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Question of generally accepted Value of a Creation within SL

Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
02-14-2009 00:56
I think you can make a cube and give it a fantastic texture that took you many hours to perfect, or you can spend many hours making a complex build or sculpted shape and then apply a very basic texture to it. What about scripts and animations even?

I think the "primary value" is in the eye of the beholder, and if you're asking "does the real value come from the texture, or geometry, ect", I'd say "the real value comes from the overall product looking good, or (if scripted) working well"
VonGklugelstein Alter
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Join date: 22 Dec 2007
Posts: 808
02-14-2009 00:56
From: Cal Kondo
I'd say "show me where it says that in the Terms of Use" If he could show me I would kick myself for buying a texture with that restriction on it. If he couldn't show me I would tell him to go away. Either way it's the last texture I would buy from him.

Is there something more to this question? Has this happened to you?


Yes and maybe
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Charlotte Bartlett
Registered User
Join date: 21 Sep 2006
Posts: 97
02-17-2009 16:34
To the original question which was

"When you create a building or an object, which single factor do you consider to be the primary value of that creation?"

The design. Simply that.

And for people who potentially use other's designs like photo art, textures etc to complete their finished product - I can't see why that would devalue a design as it's how you applied it and brought the finished work to life.

Always depends on your licences though, some textures say from Getty Images if you don't have extended licences, you might be due to pay royalties from your *design*. Just as a side item.
Wulfric Chevalier
Give me a Fish!!!!
Join date: 22 Dec 2006
Posts: 947
02-17-2009 23:24
From: VonGklugelstein Alter
When you create a building or an object, which single factor do you consider to be the primary value of that creation?



The only value for me is "how much fun did I have making it and how much fun will I have using it?"

If I sell it later on, that's a bonus, but the fun of creating/using it myself is its main value to me.
Seshat Czeret
Registered User
Join date: 26 May 2008
Posts: 152
02-18-2009 05:06
From: VonGklugelstein Alter
The question was.. if you make a building that you sell, which component of that building holds the primary value?



The answer is 'yes'.

Or rather, the answer is that the question is unanswerable on the face of it. It depends on too many variables.

For a building which is essentially a box with gorgeous textures, the textures are the primary value.

For a building which is complex, with many structural elements, clever texture use and re-use, and scripted facilities (like lights or doors), then the primary value may be the scripts, or the building work, or the texturing work....

So 'it depends'.


From: someone
If you buy a texture at a texture store for a few cents and make an object that uses it, and upon seeing the object the seller tells you that he wants a piece of the action, because the texture is the main value of that object, and because of that he is entitled to additional compensation. What would you say?


That that was not the deal offered me at the time of purchase.

However, I would offer to return the texture in exchange for the original money, and go find a different texture from a sane texture artist to use on the product.


Unless stated otherwise, I presume that textures sold for use within SL are sold on the understanding that I cannot re-sell the texture as a texture, but can sell products made with the texture as a component part of the object. Including, if I so wish, something as simple as dumping a rug texture on a rectangular prism prim.
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Monalisa Robbiani
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Join date: 9 Jul 2007
Posts: 861
02-18-2009 06:00
From: VonGklugelstein Alter
When you create a building or an object, which single factor do you consider to be the primary value of that creation?

or Would you consider the time you spend building the main value? or perhaps the skill that it take to make the shapes? etc..




There is no other indication of value in a free economy besides what others are willing to pay for it. To set a price take a look at the prices of similar objects. However if your object is unique in some way you can go for a higher price.

In SL the way objects are measured in price is not related to time and effort, not even to skill. It is much easier to build a simple house than building hair, and yet hair is being sold for around 200 a color pack while simple houses might reach prices of several thousands - for no reason other than houses being more expensive *in RL* than a session at the hairdresser.

Another factor seems to be sex. Add a sex animation to *any* build and you can sell it for ten times the price. :P

From: someone
i.e. Would you consider a single texture to be the main value?


Skins ARE "single textures" and yet they are among the priciest items in SL. (Why? see my above statement about sex.)
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Poenald Palen
Registered User
Join date: 30 May 2008
Posts: 35
02-25-2009 00:58
I use the value of the time sort of, but much much value based on how much others are charging. Of course, there is always a freebie, just add stuff to make yours better somehow. There are always things to do with market changes, but I base it on what other charge and then how much I think I can get for it. I think about this, many times, before a project. But I do no market research other than looking at what I have seen parked and at tracks. So I really don't advice this way. If you make the best stuff and still want to give it away for free, well there is nothing that will really convince you and you may have happy customers.
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