From: Poppet McGimsie
I posted here because I hope that there are people who are interested enough in the idea of linking SL to other online worlds to discuss it in a constructive way, rather than assuming I meant something that I didn't mean and then saying it won't work.
I'm not talking about all the things that won't work. I'm trying to brainstorm about how to make it work in a cool way, and even how to define it in the first place. It's not a fully formed idea, which is perhaps why it seems like a moving target. The basic idea is: connecting SL to other online worlds.
You're right, it's unproductive to argue about whether or not it's worth doing. If you think it's not, that's your right. But surely there are some others who do share my vision and would like to talk about it and think about the ways it could be done.
Hang in there. Brainstorming is good, but it might have helped you a bit if you had mentioned that a tiny bit earlier in the thread. :3
From: Newgate Ludd
Thats exactly why it isnt going to happen and the crux of what everyone has been saying all along.
Its not something that can be retrospecitively engineered easily, it has to be designed in from the start.
I think Newgate's got the idea here. But I'll try to give a better idea. But first, we have to pretend that somewhere along the line the Lindens fork over an ability to create 'worlds' offline and allow other Residents to link to when they are put online. Sort of like a 'portal', as the OP was describing it.
Anyway, the concept is very simple. Instead of trying to connect to existing games or whatever, SL's Residents instead create worlds which contain content of a game-like level in an 'offline instance' of SL. You wouldn't really be offline, but rather be contained within a locally saved environment you create. You'd still be available on friends' lists, available for Instant Messages, etc - but nobody else could join you unless by invite.
Much like a sim, only on a more detailed level, you could restrict the access to your 'instance' to a login procedure. Imagine thinking of SL in this brainstorm project as a graphical Multi User Dungeon, since we seem to be talking about games. In SL you make your avatar - either on the main grid, or in your own personal instance. You then open a portal to access other instances that are open and go through a login procedure at that instance if it's required. You can then 'get your game on' with your own personal avatar.
Of course, then you run into problems like equiping custom items, etc, on your avatar if you have a highly modified one, such as a furry model with lots of prims on the head area, and so on. However, a suggestion in this way would be that player information, along with the login info, actually contains the data for the avatar pre-portal into the game. The game you log into has it's own additional roster of information that can be
stacked onto your existing info. IE - a second 'layer' of wear options. So if you did have a furry avatar, as in the given example, you could attach an aditional object to your head as well as what you logged into the game with.
However, this process could load a lot of prims and cause a lot of lag to bog down most systems if there were a lot of prims involved. This could be resolved by adding a method of seperate objects detecting prims and 'erasing' them from visiual memory temporarily as new objects are placed in layers. In our game example with the furry avatar, let's say you slap on a helmet. Well, your furry avatar has huge ears, (much like my own), and when you do stick on the helmet, they poke through and look all distorted. So there's a problem - unless somehow there is a way for one object to overwrite and make prims from one build erase prims from another build upon collision detection. IE - you stick the helmet on, and anything that sticks through it just goes away. This could be done down to a polygonal level, rather than a prim level, if other methods of building were ever implimented into SL. Subtraction, etc. In general, I'd imagine something like this simply deleting any and all portions of prims that are not visible and/or collide with one another to form intersections.
...
It's rather involved and hard to think of it in terms of what we have now, and easier to brainstorm about the future, (much like my inconsistent rambling in this post goes on about). There are going to be a lot of ideas, and, unfortunately, none of them will go very far without some sort of standard. I don't know if SL will ever reach that standard, or if some other company will snatch it out from under them before they can. SL is wonderful for it's simplicity, but it is missing so many things. It seems to me, at this point, to be trying to hard to be a commercial product rather than a service.
If I could build an avatar, and then maybe go play a game with it, I'd pay for
both the service to build the avatar and create instances of my own, and any additional costs that a 'portal provider' might charge for access to their own instance, if any were made. And in the same boat, I would be able to charge for access to my own instance if I felt like it contained content worth paying for to visit.
The Lindens wouldn't have to worry about much more than login servers and messenger server, plus they'd get a monthly payment from
everyone. And then, players simply do the rest.