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Why Linden Lab is Heading In the Right Direction

Icon Serpentine
punk in drublic
Join date: 13 Nov 2003
Posts: 858
04-27-2005 10:39
From: Arcadia Codesmith
It's Hiro Protagonist, actually, and the name should give you some insight into what Stephenson was aiming for. Snowcrash IS more fantasy than science-fiction, but it's meta-fantasy, a simultaneous deconstruction and celebration of the genre, in much the same way that the original Star Wars has mythological resonance far surpassing its space opera trappings.

Pardon the tangent. Carry on.


Right sorry, mind was fluttering.

valid point and we agree and our difference is in opinion then.

cheers. :)
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
04-27-2005 12:40
I've exhausted my points on Second Life right now, since I've said all I feel need be said in other threads.

However, this one is getting a well-deserved *bump!* because it raises a lot of valid arguments.

Carry on.
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Jake Reitveld
Emperor of Second Life
Join date: 9 Mar 2005
Posts: 2,690
04-27-2005 12:58
Well in general never winter nights is not a static game, as it does support user contect creation and its own scripting language as well as a rather intricate dm interface that allows for the insertion of things like encounters on the fly, as well as online adjustments to the characters involved.

You will note that I did not say that SL was not a complicated game, just that there may be more complicated games out there. Paticularly those involving significant AI's or complex physics models. Even a simplistic wind-effects models in a flight sim invovles an intricate bit of programming.... And strategy games with adaptove AI's, like Rome:Total War have programming complexities all thier own, beyong just putting a image on a screen.

SL is a techincal marvel, and I don't under estimate it, I just think you were quick to pooh pooh the complexity of many other games.
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punk in drublic
Join date: 13 Nov 2003
Posts: 858
04-27-2005 13:34
From: Jake Reitveld

SL is a techincal marvel, and I don't under estimate it, I just think you were quick to pooh pooh the complexity of many other games.


An assumption, and a rational one I'm sure.

However, in the end I think comparing complexity is a subjective thing as SL is in a completely different category than standalone games.

Any common markers for comparison would be moot as they'd fail to completely grasp the complexity of each system.
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Solar Ixtab
Seawolf Marine
Join date: 30 Dec 2004
Posts: 94
04-27-2005 13:53
From: someone
- When new players learn of all this, it's a major turnoff. I've said it before: SL's biggest draw is user content. That's what makes it different than other MMORPGs. But for a lot of new users, when they learn just how flawed the platform is, and how there's no hope of it getting better... their ambitions for SL become very limited. This loses you that unique edge - every time a content creator loses hope in SL, you dumb down a little. Why is that significant? Because TSO and There will always have you beaten for dumb.


I'll testify to the fact that SL definitly lowers your standards for content.

After a while you get used to the idea that car simulations are supposed to be a jittery experince of lag and low fps that randomly and abruptly ends at a sim edge where you can either fall through the world or end up with half of a car. The experince of flying around interrupted because you managed to go faster than the simulators could keep track of your position. The joys of sitting around talking to fellow content developer friends and comming up with great ideas only to say a few minutes later, "Oh, that wouldn't work because we would have to work around the fact that Basic Functionality XYZ hasn't worked since the begining of time."

SL costs so much for a enviroment that is essentially, closed. Its in my opinion impossible to advance the technological state of SL content right now due to the fact that the basic framework is rife with hardcoded limits.
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punk in drublic
Join date: 13 Nov 2003
Posts: 858
04-27-2005 14:00
From: Solar Ixtab
I'll testify to the fact that SL definitly lowers your standards for content.

After a while you get used to the idea that car simulations are supposed to be a jittery experince of lag and low fps that randomly and abruptly ends at a sim edge where you can either fall through the world or end up with half of a car. The experince of flying around interrupted because you managed to go faster than the simulators could keep track of your position. The joys of sitting around talking to fellow content developer friends and comming up with great ideas only to say a few minutes later, "Oh, that wouldn't work because we would have to work around the fact that Basic Functionality XYZ hasn't worked since the begining of time."

SL costs so much for a enviroment that is essentially, closed. Its in my opinion impossible to advance the technological state of SL content right now due to the fact that the basic framework is rife with hardcoded limits.


Limits?

What a negative word.

I see new and interesting things all the time. Heck, quite a few people have made things happen in SL that weren't "theoretically possible" at one point. (eg: Jeffery Gomez using animations to control prims or even his model importer. A while back someone came up with cell-shading. At one point XyObject was unheard of.)

Limits hold a mind in bondage.
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Nekokami Dragonfly
猫神
Join date: 29 Aug 2004
Posts: 638
04-27-2005 14:05
From: Sox Rampal
If there were a monthly fee to pay for Second Life then you'd be whistling another tune.

