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/sl/ - Second Life

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File: b76bcf1962c5a5e⋯.jpg (10.71 KB,456x345,152:115,Snapshot_005.jpg)

 No.27623

I saw somewhere on the internet that second life is so boring for some because you can do what you want, avatar literally means the terrestrial incarnation of a God, so it changes appearance at will (well, not so much, depends of how many Lindens ), have the power to fly and interact with all who wish to produce a fairy sensation in the long run. what do you think niggas?

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 No.27625

for me, SL is pretty much all about playing dress-up and socializing. i've pretty much done what i've wanted with my avatar (unless i go and get a new head or something), and socializing is pretty tough on SL

honestly i get pretty bored with it sometimes but i usually find the desire to log on at least once or twice a week

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 No.27637

>>27623

I could see that being the case except SL is so limited when it comes to interactivity, except then sims could limit some of your abilities by;

Restricting flight/teleporting/sitting/building abilities and creating game mechanics that can only be affected by content that was made to be a part of that game.

The real problem is that the tools for interactivity are super limited, and there's no ability to create NPCs without hosting bots off a separate server, which presents its own issues.

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 No.27655

it is unfortunately true, which is a damn shame because it could be so much more. think what a SIM/rezzable game would be like made by someone who really knew what they were doing, especially if it were RPG in nature. it would be unparalleled. TiS was perfectly acceptable until content stopped being made for it.

but there's just something to the community. no one really does much except use it as Super Idle Dressup Simulator 2003. people go to RP SIMs to stand around, like they're purposefully keeping all movement and interaction to a minimum.

and i'm not convinced the problem is so much interactivity is limited as the community's idea and perception of interactivity is what's limited. it is certainly possible to create NPCs without the use of bots, coded in LSL and animated with mesh models. it's been done, there are SIMs and games you can go play right now that do it. it's just time consuming and you have to not suck at modeling. i know that's what has stopped me from doing it.

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 No.27658

>>27655

>and i'm not convinced the problem is so much interactivity is limited as the community's idea and perception of interactivity is what's limited.

There's truth to that, sure. Almost no one pushes what SL is capable of. Doomed Ship went further than any other sim I can think of and the devs stopped working on that like five years ago.

>it is certainly possible to create NPCs without the use of bots, coded in LSL and animated with mesh models.

Well, sure, if you're satisfied with crude LSL puppets with janky, animatronic like animations. Until LL gives us a skeleton we can animate with animation files and script with locally run code you're not going to see believable NPCs that don't lag the hell out of the sim.

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 No.27660

>>27658

i mean if you're expecting something that looks like it's out of the FOX engine, that's nothing SL (and what comes next) will ever be capable of. but i don't mind playing older games, i don't mind playing early 3d games and i don't mind an npc model that looks like its moving at 15 fps. fun always beats jank.

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 No.27661

>>27660

Let's try as believable as a regular SL avatar.

I've yet to see anything done with LSL animated mesh or prims that even comes close to that.

You can use bots, but because the server treats them like any other avatar you end up choking the sim with even a handful.

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 No.27662

>>27661

i haven't looked at in in a while and i'm not even sure of the name anymore but there was a popular zombie survival SIM that had animated mesh npc zombies i remember looking acceptable. but again, i am forgiving of graphics. thank you, 2600, thank you.

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 No.27663

>>27662

If you're happy with NPCs look barely a step above System Shock but move like a Chuck-E-Cheez animatronic (assuming they're not just a static model that moves around on a path) that's fine, but let's not pretend they're anything more than that.

As for the interactivity side of things, the two most interactive sims I've seen in SL were "Doomed Shio" and "The Well". Pretty sure both predated mesh, let alone experience tools, and both were still way more interactive than LL's "Horizons" game that launched this week.

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 No.27669

>>27663

Horizons was merely a land cashgrab; The "experience" is secondary to the 30-50k/1024m lots barons are buying up like crazy

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 No.30972

>>27623

I've had a Second Life account for almost a decade but I've used it less than a dozen times because it is little more than a glorified chat room.

I guess my expectations were too high.

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 No.30997

>>30972

There just aren't enough people interested in trying to do more with it.

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