controls to make sure stuff doesn't run out of control. Flying penis storms, grey goo, that sort of thing.
And from the sound of it, their server software seems to have ind
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Yeah, but it's actually just a "tool" that happens to break a "game". SL is not a game. It's a crude early version of cyberspace, and hence has performance, security and stability issues galore. However, it's the best there is at the moment, and, quite frankly - it's mind-boggling what some people pull off with nothing but finite state automatons and parametric geometry.
>On the other hand, it looks like the Linden folks are still working
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http://www.activeworlds.com/ [activeworlds.com]
Re:Excellent? Maybe ... (Score:4, Informative)
The way I understand it, is that there is no "crafting" system per se, but users create things outside of the client, and then upload them to the SL system. Users can then set flags in their creation that makes it non-copyable, non-transferable and/or non-sellable. Therefore a client that creates items perpetually would not give a user any advantage, as items can already be copied at will. There is no rules in SL (except in player created environments), as it is more of a virtual space than a game. This is what I've understood of it, I haven't played it myself so this is only second-hand information.
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Re:Excellent? Maybe ... (Score:4, Interesting)
This isn't WoW, in SL the server takes care of pretty much everything, and the client is practically a 3D web browser. The client is already very unresticted as far as MMORPGs go, you can teleport anywhere you want for instance. Of course you can be banned or not allowed to some destination, but changing the client won't change that.
Even without it being open, the libsecondlife people had figured out enough to duplicate in-game objects. This means that very possibly creators of things that aren't scripted are going to get screwed. But this was always a possibility. It was completely obvious somebody would do it within a few days of trying SL, closed or not.
L$ handling is of course server-side, you can't create them out of nowhere. L$ are only created by LL and then exchanged between residents and bought and sold for USD.
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Now, one thing I've learned about MMORPGs like World of Warcraft & Ultima Online is that the client needs to be protected.
The reasons that MMORPGs need to "protect" the client don't apply to SL, or are easy to avoid. There are basically three reasons that MMORPG systems have problems with "unauthorized" clients:
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The real problem with SL is one of scalability. In the real world, we work on a combination of peer to peer and server based models; server-based because you have water, power, and communications services delivered to you; peer
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The engines and protocols between them aren't my interest, I'm merely concerned with them ending up open and extensible. I'm working on the idea of shared development by sharing a persistent Squeak-like world.
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Bottom line, as I understand it from this video, the client is really very very dumb. Everything intelligent is running on the server, and it is just left to the client to handle the basic graphical rendering.
Now it is always possible that there is something they have missed, but it appears that the system was designed from the start to make
Fort iKnox (Score:2)
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If the client end of your client server app needs to be "protected", your security model is already terribly flawed. The first rule of client/server app development is simple: Never trust the client.
If you never take input from the client at face value, then you don't need to "protect" it (a war you'll never win, by the way).
Raph Koster [raphkoster.com] knows it. Why other MMO developers have histo
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Raph Koster knows it. Why other MMO developers have historically ignored this rule over and over again, I'm not sure.
Well, for FPS games where centisecond network latency makes a big difference, it's done for performance reasons. For systems where latency isn't as much of an issue, maybe it's a cost-reduction issue: processing that clients do is processing power that you don't have to pay for in your server farm.
But honestly, I think it's probably more of a case of too many "game programmers" who haven't done enough of anything else to have learned about writing code for use in an adversarial environment.
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Bingo. Add a Wii controller and some cheap VR goggles, and you too can be Hiro Protagonist!
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And a Wii controller might actually make things more controllable, especially object touching and viewport panning.
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Indeed. This is part of a much larger momentum, however. Generally speaking, writing proprietary MMORPGs or any massive online world is very hard and time-consuming, making it a natural area for open-source collaboration to thrive (no need to reinvent the wheel, and all that). Here are some current highlights of open-source in this area: the
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now we just need open source servers. -nt- (Score:4, Insightful)
WTF? (Score:4, Insightful)
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That's the new SmellOVision part of SL. The odors are open-source, too, but their code takes up far more space than all of the rest of it put together.
5GB for everything (Score:4, Informative)
Today was a small step in the grand scheme of things. As one of the other posters pointed out, the amount of code we posted was a number much smaller than 5GB. But, this will hopefully be an important step in giving people control of their own computers. We certainly don't want you to have to install proprietary software on your computer to enjoy Second Life, and now, you won't have to. Admittedly, there are still some rough edges in a purely open source compile, but that's a bug, not a feature.