Hm. I do pay a monthly fee. But my tune is remarkably similar to Hiro's.

In fact, unless I'm mistaken, Hiro has quite a bit of land (seems to me I bought a kimono from a vendor on some of his land), so he has a monthly fee, too.

I agree, there are ways in which I hope SL will improve. Opening up their bug prioritization process the way they have their new feature prioritization process would be a good step, and they seem to be heading that way.

Oh, wait, this is the General forum. (How'd I get here?) Never mind.

neko
Solar Ixtab
Seawolf Marine
Join date: 30 Dec 2004
Posts: 94
04-27-2005 14:14
From: Icon Serpentine
Limits?

What a negative word.


I apologize for any disillusionment that resulted from reading my post. :)

From: someone

Heck, quite a few people have made things happen in SL that weren't "theoretically possible" at one point. (eg: Jeffery Gomez using animations to control prims or even his model importer. A while back someone came up with cell-shading. At one point XyObject was unheard of.)


I think we will agree that there is a fine line between surpassing a limitation and creating a kludge. Not that the use of kludges is particularly bad, but they're still kluges around the existance of real limitations.
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Verkin Raven
Registered User
Join date: 5 Jan 2005
Posts: 243
04-27-2005 14:19
I'm still curious how one gets a functional vehicle above 31 prims without wearing half the parts as clothes on an unanimated body part. That's a limit I'd like to see the end of... Unless people have solved that problem but it's a top level government FIC secret and anybody who finds out dissapears in the night...
Icon Serpentine
punk in drublic
Join date: 13 Nov 2003
Posts: 858
04-27-2005 14:25
From: Verkin Raven
I'm still curious how one gets a functional vehicle above 31 prims without wearing half the parts as clothes on an unanimated body part. That's a limit I'd like to see the end of... Unless people have solved that problem but it's a top level government FIC secret and anybody who finds out dissapears in the night...


be careful what you wish for. they only let me out a few days ago... naked and without food or water to survive.
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Cereal Milk
Magically Delicious
Join date: 18 Aug 2004
Posts: 203
04-27-2005 16:39
From: Hiro Pendragon
To be accurate, you're talking flaws in performance / bugs, not implementation.

It depends on how you want to categorize it. There is a large class of bugs that exist in SL which are the result of race conditions (for example: ghosting, L$ lost during land sales, thrown from vehicle, etc.) The behavior of these bugs is susceptible to changes in performance - but only because of poor underlying implementation.

Technically you could categorize failed logins/failed teleports as "performance" issues too, but that would just be sweet talk.

From: someone
Unaddressed = something isn't even been discussed on how to fix it.

If by "discussed" you mean there's been an open, honest, two-way conversation between LL's engineers and users about how to fix these issues, then yes, you could say that there haven't been any of those. But that's not what I meant (nor is it what I expect). What I meant is that none of the "discussions", if any, have led to tangible results.

From: someone
I'm not sure where you're reading the cavalier attitude.

Perhaps it's a matter of perception. I think actions speak louder than press releases.

In the time I've been subscribed to SL, the number of sims has (I'd estimate) approximately doubled, while we're still struggling just as hard with what should be elementary technical issues. Linden Lab obviously has priorities, and what their history of behavior has shown me is that their top priority is to milk as much money as they can out of a system that's woefully unprepared to scale.

From: someone
Perhaps it's a perception difference... but where are all these "turned off" noobs, considering the growth rate?

If you want to argue numbers, SL has always been outmatched next to the likes of EverQuest or WoW. Why is this? Because those games appeal to dumb audiences far better than SL ever could.

SL has already, for better or for worse, typecast itself as a content creator's MMORPG. Its only real selling point is that you can, theoretically, create and script whatever you want. It's not just a game - it's a platform. And like any shitty platform, when people realize it's not going to enable them to do what they want, they won't bother or they'll jump ship immediately when something better comes along.

I can name plenty of people who've come to that realization, but I suspect that wouldn't accomplish anything.

From: someone
Cereal, perhaps you're lost in your own hyperbole.

