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Why do I choose Second Life over Meta?


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14 hours ago, Persephone Emerald said:

And yet, concerts with RL performers have been hugely popular in Fortnite. So maybe "If you build it, they will come" is not true.

It's never been true in virtual space, SL is littered with dreams of wonderful things that failed to gain any interest, and their creator was too invested to pull the build down and try something else.

Fortnite manages it  for a couple of reasons, they have an always on tap player base and hype. They host the events, they can create hype and can dump players directly to them.

Events elsewhere have to compete for an audience and don't have the captive player base who were logging in to play a game anyway.

 

14 hours ago, Persephone Emerald said:

I don't think the limiting aspects of SL are ideological, but rather they're mostly technical. Meta (aka Facebook) is limited by the greed and power-hunger of it's creator, so it will likely never be able to create a virtual space that many people want to inhabit for long periods of time. Flat Facebook is bad enough, but people using it can turn their eyes away if they wish and can filter their experience to some small extent.

Facebook is habit forming, if not straight up addictive, but manages to balance that by tailoring the content specifically to the predispositions of the user.

This can't work in a 3D virtual space,  and devoid of purpose, it's going to hit all the same road blocks as SL does. Some people are fine with making their own fun, but most just aren't.

Fortnite has a game on the side and that is an end in itself, getting SL into the kind of shape needed to make games would be a big step up in terms of the reach we would have, and the sticking power of users.

 

Our biggest problem has always been answering the basic question " What do I do now? ", offering up a dozen " SL activities " someone " could " go do is not sufficient and misses the underlying question. It's not " What do I do now? " we should be trying to answer, rather " Why am I here ? "

 

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On 1/8/2022 at 9:08 AM, Coffee Pancake said:

Fortnite has a game on the side and that is an end in itself, getting SL into the kind of shape needed to make games would be a big step up in terms of the reach we would have, and the sticking power of users.

 

While I have zero objections to making SL a better platform for games, I do worry, again, that the danger is that this would entail a radical reorientation that would so change the culture here that it would essentially kill what we are trying to preserve.

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3 hours ago, Sammy Huntsman said:

SL isn't real, it is far from real. Real is Real, SL is a game.

Yes and no,

Second Life does not have a designated objective, nor traditional game play mechanics or rules, SL is not a game. Linden Lab, the company that created Second Life, is emphatic that their creation is not a game. “There is no manufactured conflict, no set objective,” says spokesperson Catherine Smith. “It's an entirely open-ended experience.”

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6 hours ago, Scylla Rhiadra said:

While I have zero objections to making SL a better platform for games, I do worry, again, that the danger is that this would entail a radical reorientation that would so change the culture here that it would essentially kill what we are trying to preserve.

Offering better content creation tools, particularly better scripting capabilities won't make/designate SL as an FPS/PvP or any other platform type it wasn't to begin with. It will simply lead to more things for users to do and/or spend money on.

SL will never "turn into" another platform from the addition of features. There is too wide a spectrum of use case here.

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15 minutes ago, Lucia Nightfire said:

Offering better content creation tools, particularly better scripting capabilities won't make/designate SL as an FPS/PvP or any other platform type it wasn't to begin with. It will simply lead to more things for users to do and/or spend money on.

SL will never "turn into" another platform from the addition of features. There is too wide a spectrum of use case here.

I don't think it's going to turn SL into a dedicated FPS, but . . . it's naive to imagine that the introduction of new affordances isn't going to impact upon the broader culture here.

The introduction of mesh, and the shift from in-world creation to Blender and other external mesh creation programs HAS had a pretty profound effect on SL, albeit one that took a few years to develop. SL is much more about "consumption" now than "creation." Consumerism was, of course, always important here, but shopping has become possibly the single most important and common activity in-world.

I have no idea what kind of changes might be wrought by the kinds of tools that we're talking about it, but changes there will be.

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2 minutes ago, Scylla Rhiadra said:

I don't think it's going to turn SL into a dedicated FPS, but . . . it's naive to imagine that the introduction of new affordances isn't going to impact upon the broader culture here.

The introduction of mesh, and the shift from in-world creation to Blender and other external mesh creation programs HAS had a pretty profound effect on SL, albeit one that took a few years to develop. SL is much more about "consumption" now than "creation." Consumerism was, of course, always important here, but shopping has become possibly the single most important and common activity in-world.

I have no idea what kind of changes might be wrought by the kinds of tools that we're talking about it, but changes there will be.

Yes, the once common social building aspect has long been been lost to the current dominant trend that is fashion.

I personally would like to see some new commerce/trend rivaling it someday soon.

That requires change.😉

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12 minutes ago, Lucia Nightfire said:

Yes, the once common social building aspect has long been been lost to the current dominant trend that is fashion.

I personally would like to see some new commerce/trend rivaling it someday soon.

That requires change.😉

I'm not at all opposed to change. Indeed, if SL is to survive, yet alone prosper, change is absolutely required. I just think the implications -- particularly if they involve trying to attract a largely new demographic to the platform -- need to be considered carefully.

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28 minutes ago, Scylla Rhiadra said:

I'm not at all opposed to change. Indeed, if SL is to survive, yet alone prosper, change is absolutely required. I just think the implications -- particularly if they involve trying to attract a largely new demographic to the platform -- need to be considered carefully.

I don't see LL implementing any feature that directly caters to any one particular demographic or "age group" 😉.

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I posted this about 5 years ago but I'll chuck it in here too :)

I do recall when my brother, (following my eldest Siss and I), into the new fangled world of computers and games, bought "Trainz" in 2001? I think it was. 
That was the Train simulator that ran Microsoft Train Simulator off the rails. (made in Queensland. Australia).
It came with G-Max, a "lite" version of 3dsMax, specifically for making Trainsy stuffs then importing it into the world of Trainz. 
I remember it clear as day because I used to have a go at making things.
All I made were flat/single sided people and signs/billboards. It was great fun though.

That's what we need LL to do.

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On 1/10/2022 at 9:35 AM, Sammy Huntsman said:

SL isn't real, it is far from real. Real is Real, SL is a game.

🤭 /whooooosh

Also, just because it is digitally rendered like how games do it (with similar graphic rendering technology and movement controls), does it make it a 'game'? 🤔 nvm, I digress, wrong topic.

Edited by Yuki Suki
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