Linden does not have 2.4 million users (Score:5, Interesting)
More about the uselessness of the Residents figure here: http://many.corante.com/archives/2006/12/26/linde
The only person to whom Linden has reported a count of active users is David Kirkpatrick of Fortune, and as of last week, only 252K people had logged into Second Life twice or more in two month -- the rest were bailouts. This 252K figure, which is a much more accurate reflection of Second Life's popularity, is an order of magnitude lower than most of the press is reporting.
More on Kirkpatrick's numbers here: http://many.corante.com/archives/2007/01/04/real_
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-Eric
Open sores virtual reality? (Score:5, Funny)
2.4 million users? Hah! (Score:2)
Long story short, in Second Life it is free to signup for an account, so no conclusions can be drawn whatsoever from those numbers. Compare this with World of Warcraft, where each account costs $15/mo. or it is killed. Now when Blizzard tells you they have 6 million users, you know it's true. But as for Second Life, the number of simultaneous users in the game world really isn't
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I'm sure Blizzard has around 6 million users, but a lot of people own more than one account so they can play both factions on a PvP server so their numbers might not be spot on either.
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FWIW on EVE I regularly see 20K or more folks logged on and as many as 28K without experiencing problems. I believe it's gone over 30K but that's been a pretty rare thing and nto something I've ever persona
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It doesn't really matter if the people are logging in regularly; they're still paying $15/month for the account.
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Official announcement from Linden (Score:4, Informative)
Good luck Linden (Score:4, Interesting)
This open source effort is a bid to get the community to do what Linden Labs
has failed to do thus far -- bring their offering into the 21st century.
The clock is ticking for Linden. If anyone thinks that there won't be a better,
more sophisticated and vastly more profitable virtual community within the next
five years, they're either dreaming or they're one of the suckers who has invested
in virtual real estate believing that Second Life has some unique grip on the
concept of virtual communities.
Open Sourcing the client is an effort to cinch public acceptance of Second Life
as the defacto standard in virtual communities. My bet is that Second Life is
dethroned faster than anyone expects. The experience just isn't remotely
sophisticated, graphically rich or slick enough to have staying power.
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And while sophisticated graphics and all are certainly part of the equation, lots of folks (the early adopter types) will put up with problems in that area. People won't put up with problems in the experience. From what I hear and see, the client has usability issues and the server grid has some design issues.
Linden's problem may be that there's no easy development path from where they are now to where they need to go. Starting from zero may have a decisive advantage.
Streaming content? (Score:2)
That might not make it pretty, but in itself it's quite powerful.
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VRML. SL has always looked to me like a souped-up VRML client. What with the ascendancy of javascript these days, VRML might even be in for a comeback -- assuming anyone wants the awful interface for real applications in the first place.
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You assemble a bunch of primitives together. People make complicated things by assembling boatloads of ellipsoids and cubes.
The problem is that you end up with something that is not merely "not pretty". Anything complicated looks like utter shit in SL, and involve lots of unnecessary polygons that are not visible but drawn. So it's full of overdraw.
Also, people are free to put different textures on these primitives. In fact, the lack of UV mappi
Re:Good luck Linden (Score:4, Interesting)
Unfortunately, Sturgeon's Law [wikipedia.org] still applies in SL, just as how it will apply anywhere you give people the ability to make and share content.
SL is a common area for amateurs to take a stab at 3D modeling and programming, but a very large majority of SL residents do not have the kind of skills that you've grown accustomed to in professional 3D games. SL does lower the bar of complexity so that amateurs who don't know OpenGL or DirectX can play around with 3D. Lowering the bar to make things simpler almost always results in a more limited set of abilities, but despite the limitations, some great talent does exist in SL from people who are able to maximize the use of the tools and abilities they have available to them.
The problem you're seeing is that most SL residents don't know how to efficiently utilize prims to minimize triangles or to bake textures to create fake lighting. But some residents do, and when they expend the extra effort, it looks great. But even then, what is the incentive to go into obsessive detail with texturing and lighting when most people will not willingly pay money just to view your build?
Does SL look like Crysis? No. But SL is over 90% amateurs, and even those with talent have no incentive to make their builds look like a polished professional 3D game.
The real criticisms of SL should be with its scalability problems and the ridiculously high cost to lease space. Once more than 20k users are online, it becomes too unstable to work in. Leasing a dedicated server in SL costs $295 per month with a $1675 setup fee, compared to $100 per month for dedicated web hosting with a small or no setup fee in most agreements.