Perhaps. The way I see it, you're lost in your own Linden apologist world. For such a cutting-edge concept, I think SL's technology is amazingly stagnant, and the last thing Linden Lab needs right now is yes-men telling them everything is A-okay.
StoneSelf Karuna
His Grace
Join date: 13 Jun 2004
Posts: 1,955
04-27-2005 17:03
From: Cereal Milk
SL has already, for better or for worse, typecast itself as a content creator's MMORPG. Its only real selling point is that you can, theoretically, create and script whatever you want. It's not just a game - it's a platform.

i'm not sure that ll sees itself as a platform. if it doesn't, it should.
From: someone
And like any shitty platform, when people realize it's not going to enable them to do what they want, they won't bother or they'll jump ship immediately when something better comes along.

is there a better platform?

the attraction of sl is exactly the power for resident to provide content to the other residents. that is it lets the residents give the other residents something to do. it may not be hack and slash, but there is plenty to do. and there will be more as the platform improves.
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Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
04-27-2005 17:31
From: Hiro Pendragon
- Goal: Clearly stated "we want to make the metaverse" with metrics set for what is defined as success (million subscribers mark, for example)
Yes, it's a useful goal, although one million would represent a rather small slice of the massively-multiplayer market by the time they get there. Still, it's a start. The problem however is that they're not in a position to scale even to that small number by any means at all.

Nothing has changed since we last spoke about scaling, Hiro, several months ago. The SL grid architecture is still totally non-scalable for mobile objects, ie. they'll only get to 6 figures if the vast majority of players are forced to stay at home during public events. There has been zero movement on this. Although Philip did acknowledge when pressed that there was an architectural issue and that dynamic resourcing would be needed, it was almost immediately swept under the carpet.

From: someone
- Tireless improvements: we all know SL has a way to go to be the Metaverse that the world uses, but LL keeps making significant progress.
Well I'm sure that they're working tirelessly, but the rate of improvement is catastrophically slow. Even worse though, it's not heading in the direction of an open metaverse akin to the open Internet of today, but in the direction of a closed one-world universe akin to the closed and proprietary AOL of the early days.

So while I agree with many of your points, I'm afraid that despite LL's quite remarkable list of virtues, they are *NOT* heading in the right direction at all, as far as we can see from our vantage point outside the company.
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Icon Serpentine
punk in drublic
Join date: 13 Nov 2003
Posts: 858
04-27-2005 18:41
From: Cereal Milk
It depends on how you want to categorize it. There is a large class of bugs that exist in SL which are the result of race conditions (for example: ghosting, L$ lost during land sales, thrown from vehicle, etc.) The behavior of these bugs is susceptible to changes in performance - but only because of poor underlying implementation.

Technically you could categorize failed logins/failed teleports as "performance" issues too, but that would just be sweet talk.


If by "discussed" you mean there's been an open, honest, two-way conversation between LL's engineers and users about how to fix these issues, then yes, you could say that there haven't been any of those. But that's not what I meant (nor is it what I expect). What I meant is that none of the "discussions", if any, have led to tangible results.


Perhaps it's a matter of perception. I think actions speak louder than press releases.

In the time I've been subscribed to SL, the number of sims has (I'd estimate) approximately doubled, while we're still struggling just as hard with what should be elementary technical issues. Linden Lab obviously has priorities, and what their history of behavior has shown me is that their top priority is to milk as much money as they can out of a system that's woefully unprepared to scale.


If you want to argue numbers, SL has always been outmatched next to the likes of EverQuest or WoW. Why is this? Because those games appeal to dumb audiences far better than SL ever could.

SL has already, for better or for worse, typecast itself as a content creator's MMORPG. Its only real selling point is that you can, theoretically, create and script whatever you want. It's not just a game - it's a platform. And like any shitty platform, when people realize it's not going to enable them to do what they want, they won't bother or they'll jump ship immediately when something better comes along.

I can name plenty of people who've come to that realization, but I suspect that wouldn't accomplish anything.


Perhaps. The way I see it, you're lost in your own Linden apologist world. For such a cutting-edge concept, I think SL's technology is amazingly stagnant, and the last thing Linden Lab needs right now is yes-men telling them everything is A-okay.


I agree... a 20% positive growth rate since inception is not good enough.

When will they learn. LL sucks. SL sucks. And nobody will think it's good because it barely works.

Once they release the next major release and totally destroy SL for everyone (as is their plan), everyone will go to EQ2 or WoW en masse.

Or maybe someone will actually make an SL-clone that is better than SL itself. Then everyone will leave because LL is a bunch of dolts who don't know what they're doing.
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Essence Lumin
.
Join date: 24 Oct 2003
Posts: 806
04-27-2005 19:38
I have mixed impressions of how SL will turn out in a couple of years. I agree with most of Hiro's first post. I also think they really do care about the bugs even though some have been around a long time.

What I don't see is ways they are promoting community. Things as simple as changing the events calendar to be filtered in a number of ways so I could take out parties and tringo (or alternatively select only parties and tringo) so I can find the things I'm interested in. I would think it is a fairly easy thing to program and so critical to the world. It needs to be well thought out; not just some dumb set of checkboxes a Linden dreamed up in five minutes that says Parties, Tringo, Everything Else or something.

