SL economy in trouble?!
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
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07-27-2005 13:06
From: Gabrielle Assia I think most sane people will try to make as much as they can, but let's add the REAL possibilty of someone else in-world (like Crystalshard has done with the TV) seeing your item and wanting to do that themselves. They put in 6 weeks of their own, but then either give an infinite number of copies away, or sell it for half the price that you do. People who shop around would probably choose the half-priced version of a product as long as all (or most) things are equal... we see this in FL all the time.
Your business then drops off... perhaps WELL before you've re-couped your US$4,500 in "time spent".. and as the way Free Market systems work... you reduce your price to be competive (no taking twice as long or longer to recover). This price war could keep going lower and lower until finally $0, because ultimately there are people like Crystalshard who might not really care about money as much as you, and since it costs nothing to make a million copies, they do.
If Crystalshard was required to buy a gallon of liq-prim for every prim in his TV, he might think twice about giving a million away for free, while you would just add that in to your cost of doing business. I really think you need to learn more about how Second Life works before you make the declarations you're making here. FreeView is given away as a script, primarily, though there is a convenient object-based FreeView available as well. Even with your prim mining contrivance added to Second Life, the FreeView propagates freely because ultimately, all that gives it form is a single script. Text. Text that is easily copied from the scripting library into the SL script editing window. This means that the freebie continues being free regardless of your artificial prim creation cost. (Edit: christ, next I'll hear the suggestion that in order to compile a script, you'll have to mine for liquid compile cycles) I don't need anyone protecting me from being ripped off in the way you describe. If someone wants to go to the effort of recreating my product line, they earn whatever money they make on it. I don't expect they'd make much. Crystalshard is giving away a SCRIPT, which can be copied and pasted at no charge. There are so many things that make my product what it is (custom textures, custom animations, custom building, custom scripting) that the cost of producing it on labor alone is a sufficient barrier to entry. Protectionism based on completely fictitious production costs isn't anything I need or want. I'm doing fine. If my business can be defeated by a free copycat, it will do so regardless of the prim mining. The copycat will simply sell it at L$50 as opposed to L$1 to cover artificial production costs. When my product is L$749, that still undercuts pretty effectively. If your business can evaporate because of a free copycat, you need a new business.
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From: Hiro Pendragon Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court. Second Life Forums: Who needs Reason when you can use bold tags?
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
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07-27-2005 13:07
From: Colette Meiji Im very curious why its always people who have been here for 1 month who come up with the "revolutionary" economic theories. You'd be surprised how liberating it is not to have any concrete facts to tie down your reasoning. 
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From: Hiro Pendragon Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court. Second Life Forums: Who needs Reason when you can use bold tags?
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Gabrielle Assia
Mostly Ignorant
Join date: 22 Jun 2005
Posts: 262
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07-27-2005 13:19
I'm not an economist. I don't claim to be very smart in general either, so I might be pretty far off base when I say that I think a heathy economy is one where there is good circulation of money. I think that if money is stagnated, or only held by a limited few, then things become unheathly. From: Colette Meiji No your idea doesnt solve this problem.
If your idea was in place, I could buy an item from some creator and open up a factory and churn out copies just as easily as the content creator.
All id have to do is harvest prim juice or whatever.
I think this can happen in-world as it is right now. In fact I DID recently acquire an item I thought was cool and duplicated it (after 6 hours of work). Now I can make infinite number of copies for free at no extra cost. You're right.. my idea would not stop someone from taking an item, making a replica and mass producing it. However, with the item I made, I would not be able to give away an infinite number of copies for free... I'd need to go harvest or buy prim juice. This would severely limit me from flooding the market with free items.. and cause people to have to pay for more things. To pay for more things they would need to get a job and be a productive member of society.. even if it's harvesting prim-juice, or they would need to buy $L on GOM or something if they really don't want to "work" or be creative. What you suggest is not a bad thing. It's doen in FL right now as well... some company creates a product... another can buy it and make a replica.. perhaps tweaking and giving their own value-add... and then they mass produce their own, similar items. There's nothing wrong with that.. I'm not trying to stop that. BUT, what WOULD be different is that each in-world company now has continued production costs. This would help circulate money around more... More people will need money to buy these items in-world.. and so it's true there will be less freeloading. These people will need to get a source of income, and then money will change through more hands. If I am correct, then this is good for economies, right? Gabrielle
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Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
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07-27-2005 13:21
In the back of my mind I alwasy wonder if some of the motivation is since they came up with the system , they have some plan to be "MORE" equal in the new economic order. Becuase Older players tend to have more business ventures - and hence money.
