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Instead of abolishing telehubs, redeem them.

Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
04-10-2005 02:52
I propose a voulentary initiative on the part of businessowners who own telehub land to make them worthy of praise instead of disdain.

As some people know, I designed and constructed the Ross-Samoa telehub market for Anshe back in November (although I don't manage it for her: my continuing involvement with the market is generaly limited to janitorial duties). I'm not a RL architect, and if I were asked to rebuild the mall today there are probably some things I'd do differently as the result of being 6 months in SL instead of less than two. But I know a few things about design in general and enjoy thinking about and solving problems like those involved in construction around a telehub, and I've learned some things in my time here so far.

I have nothing against the idea of telehubs: I kinda think that the no-telehub fervor involving the new continent is rediculious when you consider that it's impossible to get to its northern reaches without going a roundabout way through the south. Teleport attempts to the selected location just fail. I don't belive it's possible for the Lindens to change the teleport code just for the new continent to allow direct teleporting and it would be cheating those who currently own telehub land to suddenly make them useless for the whole grid.

So what do do? Well, I think most of the bad rap atributed to telehubs (teleporting bugs and people who just hate commercialism asside) can be lessened just by designing them better.

Here's a short list (short because it's nearly 5am here) of ideas to consider.

- The first pic I've attached is what I consider an example of how *not* to build at a telehub. (Disclaimer: to the extent that's possible, I'm attacking the build and not the person. I don't know who owns it and have nothing personal against them. But if the person reads this, they reserve the right to be offended: I don't hold that against them, but I won't appolgize either.) This pic was taken from Ross telehub looking across the road at the side where my market *isn't*. Blue Burke has a bunch of rental stalls next to this which aren't really bad but strike me as slapdash and disorganized in their layout. This pic, however, epitomizes my least favorite yet ubiquitious telehub build style: the light and spinning signs in gaudy colors and paterns, wares thrown up into the open air without even the pretense of putting them in a decent-looking building. Slot machines (Make Money Fast! No, really!) are front and center. Maybe the stuff sold here is good, but I wouldn't want to hang around here for any longer than it takes me to fly over such a place.

- Second pic is the telehub view of my build (Anshe's made her own additions over time).It's not as clean and neat as it was before it got populated but there's a few things that could be learned from it.

First of all: you don't have to build tall and up close to be seen from the telehub. The purpose of the open plaza design was to allow for as much visibility as possible for *all* the buildings. Those that can't be automaticly seen from the telehub become more visible once someone walks into the market area.

Instead of forcing someone to notice a store (usualy by running into it face first), the design attempts to draw a person's eyes toward it with long perspective lines and the decorative arch in the front.

Something I didn't have time for in the original build was landscaping. Plants around the fountian and some nice benches would be a big improvement. So would custom Rent-Os that match the design theme better (Hint-hint, Anshe, because I know you've started to do that in other places. ;) ).

Heck, themes in general are an improvement. And I don't mean the theme of untextured white and translucent neon stalls.

Businesspeople, consider this: what other businesses besides shopping could benefit from the telehub location? An idea for the Ross-Samoa build that got turned down was the idea of also having residential rentals in the area, constructed in the same theme, so that a community might form and the shopping plaza become a gathering place. I'd like to see more telehubs become gathering hubs in the same way the Welcome Area is a gathering hub...and not just during Tringo. What about a zoned residential sim on telehub land? How about a city? Theme park? Heck, why doesn't someone sponsor a contest where architects come up with plans for telehub builds and the winner gets the comission to build it?

I'd also like to see a variety of themes across the different telehubs...but more controll and cohisiveness around each individual telehub, to the extent that's possible with several landowners competing around them. I'd like to see some of the ideas that have been brought to privately-owned residential zoning projects brought to the commercial side.

(Did I say this would be short? Oh well.)
Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
04-10-2005 03:13
Elle, your ideas as always are interesting, but let me tell you what is impractical about them.

I'm afraid I have to put it to you bluntly: as an architect who just builds malls and then finishes the job, pockets the money, and leaves the area, you just don't know what you are talking about!