They don't have people on staff who have a good idea about building community, or their ideas aren't implemented. The events calendar is just a small but important example. The dwelloper awards was a particularly bad example since people who care about creative communities are not so much motivated by money as people seeking ways to make a profit. I've seen exceptions but mostly I see the awards as a dismal failure.

Even if they figure out all the technical issues, if the world is a bunch of generic houses, and some creative places most people won't find, then SL will fail.
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
04-27-2005 21:13
From: Sox Rampal
Yes - and its a BIG rock. Your a nice man Hiro but dont insult my intelligence with condasention please.Second Life is a fine idea but it IS badly implemented.

Cereal is 100% correct in what he says - new updates on top of old bugs just makes things WORSE - and a lot of these bugs have been around for months,if not years.

So basically you sidestepped all my rebuttals and restated your original point without alteration or addition. Whatever.

From: someone

If there were a monthly fee to pay for Second Life then you'd be whistling another tune.

I am on the 4k+512m tier, tyvm.

From: Icon Serpentine

Short and simple -- I did find some facets of Snowcrash fascinating. However, Hiro Pendragon is an adolecent fantasy character. He's a "hacker" that lives in a dump, helped build the content of the early metaverse, delivers pizza in a psuedo-batmobile like a stuntman, is revered like some legendary hero, and is surprisingly modest about the bazillions of dollars he has from being a hacker -- enough to buy the most expensive bike possible right when he needs one... conviently enough.

Heh, you confused me with Protag. :D :p

From: Cereal Milk

It depends on how you want to categorize it. There is a large class of bugs that exist in SL which are the result of race conditions (for example: ghosting, L$ lost during land sales, thrown from vehicle, etc.) The behavior of these bugs is susceptible to changes in performance - but only because of poor underlying implementation.

No, i'd categorize them as bugs. You were confusing cause and effect. It's not a matter of what we'd "like" to call them, and it's not "sweet talk", it's using the English language correctly. if you want to talk implementation, then speak about the race conditions, not what the race conditions cause.

From: someone

What I meant is that none of the "discussions" [of bug fixing], if any, have led to tangible results.

Again, refer to my first comment. If you claim there's the same amount of problems with logins as say, 12 months ago, and there's 10 times as many players, well that would indicate to me that we would expect there to be 10 times the amount of login problems. So, if as you say there is the same amount of login problems, that would indicate that LL has improved login performance by 1000%, or reduced the problem to 10% of what it was. -- there's just 10 times as many active users hitting it.

Does that mean it's not a problem? No, it's still a problem.
Does that means it's not being dealt with? Clearly, not.

From: someone

If you want to argue numbers, SL has always been outmatched next to the likes of EverQuest or WoW. Why is this? Because those games appeal to dumb audiences far better than SL ever could.

And have huge companies like Blizzard and Sony behind them? And focus marketing efforts on a broad scale? And have very limited user-created content?

These games also, if you look at their stats, rise very quickly in users, plateau, and then struggle to retain users by releasing expansion sets.

From: Icon Serpentine

I agree... a 20% positive growth rate since inception is not good enough.

*coughs* per month, not per year.

From: someone

When will they learn. LL sucks. SL sucks. And nobody will think it's good because it barely works.

Nobody. Right. Except all of the people who subscribe to a monthly fee in SL? ... :rolleyes:

From: someone
Once they release the next major release and totally destroy SL for everyone (as is their plan), everyone will go to EQ2 or WoW en masse.

Or maybe someone will actually make an SL-clone that is better than SL itself. Then everyone will leave because LL is a bunch of dolts who don't know what they're doing.

Way to completely destroy any validity or credibility in your arguments with hyperbole and outright chicken-little-ism. Bravo.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
04-28-2005 05:13
I pay a monthly fee, quite happily.

I make items and scripts and sell them moderately successfully. I don't have a SL as a job - I make things that I want or others that know me ask me to make for them, and I also sell them because other people might want it too.

There certainly are bugs, I moan, and criticise LL. I'm certainly not a simple "Yes-sayer" for the world.

I just don't recognise the dark and terrible place that some of the people here are describing. Some things get better, yes some things get worse sometimes, some things remain as on going problems. Given we have seen things get better and solved (as well as sometimes revert) saying they have no itention of bug fixing doesn't seem reasonable. They might not fix the bugs that hassle you - but since they do work on it I'd guess that 'but XXX must be an easy fix' is just wrong otherwise it would probably have been fixed (and maybe broken again) by now.
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