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Colette Meiji
Registered User
Join date: 25 Mar 2005
Posts: 15,556
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07-27-2005 13:24
From: Gabrielle Assia I'm not an economist. I don't claim to be very smart in general either, so I might be pretty far off base when I say that I think a heathy economy is one where there is good circulation of money.
I think that if money is stagnated, or only held by a limited few, then things become unheathly.
I think this can happen in-world as it is right now. In fact I DID recently acquire an item I thought was cool and duplicated it (after 6 hours of work). Now I can make infinite number of copies for free at no extra cost.
You're right.. my idea would not stop someone from taking an item, making a replica and mass producing it. However, with the item I made, I would not be able to give away an infinite number of copies for free... I'd need to go harvest or buy prim juice. This would severely limit me from flooding the market with free items.. and cause people to have to pay for more things. To pay for more things they would need to get a job and be a productive member of society.. even if it's harvesting prim-juice, or they would need to buy $L on GOM or something if they really don't want to "work" or be creative.
What you suggest is not a bad thing. It's doen in FL right now as well... some company creates a product... another can buy it and make a replica.. perhaps tweaking and giving their own value-add... and then they mass produce their own, similar items.
There's nothing wrong with that.. I'm not trying to stop that.
BUT, what WOULD be different is that each in-world company now has continued production costs. This would help circulate money around more... More people will need money to buy these items in-world.. and so it's true there will be less freeloading. These people will need to get a source of income, and then money will change through more hands.
If I am correct, then this is good for economies, right?
Gabrielle my understanding of your idea was that copy permissiosn would remain intact Now and youd use prim juice to control production - thus you wouldnt be making an inferior copies. inferior copies are a different story - since they are inferior they are less of an issue
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Gabrielle Assia
Mostly Ignorant
Join date: 22 Jun 2005
Posts: 262
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07-27-2005 13:25
From: Enabran Templar Socks aren't infinitely copyable. Bytes are. Then WHY does LL have a permission setting to not allow copy?? Why do they have a permission setting to not allow modify or transfer? If we are only talking about bytes which are CAPABLE of being copied unlike socks, then why allow these limitations at ALL? Since an MP3 is bytes, and can be copied infinite numbers of times, then why is it illegal? Why are people in FL trying to put a "no copy" setting on music? Isn't it because someone created something wether in FL or SL, and they have the right to be compensated for it? Just because bytes CAN be copied doesn't mean they SHOULD be. Gabrielle
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Gabrielle Assia
Mostly Ignorant
Join date: 22 Jun 2005
Posts: 262
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07-27-2005 13:46
From: Colette Meiji my understanding of your idea was that copy permissiosn would remain intact Now and youd use prim juice to control production - thus you wouldnt be making an inferior copies.