You just have no idea what goes into selling retail space, keeping it rented, finding formulas that work, keep sales going for your vendors, running events to get traffic to the region, etc. You just have no idea, because like so many architects and builders in this game, art and design are more interesting to you, and the abstractions of urban planning or construction an ideal society are more interesting to you, than the actual world of commerce, which doesn't have the fine and clean lines of utopianism, but just has the down-and-dirty realities of products, customer service, sales, and more customer service.

As I argued against Barmovic in the other thread, all these notions of beauty and art are all well and good, but they don't work. Mass taste is mass taste You may hate brightly hued buildings with spinning signs, but people go into them and spend in them. That's why they are there. You may loathe that non-aesthetic experience, but your notions aren't very evidently successful. Anshe's mall has sat often half unrented. The wide vistas of the plaza, which you fantasize in some utopian dream are going to become a "gathering place" merely filled up with Tringo and newbies looking for money trees. People don't gather when they don't have anything in common and nothing to do. Shopping is more of a solitary or couples experience and doesn't make for people gathering around some classical Greek fountain striking thoughtful poses.

I've spend days -- months -- studying Ross and other telehubs because I want to understand how they work and what goes on at them. And all your notions of "redeeming" them are rooted in a desire to make utopian societies that "look good" or "sound good" (like people having thoughtful gathering places) but they don't look at actual human behaviour, actual human needs, and actual human wants. People want to decorate their avatars, go shopping, and find true love. So let them.

Mall owners have found that if they build buildings right smack up against a telehub, they can get the avatar into the building and shopping, without a quick way out because the building is rezzing around them. Bear, which you'd think would be bucolic with a name like that, is particularly annoying with that kind of huge rezzing building -- Grizedale is another one you can barely fight your way out of. But they do this because it works -- what you suggest is merely an ideal that doesn't actually bring sales.

The idea of trying to put residences at telehubs -- such as the Nestor people are doing at Brownlee -- is folly it seems to me. It's follly bcause others have already established telehubs for commercial use, so you end up trying to fend them off and fight the traffic and lag they induce, but that's a losing battle. Telehubs create commercial opportunities and people are right to take them. Trying to "turn around" a telehub by making it residential, trying to declare telehubs and the commerce and mass taste they imply ast "evil" is just to set up a kind of cruel conflict. Large mall owners are not going to change their formulas because somebody has gotten all tree-huggy. You shouldn't be inflicting the raucous traffic, lag, colours, etc. on residents who want a more peaceful life. Just check out what happens in neighbouring Doyle and Cub and Osterhout everytime Wixom Wild West fills up with events, dances, Tringo, etc. -- the lag spills 4 sims over. It's really a bad idea to subject residents to that, and that's why the quieter more beautiful sims are like 1000 meters from the telehub.

Malls serve big business but they also serve the masses of ordinary players. So leave them alone. Go and make residences elsewhere. Don't agitate for Linden Labs not to put them in the New Continent because they are an established route for players to make and sell their wares that should not be taken away when it cannot be replaced.
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Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
04-10-2005 04:20
From: Random Unsung
(a lot of stuff)


Maybe I don't know what I'm talking about. :) Maybe no one will pay attention to my ideas, or maybe someone will try some of them and show whether they work or not.

It's probably true that the crash-landing methood of bringing in customers works...for some people, while being completely repelling to others. However, if there's one thing you learn about SL very quickly, its that once someone finds one idea that's sucessfull, everyone tries to copy it. See clubs, Tringo and probably crashing into telehub stores as well. So who knows if other approaches have been tried? There's probably no one right answer as to how to make telehub land turn a profit.

And believe me, I like to see malls making a profit too. You know I appreciate shopping in them, Prok. If my ideas produce pretty but empty and boring areas, then people will be right to discard them. But location alone doesn't make malls and other commercial properties desierable. Asesthetics help, as do good management, advertising, holding events at the location...I daresay that regular events bring in *more* traffic and tenants to a mall than telehub proximity ever could.

The thought of putting businesses other than malls is experimental, but not meant to suggest that I have anything against malls. Maybe someone is advaneterous enough to try it. Good businesspeople ought to know how to take and manage risks. But it's very much a "Wouldn't it be cool if...?" thing.

