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Are creators becoming "pure" creators against their wishes and why?

Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
12-13-2006 11:25
From: Yumi Murakami
But the thing is, I'm wondering what's generally going wrong with these bigger projects, even though they have some of the most talented people in SL behind them.

Well as has already been pointed out on the previous page, the sheer scale of the projects could be causing them to stall. I develop indie games and used to participate in shareware/indie game development communities, and this is a very common problem. Raw talent cannot carry you through a major project, but people (amateurs in particular) frequently think that is enough. Being a really skilled programmer (or builder or whatever) does not imply the perserverence and management skills to complete a major project. There is a huge difference between being a staff programmer for a company making X, vs being a solo auteur or small team of ameteurs attempting the same project.

That's one thing I like about developing content for SL, btw. The turnaround time to have something useful is short enough that you don't get bored of the project, whereas with a videogame (for example) just the minimum to get something playable is already a major undertaking.
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ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
12-13-2006 11:27
Yeah, like what happened to "China Town"?? According to all the publicity, it was the latest and greatest big new thing in SL when I joined. But before I got a chance to visit it, it disappeared. I assume it folded for lack of financial support, but dont know that for sure.
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Krazzora Zaftig
Do you have my marbles?
Join date: 20 Aug 2005
Posts: 649
12-13-2006 11:36
From: bilbo99 Emu
you're all a load of workaholics!!

I party .. I dance ... I lay on the beach .. I run through the woods ... I oggle the beautiful girls everywhere .. I eat ...

... and I catch an hour's sleep before going to work! ;)


Party, yup. Dance, yup. Beach no..but I have water property better then beach. Woods, nah. oogle beautiful girls, yup. Dang I love running a Ds house, building, and running a RP sim. >_<
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
Posts: 2,156
12-13-2006 11:48
Regarding the original post, here's the pattern I've seen with my friends/acquaintences who've become established creators.

1. They come here for a certain kind of role-playing, but find the props/attire lacking, and decide to build their own.
2. People like their stuff so they start selling their creations.
3. Customer service and the drive to improve existing products/create new ones takes most of their time.
4. They end up bemoaning the fact that they don't get to RP much and they're so busy with work, but some of them are really just crying all the way to the bank. :)
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Resolver Bouchard
Registered User
Join date: 19 Jul 2006
Posts: 89
12-13-2006 12:14
Relationships take a lot of work, creating objects/products take work, balancing the two is extremely difficult at least for me (and I only make things/script for friends).

Selling things and providing customer service moves things onto another level and is far more of a commitment than I would be willing to make.
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
12-13-2006 12:44
From: Resolver Bouchard
Relationships take a lot of work, creating objects/products take work, balancing the two is extremely difficult at least for me (and I only make things/script for friends).

Selling things and providing customer service moves things onto another level and is far more of a commitment than I would be willing to make.

I definitely relate.
If customization takes more effort and resources then person will to pay for it and it just doesn't turn out its just not worth trying to do that type of thing.
I personally would prefer just creating what I want and if I make enough friends who actually like my stuff and want to buy it, or can pay for customization that I can actually do well enough to feel worthy of actually get paid I will do it.
Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
12-13-2006 14:28
From: Yumi Murakami
But the thing is, I'm wondering what's generally going wrong with these bigger projects, even though they have some of the most talented people in SL behind them.
IMHO there are two serious issues with big projects in SL, even assuming the projects themselves are well conceived and make sense.

1. LSL and the general SL development infrastructure barely works. Compared to the languages and tools available in RL, the ease of use and reliability in SL is really poor. Every project I do ultimately gets down to working around SL bugs.

2. The population of paying customers in SL is too small. There isn't the incentive for people to to come up with tools and organizations that can build big projects. You really do need managers and capital and infrastructure and above all customers to make complex projects work. Even in RL, the death rate of startups is very high, and they generally do have all these things.
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
12-15-2006 04:27
From: Wildefire Walcott
Regarding the original post, here's the pattern I've seen with my friends/acquaintences who've become established creators.

1. They come here for a certain kind of role-playing, but find the props/attire lacking, and decide to build their own.
2. People like their stuff so they start selling their creations.
3. Customer service and the drive to improve existing products/create new ones takes most of their time.
4. They end up bemoaning the fact that they don't get to RP much and they're so busy with work, but some of them are really just crying all the way to the bank. :)


That's exactly what I'm talking about! Ok, it isn't always "role-playing" as an activity - it may be setting up a particular kind of game, for instance.

And if this does happen it makes me wonder: who are the people who are buying the stuff they sell, and are they winding up having exactly the same problem themselves later on?
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