From: Dark Green
...I hate how SL charges creativity with its monthly fees and prim-limits.
So you want a situation where SL taxes the sale of a content creator's products, and uses the proceeds to benefit some other content creator?
From: someone
I think that in this world exclusively made up by user-generated content, it's essential that there's more focus on quality content.
Your proposed tax would not affect the amateur content creator who makes something for fun and personal use, but it discourages the professionals. How does this help quality in SL?
From: someone
The resulting budget would be reinvested in special projects for the general benefit of the SL community.
Who decides between competing projects? 'Special' and 'quality' can be a matter of personal preference if each candidate fulfills functional requirements, and the workmanship is at the same level of precision.
From: someone
...the only projects that can stay up in SL for an indefinate amount of time are those with a businessmodel.
Yes. Tier is expensive. In my experience clients approach me because they want their dream sim, and I ask what the business model is for the sim. If the sim is to be a non-profit venue I ask what the plan is for drawing the crowds. It's not enough to talk about gorgeous builds. A dream sim must be viable longterm.
From: someone
The original post adressed a problem: the quality of virtual entertainment (yes, games) is surpassing the content offered by SL in an amazing pace. Graphics, storylines and depth: in these days of the XBox 360 and PS3, these things are measured along a very different scale than they were three years ago. SL is lagging behind and needs to catch up to keep its appeal to prospective players. Or it can fold, cater to a number of established regulars and see its active number of players dwindle to a handful in time.
Professionally designed game worlds are the best source of quality standards for professional sim developers in SL. Personally I study everything I see in Guild Wars, and try to figure out how to get that richness and sense of place using SL's much more restricted platform. (It has to be more restricted, since we're loading custom content all the time).
Here's a concrete example: the SL platform restricts our 512 terrain textures to four per sim, each texture occupying an elevation range with a blending algorithm to mitigate the look of giant horizontal stripes going around the hills. However some sim owners select highly contrasting textures from the library, such as bluewhite snow and saturated green grass. Naturally this accentuates the look of horizontal stripes. If you look around SL you see this done all the time. But look at Guild Wars terrain, and you'll see small patches of different textures applied to the ground. That looks more natural.
To transfer this look to SL requires a system of custom textures for both the terrain mesh and prim terrain. You don't expect a system like that from a content creator who is simply having fun. But your proposal taxes the professional who might consider it worthwhile to develop that kind of system. How does this proposal help raise quality in SL?