But I *would* rather people agitate for better-designed telehub properties instead of crying for their abolishment. And if people start deciding that they want better-designed telehubs instead of just whining about how bad they are...well, isn't part of business about giving people what they want?

(I may be giving the avereage "person who whines about telehubs" too much credit, but I'm trying to be optimistic instead of cynical.)
Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
04-10-2005 06:12
From: someone
Random said...
You may hate brightly hued buildings with spinning signs, but people go into them and spend in them.

First of all, I am a terrible consumer. But, if I see a build like you describe, I make a deliberate effort to avoid it. Any telehub location is bound to attract some fly over business, but seeing a big garish spinning build insults me. It says, "Hey stupid, this is a store, dont you see the big ass spinning sign? Come spend your money here."

I think a lot of consumers search for what they are looking for, I will travel 1000m from a hub to buy what I need. Im not going to blow off a suggested purchase just because a big ol ugly shopping center is closer. People have a right to build what they want and if a big spinning cube works for them, well, thats life. But I dont have to give them my money and I make a deliberate effort not too.

From: someone
Elle said...
I propose a voulentary initiative on the part of businessowners who own telehub land to make them worthy of praise instead of disdain.

I was looking for land yesterday and saw a plot to go investigate. It was in a part of the world I dont get to very often. When I arrived at the hub, I saw a big mall almost surrounding it and my first thought was, "Man, what a crappy hub." I though hub, not mall. The hub itself soured the land I was interested in because I knew (if I had bought the land) people coming to visit me would have to pass through that hub.
daz Groshomme
Artist *nuff said*
Join date: 28 Feb 2005
Posts: 711
04-10-2005 08:52
From: Loki Pico
I think a lot of consumers search for what they are looking for, I will travel 1000m from a hub to buy what I need. Im not going to blow off a suggested purchase just because a big ol ugly shopping center is closer. .

yeah, I never stop at hubs longer than it takes to fly straight up and out.
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Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
04-10-2005 09:29
From: someone
First of all, I am a terrible consumer. But, if I see a build like you describe, I make a deliberate effort to avoid it. Any telehub location is bound to attract some fly over business, but seeing a big garish spinning build insults me. It says, "Hey stupid, this is a store, dont you see the big ass spinning sign? Come spend your money here."

I think a lot of consumers search for what they are looking for, I will travel 1000m from a hub to buy what I need. Im not going to blow off a suggested purchase just because a big ol ugly shopping center is closer. People have a right to build what they want and if a big spinning cube works for them, well, thats life. But I dont have to give them my money and I make a deliberate effort not too.


You are describing the reactions and the shopping habits of the elite. I understand your point of view because I, too, will travel to a fine store for a better project, and I, too, find spinning cubes a nuisance and avoid them.

What you have to try to understand, however, is that they work. They work to increase sales, and therefore people use them. They work enough, so that many eager new people coming in the door reach for that rotation script they find in their library and try to imitate what they see as older, successful players who have used these methods. You have to study the objective patterns of behaviour and shopping in the game, not just express your own aesthetic sentiment, which is in the minority.

I've literally camped out for hours watching telehubs, like deer at watering holes. People go into the brightly-coloured buildings and they shop. They come to the spinning signs like moths. They stay in the rezzing-up buildings like flies trapped behind glass. You can wish for these things not to be true, you can wish everybody had better taste and manners and a higher sense of aestheticism, but they don't.

If you invade the telehubs with art class now, people will find some other place for their spinning signs, casinos, and bright-coloured buildings. All you have to do is go look at the New Continent, where there are still no telehubs, to see this is the case.
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Loki Pico
Registered User
Join date: 20 Jun 2003
Posts: 1,938
04-10-2005 09:45
Im not stupid, I understand how it works. I am all about the freedom to build as you wish and I dont have a real problem with the practices of others, but I vote with my dollar. I see malls that build right up against the hubs as a blight on the landscape, I see them as greedy and selfish because they detract from all the neighbors that are served by the same hub. But thats me and no more valid a view than anyone else.