inferior copies are a different story - since they are inferior they are less of an issue Well... finally.... I think I'm done with the thread. Not because I feel defeated, as I wsa only suggesting a possible solution to a potential problem I saw, and I wanted to HELP the SL biz community... but I'm done because this is no longer a valuable use of my time. Either thre really is no one else who sees this as a danger, or those that do are just not speaking out, or most the content creators just don't take time to read the forums. In anycase.... as a final statement I will say that your understanding of my idea was wrong in that I am against having a copy permission in the way we have one now. I'm also against the current mechanism of making infinite laborless copies for free. It's obvious that either I'm not being clear about this or people cant grasp or see the potential problem. I'm content with leaving it alone for now, but we'll see how things change in SL over time. On the other hand... if any content creators ARE reading this, and see the problem, then I am still eager to work on a solution, so please IM me and I'll see about forming a group of us in which I'll do what I can to see that businesses can succeed. Thanks for everyone's input, Gabrielle
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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07-27-2005 14:00
I still don't get how this would help. Really, I've tried. I can see how it'd hurt. And it would hurt not me, or Enabran, or anyone else building product with prims. It would hurt Joe Casualplayer. The one who gets most of his L$ from IGE or GOM. All your suggestion appears to do is add a cost on to my business. Since I have to make a certain amount to hold on to my land, I'd have to adjust my prices upward to recover the loss. And I suspect it would be a significant increase, as I spend very near all my time in SL on R&D. I'd have to hire out to mine the materials. *shrug* Maybe I'm missing something.
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Enabran Templar
Capitalist Pig
Join date: 26 Aug 2004
Posts: 4,506
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07-27-2005 14:08
This thread is a completely lost cause.
(Enabran Templar retires from this thread.)
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From: Hiro Pendragon Furthermore, as Second Life goes to the Metaverse, and this becomes an open platform, Linden Lab risks lawsuit in court and [attachment culling] will, I repeat WILL be reverse in court. Second Life Forums: Who needs Reason when you can use bold tags?
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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07-27-2005 14:47
Very interesting idea, Gabrielle. What you propose is a kind of blending of the RL skill based economy we have now with a more traditional artificial MMORPG economy. I'd be against it but I definitely give you points for coming up with an original idea. As for people someday bailing out and open sourcing their wares, I don't think it's something to really worry about too much. Chances are that the products in question would have been around for quite a while and wouldn't be as novel as they once were. Even if someone produced some amazing skins and put them all out for free it likely wouldn't have that big of an impact on the skin market. If people like something and want it, they'll buy it, even if something like it already exists for free. If/when I ever decide to bail out from SL I'd probably turn my products over to someone I trusted to maintain the quality of the brand name and who I'd like to see profit. A few things I'd probably open source as examples to new skin makers. Or, I might just pack it all up so it's no longer for sale. That would leave me the option to come back later and still have a viable business 
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Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
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07-27-2005 15:08
To me it sounds exactly like Project Entropia.
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Seth Kanahoe
political fugue artist
Join date: 30 Jan 2005
Posts: 1,220
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07-27-2005 15:47
Speaking of blending MMORPGs and virtual skill-based economies (or is that skill-based virtual economies?), SL needs a dramatic story-arc. The economy will follow slavishly. For a story-arc, may I suggested a blending of Pride and Prejudice, Brave New World, The Wealth of Nations, and Das Kapital? It would mean that changes in Second Life would be minimal....
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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07-28-2005 09:52
From: Gabrielle Assia I'm suggesting that when you buy 1 plane, you get 1 plane. You can have a single rezzed "copy" of that plane at any given time. If you want 2 rezzed planes, you need to buy 2 planes. You can do anything you'd like (or accident) to your rezzed copy, but not affect the "real" plane in your inventory....
I am allowed to make as many "links" to the single plane as many times as I'd like in my inventory. So, if I want to put a link/entry of it in 3 different folders, I can... but all links are pointing to the single plane I own.
...
