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/sl/ - Second Life

Second Life

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File: 1464434019033.jpg (46.93 KB,619x310,619:310,1439004952271.jpg)

 No.22701

After speaking to a guy who literally thought it took hundreds of people to program SL, I was kind of inspired to start a little "SL like" engine thingy project for the fun of it, and though I don't actually plan to do anything with it in the long run (too lazy), this got me thinking:

Lets say someone creates "SL 2.0"; how hard do you think it would be to get the SL users into the improved engine? What do you think it would take, publicity wise and feature wise, to really make an impression with the people?

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 No.22703

Too late, it's already being made >>16189.

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 No.22704

>>22703

Too late for what exactly?

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 No.22705

>>22704

It's already being made >>16189.

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 No.22706

>>22701

You would need to beat Linden Lab to market with something better than their own "SL 2.0" called Sansar. You would know this if you did some market research. I have met several people who claim they have the ability to solo attack a virtual world project. All of them were full of crap. Good luck.

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 No.22707

>>22706

He would also have to out do Philip Rossdale's (army of low laid interns) latest effort HiFidelity and whatever that other one was, which ditched avatar customization at the outset to focus more on getting asses in seats. I can't remember what it was called off the top of my head.

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 No.22708

>>22707

laid? paid? Whatever. That typo is awesome.

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 No.22709

>>22707

HiFi is shit, Linden Lab's Sansar thing looks way more promising, the little we've seen of it anyway.

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 No.22726

>>22709

My point was, even with a group of people, HiFi is still shit.

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 No.22727

>>22703

>>22705

>>22706

Sansar is not SL 2.0. It is a shit Blue Mars clone.

The problem with getting people from SL is they are very attached to their shitty items they bought with their spacebux. That said, you could get creators to go to your new platform if you offered the sort of tools they need to create good content.

I've always said SL needs a better engine, preferably one with a PBR workflow. Access to things like morph targets and blend shapes to ease the pain of rigged characters. A skeleton that allows you much more freedom in creating characters (e.g. it should have the kinds of things Bento has from Day 1 like tails, wings, ear bones, facial bones, finger bones, maybe even a bone for the ball of the foot, etc), and it would also be cool if we could create NPCs easily, so the ability to create objects that have skeletons and animations attached.

There should also be a focus on efficiency, so alongside a land-impact type system avatars should have a similar impact system that prevents people from going HAM with attachments and lagging the shit out of everyone around them.

Adopting a proper scripting language like C# or Python would help too. I'd join a world that had those things.

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 No.22730

>>22727

It's by Linden Lab, has PBR, not sure about the specifics, it's optimised for performance (e.g. VR) and it also has uses C# as the scripting language.

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 No.22731

>>22727

It very much is SL 2.0 and massive emphasis has been placed on it's massive improvement over SL. Sansar supports PBR and will be using C# for scripting.

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 No.22758

>>22731

No, it really isn't. It will have an entirely different model of how people interact with the world, create content, and sell that content. Look at literally ANY fucking interview with Ebbe about it.

It's not going to be a continuous world of sims, it's not going to let you just make whatever avatar you want (experience owners will be able to modify your avatar for their experiences), and it's going to be monetized in a completely different way. It is NOT SL 2.0, and it will NOT be the kind of world people who enjoy SL will want.

>>22730

Linden Lab is creating the sort of technology they need for a good SL 2.0 yes, but they've been trying to abandon the stigma of SL for years now, that's why they're being stupid and NOT making a new, improved Second Life.

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 No.22769

>>22758

Yeah, there is no mainland. I don't see that being too bad. I think you might be confused about "experience creators modifying your avatars" too. Plus, the marketplace is already taxed on SL just only via. the marketplace not inworld.

>trying to abandon the stigma

What?

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 No.22793

>>22769

https://geekdad.com/2015/10/project-sansar/

>“We do say that it’s in the spirit of [Second Life],” he says, “but that’s where we stop. We don’t think of this as a 2.0. Sansar is its own thing. Some things will be similar, some will be completely different.”

