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Implicit Value

Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
08-21-2005 19:37
Given my track record with starting General threads, this will probably tank in under an hour. I'm posting this for the curious and all three of you that read what I have to say. ;)

And yes, this is somewhat self-indulgent.


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First, a thesis. Simple enough:

Second Life is a world that lacks some basic concepts of implied value. As a direct result, the main grid is quickly becoming a pretty boring place.

This is going to be a long one, so bear with me here. I'm going to use big words and may even link to external sites to build my argument. I spare no expense.



- Value Defined

According to Wikipedia, value is "a term that expresses the concept of worth in general, and [is] thought to be connected to reasons for certain practices, policies, or actions."

This value is what drives our everyday actions in life. When we go to the store, we value what it is we purchase more than the money we exchange for it. In the same sense, the clerk values the money more than what he's selling. This basic premise has been the root of cognitive thinking for several millennia now.

Now, this sort of "value" exists in Second Life. Naturally, to have such a widespread consumer culture, we must value this exchange that takes place every day by residents. Indeed, we see roughly $50,000 of USD in transactions daily.



- Implicit Value

We take these exchanges for granted, in a big way. Similar to the outcries of "FIC," or "Feted Inner Core," these exchanges are highly valued by the resident base, arguably too much so. Money is, after all, the ultimate measure of value. Right?

This could not be further from the truth.

In a simple business sense, there are some things valued more highly than profit margins. Any simple course in business will pound one thing into your skull: image is everything. To have money is to not actually have money in the bank, but instead to appear that you do. Similarly, factors like market share are often more highly valued than profits by some startup businesses. Knowing how to manage value is the crux of good business sense. I should know: it's been part of my major in college.

And this is where we run into our first problem.

Second Life is a world that is currently devoid of these concepts as we know them. In their stead, we see a climate not unlike the early dot.com era, where consumers are inundated with startup ventures that have only half found their niche.

Seeing the irony yet?

Instead of playing the doomsayer, this story does not end with a bust. Instead, it ends with a transition. Unlike the dot.com era, value in Second Life does last - but it's too easily met with its own share of problems.



- Competition

Competition in Second Life is extremely paradoxical. On the one hand, everyone has the means of creating value out of whole cloth. Tomorrow I could decide that I'd like to create a sports car, brand it the "J.G. Ultra," bring it to market, and get a decent return.

Yet, entrenched concepts last. We all cry fowl at how Tringo has shackled the Events Browser, due in no small part to events hosts taking the path of least resistance. This phenomena is the thesis of one of Second Life's and these forums' great comedies, the Feted Inner Core.

What we have created is a market in which all competition moves as if through molasses.

At the lower end of the food chain, builders are met with fierce competition when designing a new object from two fronts. The first of these is existing value from the world around us. While this may serve as the ultimate well for creativity, too often we seek to emulate it, sometimes stealing from the real world wholesale. There have been far, far too many rants in these forums for me to elaborate there.

As if this is not enough, startup creators must then face cutthroat competition as everyone scurries to jump on the bandwagon. Because we may all create objects in Second Life, these creators face the hardships of someone just "ripping off their idea" and taking it to market, leading to what I will coin "The Second Life Fish Markets." Here we see economies very sensitive to market price, and a changing trend will typically affect all involved.

This largely applies to the price of apparel, simple scripts, and any given appliance that we may find in the real world. People have even complained that the market is obliterated when the status quo reaches zero, and this argument does have some merit.



- Branding

Yet, some residents seem to have found an answer. Like Chiquita did with their famous "Chiquita Bananas," branding has become the sure-fire way to success in Second Life.

Surely this is the implied value we're looking for, right?

Hardly. Yet it is an improvement. Branding offers the Second Life resident their first tastes of that image that they so desperately desire. By creating a name for themselves, suddenly residents create value. They have something to market. Something that makes their items Different in a sea of Derivatives.

Strangely, the few residents that understand this basic concept enjoy a stranglehold over their niche and glorious economies of scale. We have our Anshe Chungs, our Cubey Terras, and our Aimee Webers, but really we just have Anshe, Cubey, and Aimee, where all others seem to blend into the background.