This is the most outspoken I have been on the topic. I was simply agreeing that Elle has a good point. She does not call for mandatory execution of her views, but a voluntary rethink of their business practice. I felt my opinions supported her arguement and its just something to consider, take it or leave it. But, in the whole scope of things, I know that what I think about it doesnt really matter.

As I said, I am selective about how I spend my money, thats all. I dont feel it is my place to critize another for what they build, but I do have a choice in who gets my money. My solution to this situation was to move to an area served by the Waterhead hub. Maybe someday businesses will sprout up next to it, but I doubt the greenspace feel to it will be completely destroyed. If this is an elite attitude, guilty as charged.
Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
04-10-2005 09:50
From: someone
Maybe I don't know what I'm talking about. Maybe no one will pay attention to my ideas, or maybe someone will try some of them and show whether they work or not.


Elle, it would be best if you tried them yourself, with your own money, or money you and a group have decided to spend on this exercise, rather than to bemoan ugly telehubs and urge everyone else to try something different -- with their own money!

Telehub land is expensive. I saw it yesterday for as high as $17/meter a square. That's because people know it is worth it, because sales happen there. Sometimes people are able to get lucky and buy up a lot of PG land near an area that turns telehub, or near an existing telehub that hasn't been developed yet and is still selling fairly cheaply. They can try these experiments like putting residences in at telehubs, as some are doing at Brownlee. Then they can get back to us with the facts and figures.

From: someone
It's probably true that the crash-landing methood of bringing in customers works...for some people, while being completely repelling to others.


What I can't emphasize to you enough is that you are responding from an elite group of artists with a highly-developed aesthetic sense, and not studying the actual social patterns and wants and needs of both buyers and sellers in the game.

The land barons long ago figure out what works, and they work it, and they get vendors, shoppers, and sales. Your notion that they have aesthetically-unpleasing buildings isn't of interest to them -- because they found a viable formula.

Maybe if you volunteer to build some huge classical building for them to play with, they might be willing to experiment, but I think instinctively they know this won't work.

You've tried to apply your art to one of these barons to try to get them to be more aesthetic and make the game look better. This was a wonderful thing to do and and a great contribution.

But the space at Ross didn't rent out as much or as fast as Grizedale. And until you can bring me the sales numbers for the vending space at both Ross and Grizedale, and the sales numbers from the sales of those vendors at both telehubs -- one pretty, with an open vista and Mediterranean style -- the other some cynaide glass routine that traps avs -- we can't have any meaningful conversation. Show me the numbers. When you can show numbers of vendors sold and sales made at more aesthetically-pleasing malls, you will have proved your point. Speed and volume of sales will also be a factor for land and mall barons. But you can't bring these numbers to the public because they are jealously guarded.

It will be interesting to see if this wide expanse of coal cars built in as small vending booths in Brownlee in a Wild West theme has any traction. It seems like it is a glut of yet more vending space on a glutted market, especially from the perspective of the aesthetic art student. I'm willing to bet that most of them will be filled in 45 days.


From: someone
However, if there's one thing you learn about SL very quickly, its that once someone finds one idea that's sucessfull, everyone tries to copy it. See clubs, Tringo and probably crashing into telehub stores as well. So who knows if other approaches have been tried? There's probably no one right answer as to how to make telehub land turn a profit.


All that's true, but the direction people go in, is more mass taste, more sleaze, more volume, not more refinement, more taste, less mass quality. If putting fancy residences at telehubs is now going to displace ugly stores, if making finer buildings that trap avs less is going to work, it has to work by some mysterious formula not evident at all in the patterns of the game.

From: someone
If my ideas produce pretty but empty and boring areas, then people will be right to discard them. But location alone doesn't make malls and other commercial properties desierable. Asesthetics help, as do good management, advertising, holding events at the location...I daresay that regular events bring in *more* traffic and tenants to a mall than telehub proximity ever could.