>“With Sansar,” says Altberg, “we’re turning the concept inside out and thinking of it as a platform. We want to make sure that every experience that creators make can be directly entered into from the outside world.” While you’ll still need to download a client, imagine going to a web page that goes in-depth on a given topic — Mayan temples, say — and then says, “here’s a VR experience that gives you another view” in the same way you might see an embedded video today.

>Interestingly, Altberg wants creators to have the same filters about their users. Maybe you want to make sure that visitors have had an account for a certain amount of time. Maybe you want to make sure they have a credit card on file and are thus legitimized in some form. And, maybe, instead of letting users show up in whatever avatar they want, you can say, “this experience is an underwater experience, so you’ll be in SCUBA gear.”

>So what’s in it for Linden Labs? Altberg says that Second Life’s main revenue stream for Linden was selling plots of land, which equated to a server. In certain situations, they’d make some amount of money from players selling goods, but even then it was five percent. Sansar is more about an app economy a la Apple, Google, and Facebook. If Second Life’s revenue is based on property tax, says Altberg, Sansar’s is based on sales tax. Reduce the barrier to entry, and take a cut from the touch point with the consumer. It’s a big shift for the company, though obviously one that’s worked well for others in the industry.

TL;DR: It will not be like Second Life, it will be like Blue Mars where you download a client and pick a place to go from a webpage, you'll have shit like 30% of your sales revenue going to LL instead of the measly 5% you see from the MP now, and "Experience creators" will be able to control what sort of avatar you can have in their "Experience"

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 No.22794

>>22769

As for trying to abandon the stigma, LL has been trying to distance itself as much as it can from SL for ages. Yes SL is what makes them money, but it's not the product they wanted it to be. They wanted to be the future of shit like telepresence where businesses would hold meetings in SL instead of conference calls, universities would hold online classes there, etc. Instead it turned into porn world, and they hate that. They've been trying to do literally anything but that ever since.

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 No.22796

>>22793

I will gladly give them 30% of all transactions if it means we all get a free sim to work with.

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 No.22802

>>22794

So what's the over under on Sansar becoming a complete failure if they don't let it turn into Porn World 2.0?

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 No.22810

>>22802

Well they're basically going up against Unity and Unreal as VR platforms, both of which already have an established track record, user base, and well-curated asset stores. The only benefit SL has going for it is built-in multiplayer, and given how often SL goes to shit I wouldn't put my money on it doing too well.

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 No.22812

>>22802

They are not putting up any blocks to adult content. Porn World will be allowed, if people decide to make it.

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 No.22816

>>22812

That isn't 100% confirmed. Yes, they mentioned "adult content" being allowed, but that term's vague as fuck. GTAV is "adult" on the premise that you can go on a genocidal spree with automatic guns, but they stop the sexual content at strippers in bikinis. It's likely they follow the same americanized "murdering stuff is fine, seeing nipples is not" standard.

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 No.22901

>>22816

Ebbe basically said while it's not their main focus, they don't have any intentions to go out of their way to disallow it. Even mention of there probably being age rating tags too.

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 No.22951

>>22810

wtf are you talking about

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 No.22965

>>22951

Sansar is basically a platform to build VR compatible games/"experiences" just like Unity and Unreal are, and much like Unity has the asset store and Unreal has the Unreal Market, they're selling user-generated content for people to drop in to their experiences. The only difference is Linden Lab plans on doing all the multiplayer hosting in the back-end and that's basically going to be their draw to get you to choose them over the other two.

Why the fuck do you think they're hand-picking specific creators to get to use Sansar first? So that people start building shit to sell in their market before they launch.

Next they'll open up things for all creators and SL users so everyone will pour in to check it out and do their server load testing for them.

It's pretty genius really, especially since idiots like those in half this thread honestly think it'll be SL 2.0 so they're hyping themselves and their friends for a newer, better SL when that's not even close to what it'll be.

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 No.22975

>>22965

That's like saying Unity/Unreal are cars without wheels, an apples and oranges argument.

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