From: Games Prototype
It sounds to me that you opened this thread on a whim without actually doing any research, or coming up with a clear explination of what you are trying to propose.
Sorry, Games. This IS a complex idea of how it all would work.
Also, it is something that is pretty much required if we are ever
going to expect big-business to get a foot-hold in SL and start
developing content. I think I've seen posts from you that indicate
you feel SL is just a game... which is a fine viewpoint for you to
have... content creators would love to have real businesses which
provide content allowing you to have fun in your "game".
But, because I think you take the side of SL being a game, then
I don't know if you have an open mind to what would be best
for the business of content creators in-world.
Besides this idea not being liked by people who don't want to
see "business" or capitalism in SL, my idea would also require
a change to how SL current works on a fundamental level, and
in general, people fear change. Besides THAT fact, you are
correct in that I just might not be able to express ALL the aspects
of this complex problem very clearly here in the forums, and
people also fear the unknown. And finally, on top of that,
I'm not saying I have ALL the answers myself.. which is part of
the reason for the post in the first place... to toss around ideas
and see what other people thought.
From: Games Prototype
Are you worried about the creator not geting due money for the item, or the item flooding the market.
I think what I'm worried about is that in-world content creation
businesses will/could be harmed by the way SL is currently set
up, in that it's POSSIBLE for Free Market price wars, residents
who want to "get even" with a content creator, or even just
generous freebie giving creators could cause prices for items
to reach $0, and with infinite copies at $0, there's not room
for businesses to make a profit, and so they will move
back to First Life or other MMO's that are more pro-business
oriented to create their good. Don't think Second Life will
always be the only MMO of it's kind, and if there's one that
sets "rules/permissions" up in such a way that content creators
can make more money, I'm sure they'll go there. Just like you
would rather work for a company making $50/hr, rather than $25/hr.
I am VERY eager to see Second Life accel as a metaverse.
The idea of people "living their lives" here in SL rather than
in FL -- including earning their living, really interests me greatly!
I'd like to see the awesome content creators we have stay here,
and if SL offered more potential reward than FL, we might see
even more talented people quit their FL jobs and come to work
in SL.
Does that better answer your question on where I'm coming from?
From: Games Prototype
If we were to go with prim juice, who would get the money?
Would the creator of the item get the cash equivilent of the amount of prim juice used to rez the item? Would the creator be given the prim juice that was spent rezing the item?
Well, someone would have to harvest the prime juice in the
first place... Let's say this would be a mindless task and take
5-15 seconds to harvest a gallon. (I have given the specific
amount of time NO thought, so please just use it as an example).
The person doing the harvest would expect payment for their
time.... so they could sell it and get money. The content creator
could harvest their own and forgo this cost, but they'd pay in time.
The content creator would then build their item. If the end product
required 20 prims, then they'd need 20 gallons of prim-juice for
each duplicate they made.
They, or anyone, who owned an item made up of 20 prims could
modify, rearrange, add to, take away any of the prims in the
complete object (they would own it, just like you could by a computer
and modify it at home). If you added a prim to it, then it would cost
another gallon of juice. If you took out, or didn't need a prim, then
that gallon would be added back to your stockpile.
Does that make the process more clear?
From: Games Prototype
If you are saying that we all need to use prim juice to rez a prim to build an item and not just to rez an item itself, you are way off. I rez and delete hundreds of prims when I build. If something doesn't look right, I delete it and try something else. That would be a lot of wasted prim juice.
I AM saying that to rez a prim it would take a gallon of juice, yes...
but "deleting" a prim would ony mean putting it back in your stockpile
of prim juice for later use... not losing it forever.
I would also suggest that people can use sandboxes as a place to
experiement, and that you could rez as many prims as you'd like
inside the sandbox, but those prims could never be taken with you,
or leave the sandbox. if you created something cool, and had
enough gallons of prim juice right then, you could select "take"
and the item would be moved to your inventory and the proper
number of gallons reduced from your juice. If you did NOT have
enough gallons at the time, you could select "make blueprint"
and it would record all the prims and settings needed to recreate
your object later.
From: Games Prototype
If you are saynig that you only need prim juice to rez a free or purchased copiable item from inventory, than maybe you might have had something.
If you own 1 airplane in your inventory then you can rez 1 copy,
yet you can have many inventory links to it, so that it could be
seen in several different folders.
If you gave it away as a freebie, then you're giving away the
molded prim-juice. You can not make a duplicate to give away
unless you use more prim-juice to make the copy.... this is
where we are applying labor charges, and keeping people from
giving away a million duplicates at no cost.
We do not want to complicate the matter by saying only certain
types of items rez a certain way.
From: Games Prototype
Trust me, I was here when IGE was Buying L$ for US$17 per 5K block. I saw it reach over US$23 and now it currently stands at US$19. The economy rises and falls in SL just like in RL. it has nothing to do with "OMG!

we have way too many free items in SL!"
The economy you are refering to is only tied to land.
I'm not suggesting there is any problem with the "land" aspect
of the economy although THAT may have it's own problems.
Land cannot be infinately copied and given away by residents.
and it's that exact fact that gives it value!
Content creators do not have this same luxury, as their
items can be duplicated, and then mass produced at $0 cost
bringing Free Market prices to $0 profit.
From: Games Prototype
Look for the simple solutions to the problems in SL instead of trying to add a feature for V2.0 to the current SL. I don't think this will ever fly in SL as building was meant to be free.
Building was NOT meant to be free from what I understand.
LL originally did have a cost involved with rezzing prims!
The problem at the time was that there were not enough
people in SL to make it work.... no one was turning themselves
in to big production companies to make it happen.
Bringing back the labor cost involved with rezzing a prim
is not a new idea, nor is it complex to implement.
The ONLY reason LL might not want to do this right now on
their own is because SL might still be new fragile to make
it happen and still keep the content creators we have who
are building/creating Second Life content for Linden Labs
for free. Any reasonable business will continue to survive
in SL with labor costs added in to their products, just as this
is done by companies now in FL.
I hope this had made things more clear.
I know some people who want SL to be a game, or full
of "play money" or socialist might never agree with what
I'm saying here, but hopefully content providers will
see we need that change, and it will not affect business
for them.
Gabrielle