You don't have the numbers to really make this point, and no one does, and when a journalist like Walker Spaight tried innocently to gather these numbers from businesses, even in the aggregate, even anonymously, he couldn't get very far (let's see how he does). Since I have several stores and malls myself, I can speak from experience. Unfortuantely, telehub proximity is a major factor in sales of vending space, and in keeping vendors there in your space because they've had sales. There is no way to get around this economic reality. I've tried myself to commission malls that have better architectural quality, that have more space, that do not trap avs and slow-rez, etc. following the advice of Milo Bukowski. If your ideas were viable, I should be experiencing grateful people flocking to these stores in droves. But I have only a modest number because I'm competing against those who are willing to shock avs with spinning cubes and trap them right at telehubs.

He will be the first one to tell you that if there is no telehub (as there never was one at Perot and environs though it was expected), you have no business, and you then sell.

From: someone
The thought of putting businesses other than malls is experimental, but not meant to suggest that I have anything against malls. Maybe someone is advaneterous enough to try it. Good businesspeople ought to know how to take and manage risks. But it's very much a "Wouldn't it be cool if...?" thing.


I don't know why you'd set up a formula of "good business people knowing how to take risks" when you and others with many ideas about what "good business people" should do have not taken these risks yourself. I'm sorry, but there it is. Many people have great ideas for how others should run things in the game on large properties. They don't follow through with investment and actual experimentation. I have done this, so I'm afraid I have to squash your utopian dreams about good architecture uber alles.

As I've said elsewhere, there's a reason why the gigantist "good architecture" of past civilizations are monuments and museums now, and not living, breathing societies. These monuments are part of what makes these societies fail. The gigantism, the utopianism, the oppressiveness, did not take into account the human scale and the individuals' needs. People trot into little brightly-coloured buildings and buy their dance animations. They don't hang out all day on cold, marbled plazas sweeping across the horizon. That's just how they are. Study them, and their needs, get the numbers, and then get back to me.

From: someone
But I *would* rather people agitate for better-designed telehub properties instead of crying for their abolishment. And if people start deciding that they want better-designed telehubs instead of just whining about how bad they are...well, isn't part of business about giving people what they want?

(I may be giving the avereage "person who whines about telehubs" too much credit, but I'm trying to be optimistic instead of cynical.)


Yes, you are giving them too much credit. 95 percent of the people playing the game don't read these forums, and don't have the high aesthetic sense you have about telehubs. They find them a convenience for their goals in the game. Their wishes and needs should be respected as well.
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Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
04-10-2005 16:02
From: Random Unsung
Elle, it would be best if you tried them yourself, with your own money, or money you and a group have decided to spend on this exercise, rather than to bemoan ugly telehubs and urge everyone else to try something different -- with their own money!


Both a correct and valid point. Real Life won't make that possible in the near future, but I can certianly dream. :P

[/quote]What I can't emphasize to you enough is that you are responding from an elite group of artists with a highly-developed aesthetic sense, and not studying the actual social patterns and wants and needs of both buyers and sellers in the game.[/quote]

Don't care if it sounds "elite" (don't I wish I was at times!). I do try to observe...it's a bit of a hobby. Maybe I do it well, maybe I don't.

From: someone

But the space at Ross didn't rent out as much or as fast as Grizedale.


Bad comparison. Most of the Grizedale/Netherbeck vendors were relocated from the late CentreVille, Anshe's original island shopping sim (the reason Anshe's malls are called the CentreVille Network now) which had over a hundred sellers to start with. Thus, Grizedale was more or less full the day it opened. Realisticly, any malls, including Anshe's, take a while to fill up...but you're right, we don't have exact numbers.

From: someone
Yes, you are giving them too much credit.


Lowest common demoninater, etc, etc. Yep. I'm more than familiar with the 90-10 rule: 90 percent of everything is crap.

Stilll, if the only way my creative works in RL or SL could be financialy sucessfull was to cater exclusivly to the lowest common denominator, I would probably get depressed and maniacal very quickly. So even if it's not a project of this type, I generaly try to aim for that 10% and hope that enough of the other 90% might catch on. You can call it elitist if you want, but that's my Real Life self.