This is a very strange concept, and one that was quickly coined the "Feted Inner Core" for its supposed hypnotic power over the Lindens. Yet, this is in some ways the direct result of branded thinking. Why buy land when you can buy some of Dreamland? Why buy other vehicles when you can have a "Cubey Terra?" Why buy other avatar products when you can PREEN?

And branding works. Just as it did for the Chiquitas, and Microsofts, and Walmarts of the world, so has it worked for the Francis Chungs and Kermitt Quirks and Foxy Xeviouses of Second Life. This must be the image we are all seeking.

Yet, it is not.



- The Grand Dilemma

So, after citing the problems and explaining the current solution, having created some implied value, this discussion should be over. Yet somehow it is just beginning.

Branding is only the beginning of value for Second Life to achieve. For, in all the prims of the world, we still have not reached one thing: meaning. For all these really great objects, we've designed things that have no meaning beyond their face value.

And so we reach a second paradox. In seeking an image, we have reached a point where the image is all that Second Life is, and nothing more! While we squander over who has the greatest market share and appeal to the masses, we forget to imbue our very actions with that which gives them meaning.

Where are the incredible backstories? Where are the elaborate events that brought these new and intriguing things to Second Life in the first place? Oddly, they are completely absent, leaving nothing more than shallow husks and media appeal in their place. Even the profile space we are given with which to list our trials and toils is woefully too small.



- Virtual Suburbia

In their stead, we have seeked to emulate who we are and what we know. We have created a thriving landscape that, strangely, resembles the sprawling cityscapes and suburbs of the real world more and more every day. We've gone and created amazing things that appeal to every walk of life, yet forgot to add why they do so.

And here we return to my thesis. Second Life still lacks implicit value. Instead, we have drawn this from the world around us, and created a world that fails to define itself.

Quite like much of the 21st Century, for that matter.

Instead, we come to Second Life and see it as though a thousand artists owned the canvas, yet forgot to stick around. In a world so defined by our experiences, why does it lack meaning?

The answer is: We just haven't added it yet.



- Second Life as MMO

This sense of meaning forms the very core of what Second Life is grown from. A distant cousin of the MUDs and closer relative to the MMOG, it is humbling to realize that this basic concept has been around for years without ever truly being understood in Second Life.

As an MMOG, Second Life escapes definition. Rather than a classic tale of classes, epic stories, and experience treadmills, Second Life pipes to a different tune. Instead focusing on how best to enable its residents with tools, this "game that is not a game" gives us the pen and lets us write it as we choose. Certainly it can be better, but as it is now, simply being able to hold the pen is a huge step forward, even for those familiar with Active Worlds and There.

And, in writing, we opted to draw a picture.

They say pictures are worth a thousand words, yet something is forgotten in this age-old cliché. Pictures, indeed moving, vibrant animations that play out in our world daily, still require explanation to be fully appreciated. What is the Mona Lisa if not for her famous history, and the centuries-old questions, "Who is she?" and, "Is she actually smiling?"

It is precisely this clout that is somehow absent in Second Life. In the endless pursuit of profit margins and remaking our world the way we perceive it, we are left without these experiences.

Now, the creators of MUDs, MMOGs, and even Dungeons and Dragons understood this concept. In these, a new kind of image takes precedence. Instead of drawing a picture, users with vivid imaginations took up the pen to write.

They continue their story, to present day. Yet no one has really questioned why it is these things "work."

The reason is very simple. When we indulge ourselves in a work of fiction, one very basic tenant is imagination. To our minds eye, the character is an expression of ourselves, and the world around us appears as tactile or as ephemeral as we wish it to be.

Suddenly to our minds that tree isn't just a bit of code, blurb of text, or graphical display. It is really a tree. And, as tailors of our own mind, we perceive it as any way we see fit.

Yet, with every iteration of graphical prowess, something is lost. With MUDs and even books, the user was forced to stretch their imagination around what it is they're supposed to be seeing. It was a tree because the user took those details and made it real in their mind's eye.

