Economy Q&A Transcript Part 1 of 2
Economy Q&A with Philip Linden, 3/20/03
“You” is Peter Linden
Part 1 of 2
You: Economy!
You: The reason you are all here today
You: [The economy was designed] to fairly divide up the resources of the world - land, objects, the ability to move great distances quickly
You: The economy was also designed with positive incentives for activities which help the SL society grow and prosper
You: This would include things like object decay and recycling, increased bonus with high reputation and lower land taxes for communities of people who live next to one another.
You: Our goal is to continually balance the economy so residents have many ways of making money and have an understanding of what costs money and why
You: Overall while every aspect of the economy not might be the most fun part of Second Life we want to ensure that it doesn’t confuse or overly frustrate residents
Philip Linden: Good overview, Peter!
You: Philip, the stage is yours......
Philip Linden: Perhaps I can say Hi first!
Philip Linden: Its nice to see you all here what a crowd!
Philip Linden: So I've got a big list of questions from the forums...
Philip Linden: And I brought along some data on these slides
Philip Linden: you can see how quickly this is becoming YOUR world
Tcoz Bach: Powerpoint comes to Second Life ack!
Billie Sunchaser: lol
Philip Linden: Resident owned stuff is like 90% of sales...
Philip Linden: pretty impressive
Philip Linden: The economy is about resource balancing and making the world collectively fun
Philip Linden: So that is ideally what it should be doing.
Philip Linden: We think the overall design is OK, but lots of tuning to do.
Philip Linden: You've seen us make a number of changes in the last few weeks...
Philip Linden: We're simplifying the land pricing, and also stabilizing the stipends...
Philip Linden: so that they don't change dramatically with the number of users coming in.
Philip Linden: That was good feedback from you all.
Philip Linden: Also we're going to change the voting stations to always give out a fixed total $
Philip Linden: Rather than the $/vote we see today.
Philip Linden: So these are a few upcoming changes.
Philip Linden: I've got a list of questions...
Philip Linden: But why don't we just take a few...
Philip Linden: If you want to ask a Q, chat Q...
Alexis Fairchild: How will the new economic structure affect the people who like to hold events?
Alexis Fairchild: A lot of those people rely on vote payoffs
Philip Linden: The voting stations probably affect even holding the most,
Philip Linden: as they are what people are using to make money at events
Philip Linden: as i mentioned, we are going to make the voting stations all divvy up a single $/amount per night
Philip Linden: This means you will want to pick a less busy night (unless you are really popular!!)
Philip Linden: So it should level amongst nights. Does that make sense?
Philip Linden: Every night the voting stations will allocate the same total $.
Philip Linden: So this means if there are lots of total votes, you will get less $/vote.
Philip Linden: And if less, more.
Philip Linden: So if you have a party on wednesday, and nobody else does, you get more $$
bUTTONpUSHER Jones: there was a discussion to limit the nuber of reputation votes each person can give out. this would make reputation meaningful, and encourage good behavior rather than bad. what are your thoughts?
Philip Linden: Indeed... limiting votes per person is an interesting idea.
Philip Linden: But of course assigning a number is tough... everyone type Y or N if they like that or not...
Philip Linden: Quick survey...
[audience votes]
Y: bUTTONpUSHER Jones, Dave Zeeman, Kerstin Taylor, Valfaroth Grimm, Masaka Yamamoto, Darwin Appleby, Cailyn Miller, Alexis Fairchild
N: Nexus Nash, Kyalisu Sunchaser, Josh Starseeker, Dionysus Starseeker, Billie Sunchaser, shelah Sunshine, BuhBuhCuh Fairchild, juicysquid Omega, Misnomer Jones
Philip Linden: Let us think about a design on that a bit...
Philip Linden: I'll take a note, think, and perhaps post to forum...
Philip Linden: We'll think about something
Dave Zeeman: How about a way to see what our base and bonus stipends are even if we aren't making them in full?...
Dave Zeeman: That greatly affects how much I purchase
Dave Zeeman: that's for sure
Philip Linden: OK... thats a good point.
Philip Linden: We'll see if we can get something more prominent into the account history.
Masaka Yamamoto: I'm curious as to how you will deal with the buy/selling of items, if perhaps (and this is hypothetical) everyone learns to code their own
Masaka Yamamoto: It more or less kills the buying market if someone can just copy someone's else design.
Philip Linden: Code their own? Can you explain a bit?
Philip Linden: Oh I see...
Philip Linden: M, you can't copy objects which are set 'no copy'.
Masaka Yamamoto: Script their own weapons to make them better, so if they see a weapon then they can surpass it with an equally good/better weapon.
Philip Linden: Even once they are sold.
Philip Linden: For clothing there is a bug that we need to add this capability... but with all else,
Philip Linden: You can restrict permissions in the object panel.
Philip Linden: But there are a few bugs... we'll get em.
Philip Linden: So you can definitely control your own stuff.
Darwin Appleby: I like that it's a virtual democracy, where no crime is allowed by rules setI like that it's a virtual democracy, where no crime is allowed by rules set up by administrators. Thats what people have been after for a long time.
Philip Linden: Thanks, D.
Philip Linden: Our goal is to make it your world.
Darwin Appleby: The thing here is, dishonosty and being a meanie is still possible. There should be some kind of trial of just being mean or dishonest.
Philip Linden: Central controls are to be minimal
Philip Linden: I think as we have zoned areas we will look into that.
Darwin Appleby: ok
Philip Linden: Folks living in areas will be able to hold trials, put others in jail, etc.
Darwin Appleby: great
Philip Linden: Imagine the wild west jail!
Philip Linden: But restricted to areas... not everywhere/global.
Philip Linden: OK... next?
Alexis Fairchild: There was talk that certain sims will have higher costs to build than others... will this include mature sims, or just certain portions of sims?
Philip Linden: It will not be limited to mature sims....
Philip Linden: The pricing of land and ratings of sims don't need to be related.
Philip Linden: More/less expensive sims just seem cool... a good variation to have.
Philip Linden: So we will try them out, and ultimately let you all decide pricing.