I'm curious though, as to what Anshe, Blue, etc would think of my ideas. I consider Anshe as having decent aesthetic sense more often than not, if not always.
Forseti Svarog
ESC
Join date: 2 Nov 2004
Posts: 1,730
04-10-2005 16:33
I'm not going to enter the main debate over hub market performance.

I did have a reaction to Elle's comments about telehubs in general -- I thought that she said that it would be unfair to those who purchased telehub land if telehubs were abolished.

I say that this is a risk that should be built into the price of any piece of telehub land bought in the system. Linden Labs changed from a point-to-point teleport system and could change back again.

anyone who bought telehub land and did not assume the risk that hubs could go away is, frankly, shortsighted.

or am i missing some promise that was given?


tangent: Personally, I see the telehub experiment as a failed system. It forces most people to fly as fast as they can to beat the rezz and not get trapped on the way to their intended destination. It does nothing for those who want to explore -- they will anyway -- and it rarely generates spontaneous avatar interaction (although this does happen). Removing hubs would probably foster the creation of more efficient malls, many of which already exist outside of hub spaces.

i have no doubt that I just pissed some people off with this post. Nothing personal, lol. I am sure there are many people out there who will fight to preserve their investments and that is totally their perogative.
Blue Burke
god I love this game :}~
Join date: 5 Jul 2004
Posts: 147
In a perfect SL world.
04-10-2005 17:24
From: Elle Pollack


I'm curious though, as to what Anshe, Blue, etc would think of my ideas. I consider Anshe as having decent aesthetic sense more often than not, if not always.


The Retail center mentioned above was a commissioned build, I asked Tya Fallingbridge to build two of them. One was promptly torn down and rebuilt. The other as referanced is a disorgnized splash of units that has never been very successful. I feel as I have built rented and currently maintain many malls I have a good opnion of what works and what does not.

What works is low prim low texture builds that showcase the vendor. Although a more attractive build may look better, once it finaly rezzes, its not the best approch.

You may have seen the first hanson build. Very nice lodge design with an ice skating rink plenty of trees and walking paths. I was so proud of this beautiful built. Sales were very low at best, the build took a day or two to fully rezz and tenants moved out after one month. After redesigning it Sale came up and the mall sets full today.

Theme park: I love a good roller coaster so, I had LordJason and Merlin build the tallest fastest roller coaster in SL. Also had great bumper carts and a 100m high ferris wheel. We ran event and dance as to promote it and I think we averaged around 60 in dwell.

Im always open to ideas and have more than once provided the land for someone to build an attraction.
Traxx Hathor
Architect
Join date: 11 Oct 2004
Posts: 422
04-11-2005 00:47
Loki Pico:

From: someone
As I said, I am selective about how I spend my money, thats all. I dont feel it is my place to critize another for what they build, but I do have a choice in who gets my money. My solution to this situation was to move to an area served by the Waterhead hub.


Agreed. The Waterhead to Windermere flight is great. : )

Elle, you're posing an interesting challenge. Have you looked at Juro's Collection at Garrison? It's a great looking mall, easy to access, and they have good tenants. I don't like shopping much, but I hung around there looking at the columns. (Obviously that's not what your average shopper is going to do, though.) That mall shares space around the telehub with typical builds and the large grey-white Gigas mall, which I enjoyed exploring. There's something for each type of buyer -- the ones who gravitate toward festive displays, and the ones who associate good architecture with quality merchandise.

Blue, you speak from experience about showcasing the vendor with low-prim, low-texture builds. In principle that should make the building rez quickly, and it also puts less of a performance load on the sim. However those vendors' textures still take the usual long time to rez. Not much they can do about that. What I find interesting is the low-prim, low-texture Blue Stone building. You're not showcasing jewelry in stalls, but in a real building with the look of a standalone store.

The Brownlee telehub building I'm just completing (tinkering to get the prim-count down) is a residence with space to showcase favorite designers' items. Since my client has something like a 60 hour work week in RL he won't be spending a lot of time there, but the pics show a couple of furniture items that arrived during construction. That's Ingrid's mission chair in the parklike ground level, and an experimental furniture arrangement in the north wing. I've already posted pics of the Nestor side of this building, so here's what the Brownlee side looks like, built in the typical telehub milieu. My client likes lively surroundings, so he's quite pleased with it.
Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
04-11-2005 01:52
Blue Burke has summed up the problem exactly: a building that takes a long time to rez simply loses the shoppers' attention.