Since I am suggesting the "copy" permission be removed, then it means I am not able to make a 2nd separate and detached copy of the computer, or plane I bought... and if that item is part of what I'm trying to sell, then I'll need to go buy another of Cubey's planes, make my modification again, and resell that. As one of the people who make vehicles, I would love to see a system that's both safer for the end user and flexible enough to allow transfers. However, under the current system, it's impossible to simply remove the Copy permission because rezzed items can go missing so easily. I'd estimate that at least 10% of the flights I make are cut short by a bad sim border or a hostile security script -- of course, that number is much lower in vehicle-friendly places like the vehicle park south of Oak Grove. The point is, I have a choice between Copy/No-Transfer and No-Copy/Transfer (can't do both or people would buy 1 copy and freely distribute/sell it). To protect my customers from that 1 in 10 chance of losing their vehicle, I must sell as Copy/No-Transfer. There's really no other reasonable option. From: someone This opens the doors for whole new resale markets and manufacturing markets, while keeping content designers in business.
For example... if we have a house-frame designer, home-security system designer, interior decorator, etc... each running their own businesses, then someone could in, find the creators they want to work with, buy products from each of them and put them together in a single "complete home package" for resale. Possibly. It also opens the doors for unscrupulous resellers who prey on unsuspecting newbies. I doubt we'd see much of what you describe. We'd more likely see people buying a stock of items and simply reselling them at double the price. How does that help anyone but the reseller? There's no benefit to the buyer -- they could just as easily buy from the object's creator. In fact, I suspect the buyer would be pretty angry when they find out how much extra they paid when they could have just teleported to the creator's shop, or gone to one of the web shops. From: someone There seems to be a problem with the "modify" permission in that if someone can modify your item, then they can use special scripts to break it down in to it's parts and (because of the no-labor-costs) in rezzing new prims, they can instantly have a duplicate at no charge defeating the setting of "no copy".
But I think things SHOULD be able to be modified by the owner either so they can lean how things are made, and make new/better things, or so they can adjust their item to their own tastes, as we have that ability in FL, we should have it in SL. I have sometimes allowed modification so that buyers can retexture. But recently, someone showed me how he duplicated one of my models exactly, including my textures. While it's not possible outside of hacking SL to steal the scripts inside a vehicle, it bothers me that someone can get copies of the model and have copies of my custom textures in their inventory. I put a lot of work into designing those, and now this person has full-permission versions with his name as the creator. Somehow that doen't seem fair. No-mod is one way to prevent at least the "borrowing" of textures. One mistake I think you're making is to compare selling SL goods to selling RL goods. SL objects digital and, unlike RL objects, they can be copied infinitely. We're really creating and selling software, not objects. For that reason, we need to look at security issues from the same perspective, with this question in mind: how can we get compensated for our software 1) without allowing copies to be freely taken and distributed, and 2) without burdening the buyer with undue restrictions or risk? Our choice of permissions is simple: either no-copy/transfer or copy/no-transfer. Banning copy/no-transfer items means that the end user is saddled with a non-copyable item that's risky to own -- easy to lose. So you can see why it's not possible under the current permission system to simply remove the Copy option.
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Greene Hornet
Citizen Resident
Join date: 9 May 2005
Posts: 103
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Yeah, but what if the Land market worked the same way?
07-28-2005 18:27
From: Cubey Terra As one of the people who make vehicles, I would love to see a system that's both safer for the end user and flexible enough to allow transfers. However, under the current system, it's impossible to simply remove the Copy permission because rezzed items can go missing so easily. I'd estimate that at least 10% of the flights I make are cut short by a bad sim border or a hostile security script -- of course, that number is much lower in vehicle-friendly places like the vehicle park south of Oak Grove.
The point is, I have a choice between Copy/No-Transfer and No-Copy/Transfer (can't do both or people would buy 1 copy and freely distribute/sell it). To protect my customers from that 1 in 10 chance of losing their vehicle, I must sell as Copy/No-Transfer. There's really no other reasonable option.
Only if you want to control your IP until death do you part... Even in RL there are four primary IP rights: (1) copy/distribute, (2) perform publicly, (3) display, and (4) modify. We lose so much in SL because of the pig-headed contention by creators' that they must own/control derivative works. Why don't you price a creation to include derivative works on the front end? Why do you have to control distribution? Why can't after-market sales and service participate in the SL economy similar to RL? What is the ethical or moral basis for eliminating service-oriented middlemen?