Then we invented worlds where this need was less relevant. Suddenly we did not need to imagine that tree was there - it simply was displayed on our monitors for all to see. Far less imaginative, we were still able to maintain the sense of realism - many MMOs still go to great lengths to make it so.

And now, in Second Life, that realism is somehow... amiss.



- A World Built and Owned by its Users

And so, the paradox comes full circle. We are left with this sprawling, uncertain image precisely because we are the masters of our own story. A world built to let users do anything, we did! Yet in doing so, something was lost.

Consistency. Originality. In searching for a meaning to one's Second Life, we brought thousands - all shallower than our own fickle perceptions. To cite another tired adage, "too many chefs can really spoil the broth."

So strange that in trying to fill our world with life, it lacks substance. For all the incredible content, what we still do not have is a story - something that we, as residents, can all lay claim to.



- Hope

Fortunately, none of the above need last forever. To imbue our world with substance, and value, and meaning, we really don't need to do much.

First, we must write. For all the sims in Second Life chock full of primitive houses, cars, and lavish displays of wealth and power, there exist frighteningly few books and works of fiction using Second Life as their canvas, leaving us to vent our words in idle chat, blogs spread across the internet, or in these forums. Even my own Writing Wiki suffers the stigma of being about Second Life, without really being in Second Life. Only Cory Doctorow has really had success on this front, and that's with Linden support.

And, once we have written, we should strive to give what we own meaning. This goes far beyond simple backstories and branding. To fully give our works meaning, we must speak as any good storyteller would. Instead of talks of how amazingly technical, "pretty," or "proven" these objects are, speak of where they came from, who you are, and why you've created what you have. Or, if you would prefer, spin a complete act of fiction to define what your object really is, hopefully without lying. Good fiction is not about trickery - it's about consistency and imagination.

Finally, we must embrace that to do this, we are in it together. For Second Life to survive and be important to us, we must use it wisely. This includes the Lindens, who are faced with the monumental task of giving the world to its residents in full or leaving the world to become another footnote in history.

This world can be so much, and more. No matter your goal, be it conformist, altruistic, self-actualizing, or just to be able to afford dinner, we will all benefit from a world that has meaning given to it by its residents, instead of that which we draw from elsewhere.

For, if we are to be masters of our own story, we must first pick up the pen.
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
08-21-2005 19:47
Nominated for Best Post of the Year.

Very well-done.

LF
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
08-21-2005 19:54
Interesting, but lacks grounding in facts.

Do a real analysis of the economy and I'd think you'll find that a lot of your assumptions are completely invalid.

For example, Cubey and Aimee, well often touted by your friendly Lindenaire, don't necessarily have the kind of market share you insinuate.

Foxy hasn't done that much branding, she's just well known because of sheer talent. Kermitt, again, no branding or image work at all - simply the case of a very cool game.

Francis Chung I think is the only one on the list that profits from image. But I think a big part of that was more timing, than any clever branding work.

Anshe Chung has a very poor brand, unfortunately. She makes her money from hard work, business savvy, ruthless risk taking, and powerful determination.

Which, I think, goes to be said for a lot of people. Brand doesn't really have that much value in SL, I think word of mouth is the most powerful advertising and will always be in a souped up, technical world.
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Taken from The last paragraph on pg. 16 of Cory Ondrejka's paper "Changing Realities: User Creation, Communication, and Innovation in Digital Worlds :

"User-created content takes the idea of leveraging player opinions a step further by allowing them to effectively prototype new ideas and features. Developers can then measure which new concepts most improve the products and incorporate them into the game in future patches."
Susie Boffin
Certified Nutcase
Join date: 15 Sep 2004
Posts: 2,151
08-21-2005 20:19
Your hypothesis might be interesting Jeffrey but it is about 7,000 sentences too long. Sorry but I gave up....
Euterpe Roo
The millionth monkey
Join date: 24 Jan 2005
Posts: 1,395
08-21-2005 20:40
Lovely post, Jeffrey.