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Current numbers and 15% script? (Score:5, Informative)
Total Residents: 2,434,170
Logged In Last 60 Days: 883,536
Online Now: 13,150
That is right now, right this second as I post this. The highest I've seen the online now number is about 23-24k, and once it gets over 20k shit really does hit the fan.
As far as 15% contribute scripted objects. Perhaps that's 15% of the real active user count, but it sure as hell isn't 15% of the 2.4M. Scripting in SL has a steep learning curve and many people who do building in SL avoid scripting because it is such a pain.
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I'm sure a lot of people avoid it altogether since they don't like programming. But when I tried it, it was pretty easy. Just like C++ with a few extra functions you have to learn. Within minutes I was scripting listening bugs, "throwing" my voice by naming objects after players and having them make offensive remarks, and setting up an automatic bank to game the SL welfare system. N
... it was pretty easy. Just like C++ ... (Score:2)
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Of course, I'm contracting full time now, with most of that in SL, so obviously I can work around this stuff, but I wouldn't call LSL easy.
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Talk about the new economy - make real money from unreal worlds.
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What's a Resident? (Score:4, Interesting)
I downloaded the client a few months back, created an avatar and wandered around:
I felt the experience was primitive, with sub-par graphics, a horrible UI and poor performance
(I'm on a PC graphics workstation with a very fast connection -- that should easily have been able
to handle it). The music was some sort of cheesy new-age MIDI composition, and the character
models seemed like 1990's low-poly attempts at something stylisticly mid 1980's. The character
interaction was poor, there were clipping issues and there was a poor response time with
the environment.
I uninstalled the software within 1 hour.
I'll never log in to Second Life again, and I remain convinced that the contest to be the first
to develop a compelling virtual community is still a wide-open race.
But in terms of statistics, I can assure you that Linden Labs still counts me as a "Resident".
Which begs the question: How representitive am I of Second Life residents in general?
Re:What's a Resident? (Score:5, Interesting)
You're not alone, trust me. Your post deserves to be modded up... I had the same exact experience as you, but I was willing to forgive the crappy graphics and lame music if the community itself had something meaningful to offer the net. Based off of my time in second life, and the slew of recent press that it's gathered, I still have not seen this. As far as I'm concerned, SL is a cheesy VRML-like IRC, except with "furries" and flying penises. SL's in-game economy interested me, but as it became blatantly obvious that you can't make real money on selling fake things, people wrote copybots and other scripts designed to take advantage of this fact. Hell, I'm surprised that SL hasn't already been flooded with spammers....
I'm sure that just like with the original VRML worlds, people will eventually see the emperor isn't wearing any clothes, and then move on to another community.
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For example, take Anshe Chung, who I'm fairly sure doesn't give a damn about the copybot.
Heavily scripted objects aren't affected either. Copybot can only copy the shape , which is completely pointless for various tools that consist of an object or two, and then several thousands lines of code.
Services are also unaffected - there are people who will make you a custom avatar, scripters and builders for hire, etc.
Copybot was really not much of a revelation. It about ranks there w
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It really didn't hurt that all the whiners that went screaming to shut down their shops for a number of days really increased the exposure of those of us that saw no reason whatsoever to do so. I know my sales doubled overnight after that and have been on a steady climb ever since. So thanks.. I guess. LOL!
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Honestly it might work today, but its its day the average persons net connection was too slow for anything meaningful.
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What I think the GP is saying is exactly what I think of VRML as bad design. For example, let's say I was going to design Online Phonebook Town. Sigh with me, this should all look f
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I agree about the graphics; LL promises that they'll improve them and I guess we'll see whether they're serious about it.
I hope that the OSing of the client will lead to a lot of UI experimentation and improvement, and maybe eve
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Instead think IRC. Now most people don't 'Get' IRC, but despite a 1980's protocol efnet appears to be just about as popular as ever. Indeed the coding channel #delphi which I helped run for 5 years back in the late 90's still has as many people on it now (and I just checked) as we did 10 years ago - actually considerably more by the look of it.
The reg
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Also, if you crank up the video settings past the default, they actually look pretty good on a 7900GS. Of course, because users get to create their own objects, you will get boring-looking stuff if the person who made it has no skill.
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I'm qualified to talk about anything I use or buy.