Possibly. It also opens the doors for unscrupulous resellers who prey on unsuspecting newbies. I doubt we'd see much of what you describe. We'd more likely see people buying a stock of items and simply reselling them at double the price. How does that help anyone but the reseller? There's no benefit to the buyer -- they could just as easily buy from the object's creator. In fact, I suspect the buyer would be pretty angry when they find out how much extra they paid when they could have just teleported to the creator's shop, or gone to one of the web shops.
Isn't this the way the Land market works in SL presently? Why shouldn't everyone, by the same example, pay the same price for prims? What if the Land (prim) market were to set to work the same way - copy/no-transfer? We would all be cursing the Lindens! Why should we accept this argument from designers in SL?
I have sometimes allowed modification so that buyers can retexture. But recently, someone showed me how he duplicated one of my models exactly, including my textures. While it's not possible outside of hacking SL to steal the scripts inside a vehicle, it bothers me that someone can get copies of the model and have copies of my custom textures in their inventory. I put a lot of work into designing those, and now this person has full-permission versions with his name as the creator. Somehow that doen't seem fair. No-mod is one way to prevent at least the "borrowing" of textures.
One mistake I think you're making is to compare selling SL goods to selling RL goods. SL objects digital and, unlike RL objects, they can be copied infinitely. We're really creating and selling software, not objects. For that reason, we need to look at security issues from the same perspective, with this question in mind: how can we get compensated for our software 1) without allowing copies to be freely taken and distributed, and 2) without burdening the buyer with undue restrictions or risk?
There is no basis for vertical integration in SL just because the goods are digital - quite the opposite is true in fact. A stronger digital rights management (DRM) system would enable royalties, which is what I think we're really talking about. In the mean time why don't creators simply offer two prices - one for products sold "as is", and another with full mod/transfer that assume a royalty perpetuity? The royalty perpetuity is simple enough to calculate - for instance, if you assume a royalty rate of 20% on every modified good sold/transferred then it would be Retail Price (no-mod, no-trans) divided by the royalty rate, or $L retail/.20 = distribution price with a royalty perpetuity.
Our choice of permissions is simple: either no-copy/transfer or copy/no-transfer. Banning copy/no-transfer items means that the end user is saddled with a non-copyable item that's risky to own -- easy to lose. So you can see why it's not possible under the current permission system to simply remove the Copy option. Pricing for distribution using a royalty perpetuity calculation makes removing the no-Copy selection easy and a good idea for everyone in SL!
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I'm unemployed and my girlfriend wants me to get a job. She thinks I'm addicted to the internet and this game. Greene Hornet
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Angel Coral
Otherworldly
Join date: 12 Dec 2003
Posts: 224
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This is not RL
07-29-2005 09:43
SL is not RL. Things that apply to RL do not nor do we want them to necessarily transfer always to SL. If SL was meant to be like RL, we would not need an RL, SL could be a complete substitute. We don't have to have needs to enjoy SL. We don't have to eat. We don't have to have jobs to enjoy SL. If we want to enjoy some things in SL, we do need Lindens. There are ways in which we can make Lindens. We do not need to develop some completely artificial means to make money on a platform built for a wide variety of uses. Prim juice will hurt creativity, which will in turn hurt content. It will make content cost more and consequently require people to earn more money and prim farm even longer or more frequently. What should be enjoyed, then becomes a chore; not something SL is supposed to be.
Again, this is not RL. Players do not need anything other than time to enjoy SL. How they chose to enjoy it is up to them.
LL will modify permission settings when they are able and should a "crisis" appear on the horizon due to a glut of freebies destroying SL's economy then LL will make it a priority and make necessary changes.