And vendors won't rent space in a mall that they can't see gives them clear-cut exhibit space. They want easy fly-in, easy accessibility, and most important, obviously, they want sales.

The open-style buildings developed by Blue and Anshe work to produce sales for their customers. They could tinker with designs but it would be dead wrong to assume that because they don't have "quality architecture" in the eyes of superior architects that the merchandise they offer in their stores is of low-quality. Indeed, they often have very good quality items in their stores, i.e. I can think of the BAZ store that has excellent hair for men that sits right in front of this mausoleum that is now the gateway to Nestor at the Brownlee telehub (that store still isn't in Traxx's reluctant view frame, but I notice he is now allowing Owen Khan's brightly-colored display to creep into his screenshots).

Not everybody serves their clients from really high-end architecturally stupendous builds. I've seen very expensive and very fine goods mounted in what is little more than a gazebo or a kiosk in the woods knocked together with a few prims. The shopper wants to see the goods. The Experience of the Ages is not what he's after.

I know I find it annoying when I fly to a store link and get there and see a lot of junk in the air rezzing still, and my avatar getting banged around and stuff rezzes around or on top of him. So all of the suggestions made by Milo Bukowski about malls are good to take into account, i.e. 512 or less texture, etc.

The Lindens didn't necessarily make telehub land start at higher bids, but bidding wars surely did develop over very highly-prized telehub land. Anybody buying land in this game has to be aware that the plug can be pulled anytime and they will be left with a handful of nothing, that's the nature of the deal. Still, there are reasonable expectations, and one of them regards the need to put telehubs in the new continent.
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Tang Lightcloud
Sweet & Juicy
Join date: 22 May 2004
Posts: 377
Arrogance and the Would Be King.
04-11-2005 07:38
While ancient and modern day man labors constructing the Great Pyramid of Khufu, or under the grip of King Edward, or anywhere in the second life world while generally tending to everyday affairs, he would have noticed arrogance exists primarily within those of power and money… But, he would have also noticed a few arrogant sheepherders, oxen drivers and blacksmiths. Importantly, it was only after one obtains power and money are they likely to become arrogant, even if they weren’t seemingly predisposed before. Therefore, all men are capable of being arrogant. One factor being, it isn’t hard being arrogant since it doesn’t take much intelligence. Only idiots seem incapable of arrogance.
Yet, that still leaves the arrogant sheepherder. With neither power nor money, what can possibly cause a sheepherder to become arrogant? Well, for any indigent situation, to the world he would be expressing his rebelliousness. He is making a silent proclamation that he is, you see, a would-be king. So it is, the oxen driver is a would-be prince and the blacksmith is no less than Alexander the Great. Yet not everyone can be kings and princes… only a few. Still, for thousands it could be, or once was, within reach. In the mix is self-adulation and conceitedness, and a belief one is worthy of such lofty positions... however true that might be. These are unattainable pipe-dreams for most, but for some, a chance exists. If the fortunes were changed in the slightest, those who hold these titles would be different. By quirks of fate, are destinies altered. At any rate, there are some who cannot wait to express their arrogance. They would be the most predisposed, like an over-heated steam engine demanding a release.
Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
04-11-2005 07:45
From: someone
While ancient and modern day man labors constructing the Great Pyramid of Khufu, or under the grip of King Edward, or anywhere in the second life world while generally tending to everyday affairs, he would have noticed arrogance exists primarily within those of power and money… But, he would have also noticed a few arrogant sheepherders, oxen drivers and blacksmiths. Importantly, it was only after one obtains power and money are they likely to become arrogant, even if they weren’t seemingly predisposed before. Therefore, all men are capable of being arrogant. One factor being, it isn’t hard being arrogant since it doesn’t take much intelligence. Only idiots seem incapable of arrogance.
Yet, that still leaves the arrogant sheepherder. With neither power nor money, what can possibly cause a sheepherder to become arrogant? Well, for any indigent situation, to the world he would be expressing his rebelliousness. He is making a silent proclamation that he is, you see, a would-be king. So it is, the oxen driver is a would-be prince and the blacksmith is no less than Alexander the Great. Yet not everyone can be kings and princes… only a few. Still, for thousands it could be, or once was, within reach. In the mix is self-adulation and conceitedness, and a belief one is worthy of such lofty positions... however true that might be. These are unattainable pipe-dreams for most, but for some, a chance exists. If the fortunes were changed in the slightest, those who hold these titles would be different. By quirks of fate, are destinies altered. At any rate, there are some who cannot wait to express their arrogance. They would be the most predisposed, like an over-heated steam engine demanding a release.