Not to mention the fact I work in product development. But
that's not necessary to express one's personal experience
or opinion on a product.
I tried it. I thought it sucked. I thought it sucked badly.
That's my opinion. I'm the consumer. I get to express my opinion.
Was the music someone else's? Actually I'm almost 100% sure that
in the Welcome area the music is set by Linden, but I could be
wrong. Either way -- first impr
Wonderful news! (Score:5, Interesting)
Another thing to try would be rewriting the UI. It would be a lot less painful to use if the UI and display weren't in sync, so that when things were slow you could still type at a normal speed.
My personal area of interest would be attempting to provide some sort of way to let SL objects provide a better interface. The sort of interface that can be scripted in SL is very primitive as of now. Being able to make an object with a full dialog with buttons, dropdown lists, a list view, etc would really improve the usability of complex objects.
This should also give a big push to the libsecondlife project, which is also a great thing. SL can be used as a platform for interesting things, such as A-Life experiments. That's another thing I plan to try eventually.
On the Linux side, I'd like to see the integration of something like DCOP, or at least a named pipe to communicate with the SL client. For coding it'd be wonderful to run 'make' and have all the modified scripts automatically sent to SL. Currently this requires an edit, copy, paste into SL cycle.
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I must say that I think this is a good thing (the opening of the client) especially because the SL client is a REALLY bad multi-threader. On a multi-core CPU (a Macbook Pro, both under Windows and OSX) it runs one core up to 80% or so constantly and leaves the other core essentially idle. This is according to Menumeters CPU gauge which I have constantly running (backed up with info from Activity Moni
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If the limiting framerate issue for your title is submission to the API (and for a lot of 3-D graphics applications, it is [warning: PDF] [nvidia.com]), then you're not going to get any speedup on multi-core systems, and there won't even by a way
oh boy oh boy (Score:2)
Now everyone will be able to program their own perversions!
Open Source good, but IP now dead (Score:4, Insightful)
A look at SL history will show various incidents of people figuring out how to work around content protection to copy it unhindered and the vicious controversy that ensues. Now, there is simply no such thing as graphical Intellectual Property. Open client code should mean open copying.
They have just knowingly crippled one of the their models of avatars getting money from other avatars. The "steal this avatar" client will be out in a week, I'd wager. Should be interesting to see what happens.
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That's just as well -- this kind of thing is better off non-commercial and distributed, just like every other major Internet protocol (with the notable exception of IM, unfortunately).
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SL, IMO shows what a world where replication of physical objects would be like. Once duplication is effectively free, you need to switch to providing a service. Instead of making one thing then selling copies, content creators will probably have to adapt and sell customized solutions.
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There's never been such a ridiculous thing to begin with. That the previous clients pretended there was was the problem, not this.
negative posts (Score:5, Interesting)
Go watch the video at http://video.google.com/videoplay?docid=-51827597
The fact of the matter is SL is VERY interesting due to the way in which it's built. It's flexible and the people who run it are BIG proponents of open sourcing everything they can. When you ask them about the number of users they tend to be honest about what they think is real and what are just scripts running. The BS is usually from Trolls.
As for the quality of the graphics.
1. All the content is USER CREATED. Go someplace in SL where people know how to use Blender or Maya and it looks great. Go someplace made by somebody who just learned how to sculpt prims yesterday and it sucks.
2. There is a GREAT live music community growing in SL. The quality is pretty good since you can get up to 768Kb/s of bandwidth to stream your live event.
3. Guess what? The graphics are as good as the clients can handle considering that their primary objective at this point is a flexible world that allows users to create what they want and be scalable.
The majority of people who "crap" on SL (that I've talked to) expect something like WoW. WoW is a TOTALLY different monster. Scripted world, Blizzard created objects...and a much lower age group demographic.
If you want WoW...go play WoW. But don't expect SL to be LIKE WoW.
Re:negative posts (Score:4, Interesting)
As to live music, thank you for pointing that out. I've been performing there regularly for about a year now and I can say that the experience is definitely different than just streaming audio and publishing the URL (or even putting out a webcam stream along with it). It is much more like the RL experience, in that the audience just needs to be in the "place" and they get the audio - no need for getting people to go to your URL or even know your performing - they can just wander into their favorite "pub" or other venue and see/hear who's playing there. There is also the possibility for much more direct feedback from the audience than in the just plain streaming environment and overall, it really is more like the real thing than any alternative I've seen.