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Jon Marlin
Builder, Coder, RL & SL
Join date: 10 Mar 2005
Posts: 297
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07-29-2005 10:19
From: Greene Hornet Pricing for distribution using a royalty perpetuity calculation makes removing the no-Copy selection easy and a good idea for everyone in SL! You obviously missed the part of Cubey's post where he talked about vehicles going missing. Happens all the time. Lets say you come to my shop, and buy one of my vehicles. Right now you pay $500. You fly it around a lot, and say a week later you get caught in a bad sim crossing and get tossed, and the vehicle goes into the bit bucket. You've now spent $500 on a vehicle you can no longer use, because its gone, due to a bug in LL's software. Are you going to demand a refund from LL? Not likely -- you're going to come back to my shop, and tell me you lost your vehicle. So, I can give you a new one, but what if instead of really losing it, you're just being a cheat, and you're going to resell the original one I sold you, and keep this new one. I can't check your inventory to see that your vehicle is really gone. The only real option available to vehicle builders right now is copy/no transfer. Someday, when SL is more stable, and vehicles don't go missing all the time, we may be able to change that. - Jon
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Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
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07-29-2005 14:35
From: Jon Marlin Lets say you come to my shop, and buy one of my vehicles. Right now you pay $500. You fly it around a lot, and say a week later you get caught in a bad sim crossing and get tossed, and the vehicle goes into the bit bucket. Exactly. Good way to demonstrate this. Vehicle makers don't set permissions to gouge their customers -- it's exactly the opposite. Vehicle makers set copy/no-transfer to protect their customers against loss. If LL ever revises the permission system, I would love to be the first to allow buyers to resell vehicles without making them assume the risk of losing the vehicle on a bad sim border. Until that day, vehicle permissions absolutely must permit copying.
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Bebop Vox
Registered User
Join date: 26 Mar 2005
Posts: 92
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07-29-2005 20:41
YAY!! Rezing 1 prim should charge you 10 Lindens I also think attaching clothes and prims to you should charge you 10l to wear -If you walk around naked more then 2/3eds your loged on, your charged 100l and flying past sim boarder should have a fee (soon to hold a meeting on the cost) Also if you have less then 100l on your account, your charged by LL 200l for going under.
no more 200prim cameras for me =\ i gotta cut back.
OHH! and, maybe? these dont apply for in the sandbox?? yea? pfttt bollox
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Greene Hornet
Citizen Resident
Join date: 9 May 2005
Posts: 103
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Economics...
08-04-2005 23:38
From: Gabrielle Assia I'm not an economist. I don't claim to be very smart in general either, so I might be pretty far off base when I say that I think a heathy economy is one where there is good circulation of money.
I think that if money is stagnated, or only held by a limited few, then things become unheathly.
I think this can happen in-world as it is right now. In fact I DID recently acquire an item I thought was cool and duplicated it (after 6 hours of work). Now I can make infinite number of copies for free at no extra cost.
You're right.. my idea would not stop someone from taking an item, making a replica and mass producing it. However, with the item I made, I would not be able to give away an infinite number of copies for free... I'd need to go harvest or buy prim juice. This would severely limit me from flooding the market with free items.. and cause people to have to pay for more things. To pay for more things they would need to get a job and be a productive member of society.. even if it's harvesting prim-juice, or they would need to buy $L on GOM or something if they really don't want to "work" or be creative.
What you suggest is not a bad thing. It's doen in FL right now as well... some company creates a product... another can buy it and make a replica.. perhaps tweaking and giving their own value-add... and then they mass produce their own, similar items.
There's nothing wrong with that.. I'm not trying to stop that.
BUT, what WOULD be different is that each in-world company now has continued production costs. This would help circulate money around more... More people will need money to buy these items in-world.. and so it's true there will be less freeloading. These people will need to get a source of income, and then money will change through more hands.
If I am correct, then this is good for economies, right?
Gabrielle Yes, more circulation of currency in-world is good for users, LL, and especially new users.
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I'm unemployed and my girlfriend wants me to get a job. She thinks I'm addicted to the internet and this game. Greene Hornet
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