As I see it, we are writing the fiction of this world with every keystroke. SL is nothing if not an elaborate fiction--hundreds and hundreds of pens (keyboards) writing and writing and writing, in English, German, French, Spanish, LSL.

Are you searching for a singular voice to bring all of these fictions together? I am not certain that it will happen here in just one instance--it will take many, many minds working over time. After all, historians, poets, and journalists have taken all of these centuries to push/pull human history.

One of the points I see missing from your model of the world of SL is 'need.' While you mention 'value' as a subset of need (I have extrapolated a bit), there is no 'need' in SL. AVs never hunger or thirst. There is not a need for shelter. Each bank account is surfeited with an infusion of $L. Perhaps I have missed your point (my failing, not yours), but without basic needs to satisfy, we are free to climb Maslow's pyramid.

I don't see the main grid as 'boring' at all. Every interaction begins a new fiction--one that may very well disappear into oblivion. Or, perhaps, it may be the conversation that becomes a pivotal fiction in the creation of the world.
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Csven Concord
*
Join date: 19 Mar 2005
Posts: 1,015
08-22-2005 05:26
I'll admit to probably needing to read the original post a few times, but on first pass I'd say this: if SL lacks substance or value, I believe that's mostly because most real lives lack those qualities - especially in the West. If the values in SL are askew, I'd venture it's because they essentially mirror our society's values in RL. If people are making purchases in spite of the hollowness of a"product", perhaps it's because so many people are addicted to consumption in the RW that they don't know how to stop in either world, thus giving even meaningless brands far greater power to entice than they should have.

Although I've been in SL only a short while, the parallels between the virtual and the real have already far exceeded what I might have anticipated. Perhaps that's the real problem.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-22-2005 05:59
Jeffrey, here's a free hint, the average forum user has an attention span smaller than 30 seconds :)
Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
08-22-2005 06:37
I get what you are saying Jeffrey. Interesting post! :D

I don't agree 100% about branding. I'm close, but to me branding in SL is a bit different. When I think of Aimee, I don't think about PREEN, I just think of Aimee. Same thing with Cubey, and Chip, and Francis, and so on. And as much as these guys do incredible work, I've bought two or less items from them over the course of two years. But I see their creations on others all the time. I guess to me if there were such a thing as branding being real in SL, then it would just be an avatar's name, not whatever they named their shop, club, etc.

And as for writing our story, I really like that idea. I think the SL History Wiki is a great site to read. Even though it is not presented in world, it does an amazing job of making me feel more immersed in the life thus far of SL. I'm also about to start working on a project that will document the history of Neualtenburg. It *will* be an in world "story", and I hope it is one that can be added to for many years to come. I would also love to read or hear stories from others about their creations, how they came to be, and why they chose the path they did in SL.

Basically I think we need to *breathe life* into our creations and in our avatars. We need to make them live as something more than mere pixles.

I don't know if I totally missed your point at all. haha.. But this response is what your post led me to think about. And as I said, you make some really interesting observations! :)
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
08-22-2005 07:12
Hi Pen! I'm glad you like our history wiki :D
Oz Spade has a museum at Phobos (225, 166) if you're interested.
Wuvme Karuna
..:: Spicy Latina ::..
Join date: 6 Jun 2004
Posts: 1,669
08-22-2005 07:17
oooh boy im too lazy to read all of that!!! ROFL

good post, i think.. ! ;)
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Athel Richelieu
Registered User
Join date: 7 Jul 2004
Posts: 203
08-22-2005 07:36
No insult to these great creators, but I don't think any of this is the result of branding.

Cubey Terra is so well recognized because he makes some if not the best vehicles in Second Life, and continues to put out new versions and added features. This is simply why he is so good.

Aimee Weber is well known as a personality, and perhaps is closer as far as being a "brand" (You notice how she often keeps the same image and avatar in all pictures of her)

Anshe Chung made it because she is a savvy, sometimes ruthless business woman. She managed to seize the market through lots of work.


What meaning do we give in SL? Perhaps I do not get this. SL is eyecandy, that is what people come here for, and socialization.