So, OK all you 1337 gamz0rz SL sucks as a game. Fine. Go farm some gold in WoW and get on with your life. I find it amazing that people seem to have to always find something to sneer at, and will make use of any opportunity to do so, loudly and in public. If it wasn't your cup of tea, fine, go play, leave it to those who are interested in this new platform.
Re:negative posts (Score:4, Interesting)
There is SERIOUS research being done by universities in SL. I'm not impressed by much on the net anymore but SL really blew me away once I started digging into HOW the world works.
It's been often said that Linden Lab employees don't use SL that much, that makes COMPLETE sense. They are realy just a bunch of hardware sysadmin nerds. SL is for creative types. A sysadmin's idea of "Art" is a cool perl script. They probably enjoy their time more by working on the code than actually playing it.
If things work out the way I hope and SL really takes off it's gunna be facinating to see it work.
BTW...any way you can tell me who you are so I can come watch you play? My brother is a kick ass keyboard player (and organ player) and I've been trying to get him to do some stuff in SL.
ThirdLife (Score:2)
Disturbing (Score:3, Funny)
Hmmm... (Score:2)
1) Normally the SL client is updated every two weeks, and at least once a month with MAJOR changes. That is a hell of a lot of work to keep up with for anyone wanting to provide an alternate client.
2) LL has been typically resitive to advice. They have shown all the signs of a pure "Not Invented
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Second Life Irrelevant? (Score:2)
Re:Second Life Irrelevant? (Score:5, Interesting)
For a year I worked for SL's erstwhile competitor, There, which was the one most people were betting on to "win" when both got going. (There made the cover of Business 2.0 and got out of the starting gate with companies like Nike already selling virtual products in-world.) And in a lot of ways There's client technology still kicks SL's ass; the experience is much smoother, even on less high-powered hardware. There's in-world "look" was designed by actual artists, including a former Disney imagineer or two, so when you wander around your eyes don't bleed. There has a sophisticated VR auction system designed by one of eBay's original employees. There accepts models created with GMax rather than a klunky proprietary design system, and ThereScript is based on Lua and is considerably better than Linden's scripting language.
But what Linden figured out that There didn't is that user-created content is king. SL really didn't give a damn if your eyes bled -- they opened the floodgates. Old "Therians" may boggle at my mention of ThereScript, because AFAIK There still hasn't opened it up to users even though they were talking about it when I was there in 2003. (There also had outstanding bugs in the "consumer service" that were going unfixed for months, if not years, IIRC, which were less a matter of technology than politics.)
Personally, I think SL's "under the hood" design is its Achilles' heel, and open-sourcing the client isn't going to help it -- they have a stream-everything model (possibly because their original team apparently came from Real Networks?) and the object system really isn't as sophisticated as what you'd find on an average MUCK server. Someone out there is almost certainly working on what amounts to "Third Life": a design and engineering sensibility as good as There's was (or at least aspired to be), with the understanding of the marketplace and user desires that Linden has. When this happens, that service will be the metaverse equivalent of World of Warcraft to SL's Everquest.
But between all the jokes about flying penises and the ritual mocking of the furries, I think SL is going to prove to be historically important in shaping an "avatar space." Yeah, the idea that a decade from now, it'll be common for businesses to have a virtual storefront in avatar space sounds pretty crazy, and I certainly wouldn't bet on it happening. But you know, in 1994, I'm not sure many of us would have predicted that by 2004, businesses that didn't have a URL would seem to be behind the times.
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But between all the jokes about flying penises and the ritual mocking of the furries, I think SL is going to prove to be historically important in shaping an "avatar space."
I think all the historical importance of SL in the end will be nothing more than a serie of article on something awful. The whole thing is hyped way out of proportions.
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It's usually set to no transfer to prevent abuse (but there are plenty of full mod/copy/transfer freebies around, probably houses, too!)
Unfortunately, you can always take away permissions, meaning that you could take that FLOSS house, mod it, remove the next-owner-can-transfer/mod/copy permissions, and basically make it a closed source thing.
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You CAN do alot for free. There's alot of good free stuff out there. You can also make stuff if you want to. Nobody says you have to buy it. Natural resources? LIMITLESS! Want another box? Just drop one. With SL, the ability to sell goods isn't limited by any sort of ability to p
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I never bought anything, but created my own skins, textures, objects. I never bought land, because I'm not interested in making money (renting land for a shop) or "settle down" (build a house). I never understood the c