Hi, Tang, when you're done telling the fractured fairy-tales here, would you like to get a stall in one of my malls? They are only $50/week/50 prims. Can't beat that deal with a stick!
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Waves Lightcloud
SexBall Safety Designer
Join date: 22 May 2004
Posts: 193
04-11-2005 08:26
As I've said before, ( as a different AV)
blah,blah blah,blah,blah Iam glade you little people humor me blah,blah blah,blah,blah
blah,blah blah,blah,blahblah,blah blah,blah,blahblah,blah blah,blah,blahblah,blah blah,blah,blahblah,blah blah,blah,blahblah,blah blah,blah,blahblah,blah blah,blah,blah
, and then get back to me.


My Kung Fu is Greater Than Your Kung Fu
Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
04-11-2005 09:05
From: Blue Burke


What works is low prim low texture builds that showcase the vendor. Although a more attractive build may look better, once it finaly rezzes, its not the best approch.



Agreement ^2. I was given a similar set of guidelines by Anshe before starting on the Ross build and she even took the time to show me around what were her existing malls then to talk about effiencncy and that sort of stuff.

(Conversely, slow-rezing buildings tend to cause more telehub heacaches than fast-rezing ones: those are the ones you're more likely to bump into because you can't see to avoid them.)

So, somewhere, I'd be willing to bet that there's a workable balance that doesn't sacrifice download speed for aesthetics. (IMO, the Ross market came out fairly well in that respect). And prim count is always important...the fewer prims the mall takes up, the better value of prims/L$ you can offer to vendors.
Elle Pollack
Takes internets seriously
Join date: 12 Oct 2004
Posts: 796
04-11-2005 09:08
From: Waves Lightcloud
blah


Hey, be nice. This discussion has been so far civil, by forum standards.

And I didn't get the point of Tang's message either, if there was one.
Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
04-12-2005 07:45
From: someone
(Conversely, slow-rezing buildings tend to cause more telehub heacaches than fast-rezing ones: those are the ones you're more likely to bump into because you can't see to avoid them.)

So, somewhere, I'd be willing to bet that there's a workable balance that doesn't sacrifice download speed for aesthetics. (IMO, the Ross market came out fairly well in that respect). And prim count is always important...the fewer prims the mall takes up, the better value of prims/L$ you can offer to vendors.


I agree that the Ross/Samoa build is a fast-rezzer, a good-looker, and just an all-around improvement in the mall world. But can it type?

This is the question -- what are its sales compared to other malls? Unless we can figure that wide open spaces and fast-rezzs works for sales, too, you can't get mall barons to adopt it. And no fair saying, well, use the wide-open spaces now for Tringo. Tringo shoppers might or might not buy -- I think on balance they do. But they lag the sim all to hell, and my own sense is that Tringo will peak at some point when the Next Big Thing comes along.

In Bear, there are big-ass buildings that rez up HUGE right in your face, looming up all around you, trapping your av, until you whimper and cry for mercy by clicking on the structure and asking the creator to tp you somewhere...anywhere...you'll even *by something*...just give me the code...let me OUTTA HERE!!!!!

These vanity tower builders have figured out the recipe: build a big vanity tower, grab an av, sell some product, even if only on one floor at the bottom or top, and you will get sales.

Honestly, combine SALES with aestheticism, and you have your formula.
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Rent land, homes, and shops at reasonable rates with great benefits from Ravenglass Rentals.