In individual groups and such it may go deeper than that, as far as an SL Storyline I am not sure what you mean. I am sure perhaps Torley Torgeson is part of what you mean, and the so-called cultural "wars" that have occured in Second Life. What else?
Online Doesburg
absurd hero
Join date: 6 Jul 2005
Posts: 53
08-22-2005 07:43
While I agree with many of what you said in regard to a generally present 'boredom', I think it's hardly a surprise. To create something of 'entertainment' value (and nothing else is satisified in SL) you need creativity and imagination, and not everybody has those. Giving everybody an easel and paint is not going to make everybody a great artist. Far from it. However, the tabula rasa of Second Life along with the tools given to everybody allows those of us who are creative and do have an imagination to express them. There are plenty of builds in SL that are very creative and which do not mimic our mundane 'image culture' of RL. Thank [insert your favorite deity/non-deity here]!

For many this is a very new form of expression and inspiration might come from using the tools provided. Or not. Personally, I value this freedom of expression highly. Any attempt at imposing an overall meaning to SL will likely fail.
Forseti Svarog
ESC
Join date: 2 Nov 2004
Posts: 1,730
08-22-2005 08:15
Jeffrey, I think you're a smart guy so I read this post, but I don't think I agree with you.

First, I agree with some of the counters blaze made (shocker! :p). Brand is important because barriers to competition are so low and because there are few viable distribution methods within SL. But brand is not a lock by any means. Neph's success did not stop Aimee from creating a success, and Aimee's brand has not stopped countless of other designers from creating successful businesses.

I also completely disagree with the statement "image is everything." Image is crucial -- but everything? That only works in the short term. The old adage comes to mind: you can fool some of the people some of the time, but not all the people all the time. There has to be some substance behind the image.


As to value... value is subjective. Within second life, you could almost define value as happiness. I am on second life to create, interact with creative people, and explore new ideas. I know other people who are on for the social interactions and the constant search for love. I don't judge their search for happiness as value-less...

It is easy to step back and stare at the mish-mash of second life and see shallow chaos. But you can also change your filter and all of a sudden see a rich quilt of interaction, freedom, creativity, passion... some of the finest things of life.

Sometimes what you are looking for, whether it be culture or intellectual discourse or art or love etc, can be hard to find... but it's out there.

You are correct that there are new challenges that arise when we fill in too many details and thus act as a crutch for the imagination. Look at a rembrandt hand carefully and you are startled to realize how little detail is actually there -- the imagination fills it in. I find new, more photo-representational art to be flat in comparison. Is that a challenge we are facing in second life? Interesting question. I shall ponder that more, but I don't see writing as the solution... as much as I love to write. I still don't see SL as too much of a crutch for the imagination however -- unlike television, for example, it is interactive, not passive, and requires a great deal of imagination.


A piece of clothing or a prefab does not need intrinsic value. It doesn't need some rich backstory or Dostoevskian drama to bring it to life. It comes to life by the happiness it brings someone, or the events that happen with it and through it. It's value is through living.
Isablan Neva
Mystic
Join date: 27 Nov 2004
Posts: 2,907
08-22-2005 08:57
I agree with both Csven Concord that SL is shallow and also with Online Doesberg that we are rich in creativity. Tempting as it is to lay all the blame on Western culture, there are few other cultures that can be so soulless and so spiritual at the same time. SL is a canvas, a toolset, a Barbie and Ken play palace and we all find ways to get what we desire out of it. In the same way that popular entertainment reflects our shallowness and impulsive consumerism, SL reflects the deepest desires of its citizenry.

There is so much creativity in SL, it can’t help but boggle the mind as you fly…really fly as a tourist…through the sims. One of the great things I find about the days when TP doesn’t function is that you have to fly places and in the process, discover builds that you would otherwise never have seen. One reason I have come out against point to point teleport is that it will reduce the chances even further of people finding the creative wonder of SL in favor of letting them shop faster. My gut feeling is that it would be a mistake to tilt too far in one direction or the other. Turning the creativity of SL into hidden attractions that nobody ever sees will eventually transform it into just another RL strip mall next to a planned neighborhood of matching houses.

The crass consumerism shallowness of much of SL is disappointing, but it is who we are as human beings. Not all of us can be artists and it does seem sometimes that LL has abandoned the creative types in order to pay homage to the almighty consumer culture, but that is probably a natural progression and unavoidable as SL scales to accommodate the masses. People gravitate towards what they know, which is why SL will ultimately turn into a prim parody of RL.

I can understand Jeffrey’s yearning for meaning and value; many of us feel the same way and wish that more of SL were devoted to the pure creative expression that made us fall in love with SL in the first place. It unfortunately becomes like PBS, considered to be elitist because it provides an alternative to the lowest-common denominator of popular culture. It would be nice to keep a balance between the two, but is LL up to that challenge of providing a rich and creative environment where artists thrive and at the same providing the economic simulator to keep the mass market interested?
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
08-22-2005 09:05
It costs too much to create things of entertainment value.

coco
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
08-22-2005 09:15
From: Forseti Svarog
As to value... value is subjective. Within second life, you could almost define value as happiness. I am on second life to create, interact with creative people, and explore new ideas. I know other people who are on for the social interactions and the constant search for love. I don't judge their search for happiness as value-less...

It is easy to step back and stare at the mish-mash of second life and see shallow chaos. But you can also change your filter and all of a sudden see a rich quilt of interaction, freedom, creativity, passion... some of the finest things of life.


That was extremely well said, Forseti. When I look at the jumbled mish-mash of surrealism that is SL I see far more beauty than I do when I look at a lush professionally produced vista in someplace like WoW or Everquest. There's more life here, because everything we see represents the creative expression of individuals on which technical and artistic skill has little bearing. I think that makes it all more beautiful. The SL landscape truly represents its inhabitants, whereas in any other mmog the landscape is indifferent and unaffected by the throngs of people who invest so much of their lives there. SL is us... warts and all... manifested in a million ways, be it a jumbled pile of plywood cubes or a gorgeously textured expression of professional talent. That's what makes it so special, and to me, magical.
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Merwan Marker
Booring...
Join date: 28 Jan 2004
Posts: 4,706
08-22-2005 09:16
From: Lordfly Digeridoo
Nominated for Best Post of the Year.

Very well-done.

LF



Excellent!


:p :cool:
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Gabe Lippmann
"Phone's ringing, Dude."
Join date: 14 Jun 2004
Posts: 4,219
08-22-2005 10:14
From: Chip Midnight
The SL landscape truly represents its inhabitants, whereas in any other mmog the landscape is indifferent and unaffected by the throngs of people who invest so much of their lives there. SL is us... warts and all... manifested in a million ways, be it a jumbled pile of plywood cubes or a gorgeously textured expression of professional talent. That's what makes it so special, and to me, magical.


Well said, Chip.

A few points:
What Jeffrey is talking about is Commerce in SL, not the overall user experience. "Value is what drives our everyday actions" may be somewhat true, but Jeffrey appears to only be seeing it from a transactional perspective. The value that a friend, loved one, favorite park, whatever is not provided through the branding concept and is outside of the commercial exchange system that Jeffrey has discussed.

As for the business aspect, I couldn't disagree more re "there are some things valued more highly than profit margins". Branding, market share, etc are strategies to achieve profit. Nobody is in business simply to get market share, but they may use it as a tool, while sacrificing short term profit for long term success (measured by profit). Exceptions would only include anything done for community, such as corporate donations, etc - those still having an element of improved reputation and hopefully translated into more profit. It's called the "bottom line" for a reason.

The value as discussed regarding the dot.com era centered mostly around misplaced Market Value, as in stock market, not necessarily the value of the products or services.

As for the image "we are all seeking" you are once again boiling the SL experience down to the profiteer aspect. Though important, it is nonexistent without consumerism. This image branding is a marketing tool, not the goal of the commercial exercise.

Breathing life into the SL products isn't really necessary, as it isn't in RL. The stories, however, can be had if you go search them out.

The shallowness of SL mirrors the shallowness of life. You get out of it what you invest. If you look around, deeper experience abounds, but it won't knock on your door and ask you to join in. Shallowness does not define the entire SL universe, but if you strive for a diverse meta-culture, it simply can't be avoided. One person's shallowness, is another persons light at the end of a bleak, meaningless tunnel.
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Aimee Weber
The one on the right
Join date: 30 Jan 2004
Posts: 4,286
08-22-2005 10:46
From: Forseti Svarog
Neph's success did not stop Aimee from creating a success, and Aimee's brand has not stopped countless of other designers from creating successful businesses.


Yet...

BWA HA HA HA HA ha ha :D


(what's this thread about?)
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Eata Kitty
Registered User
Join date: 21 Jan 2005
Posts: 387
08-22-2005 10:59
Although you have several concepts tied together I think a big part of the problem is that SL has brought across many real world problems that a 'local business' or self employed person would have, IE despite that we can all be connected to each other instantly it is very hard to find anything.

Only a few 'popstar' users and niche products (Tiny avs) can survive in the community at one time. The introduction of ebay style shops would be extremely powerful as right now things are dependant upon owning land with a keyword that might show up or having stores in a large number of places and hoping on impulse buys. The current system (Or rather, lack of system) heavily favours the big names, which although probably unavoidable could be reduced to a much more level player field by giving every content producer an equal chance to be noticed.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
08-22-2005 11:45
Hmmm... 19 replies. I'm a bit short on time right now to address them, but I'll be sure to when I get home in about an hour or three.

In the meantime, I like where conversation has gone with this one. Soon as I have the time, I'll try to get to each in turn.

Cheers!
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Cocoanut Koala
Coco's Cottages
Join date: 7 Feb 2005
Posts: 7,903
08-22-2005 11:46
But then - wouldn't there be less of a need to own land?

And, don't the Lindens need to have us own land in order to make a profit and keep the game running? (Or eventually make a profit, or whatever.)

coco
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VALENTINE BOUTIQUE
at Coco's Cottages

http://slurl.com/secondlife/Rosieri/85/166/87
Heather Partridge
...and so am I.
Join date: 9 Feb 2005
Posts: 12
Pheeee-eewwwww!
08-22-2005 12:22
In true Jeffrey Gomez style, seldom have so many words said so little.
How ironic that a posting lamenting the lack of substance would be an excellent example of such.

Looking down his nose at the unwashed masses, Mr. Gomez warns us at the outset that we should prepare ourselves for his use of "big words". Taking his advice to heart, I kept my Webster's close at hand, yet I was ill prepared for the invention of entirely new words such as "seeked ".

It is difficult to comprehend that he is promoting himself as an editor in his writing wiki, while offering up this rambling, self-serving and pointless heap of mangled syntax.

I wish that Second Life had mirror objects.

If it did, we could construct the Church of Gomez and then, every day, we could offer up ourselves for public worship.
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Pendari Lorentz
Senior Member
Join date: 5 Sep 2003
Posts: 4,372
08-22-2005 14:10
bitter much Heather?? :eek: :p

From: Heather Partridge
In true Jeffrey Gomez style, seldom have so many words said so little.
How ironic that a posting lamenting the lack of substance would be an excellent example of such.

Looking down his nose at the unwashed masses, Mr. Gomez warns us at the outset that we should prepare ourselves for his use of "big words". Taking his advice to heart, I kept my Webster's close at hand, yet I was ill prepared for the invention of entirely new words such as "seeked ".

It is difficult to comprehend that he is promoting himself as an editor in his writing wiki, while offering up this rambling, self-serving and pointless heap of mangled syntax.

I wish that Second Life had mirror objects.

If it did, we could construct the Church of Gomez and then, every day, we could offer up ourselves for public worship.
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*hugs everyone*
Magnum Serpentine
Registered User
Join date: 20 Nov 2003
Posts: 1,811
08-22-2005 14:36
Second Life is a world that lacks some basic concepts of implied value. As a direct result, the main grid is quickly becoming a pretty boring place.

Yes the Mainland is a very very very boring place. However, the Gorean Sims are not.

:)
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