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Darianknight
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This isn't a mystery at all. SANSAR misses the point of social virtual worlds, and flies in the face of open world persistent spaces like Second Life in favor of localized spaces that focus on form over function. The overarching mechanic of this approach has been done to death and constantly flopped: BlueMars Worlds Inc Cybertown and many others There is an underlying set of "givens" when dealing with this stuff, mostly derived from even the moderate and persistent successes of predecessors. Historically speaking there is plenty of precedent for this stagnation, but nobody wants to acknowledge it; Instead plowing ahead and constantly trying to dictate to the market what it wants so long as it's whatever it is these projects are offering while wholesale ignoring both history and precedent in the industry for what actually worked. Ultimately, it is entirely a tone deaf approach to virtual worlds on the whole. It's the same reason that, despite smugly asking whether a vast, persistent, and contiguous open world model is something that the "market" wants, places like High Fidelity resort to effectively trying to bribe users to log in just to help them stress test their servers (Gift Cards) and still don't see those bigger numbers or interest. So we have to ask the obvious question: Do we believe somebody's assertion that they are building a "true metaverse" and knows what the market wants when they have demonstrated in their own legacy a penchant for decidedly *not* knowing what the market wanted and failing to anticipate the needs/wants? To the alarming point whereby they are no longer the CEO of the company they founded and have moved on to another similar project assuring the public they know what they are doing this time and to entirely suspend disbelief because "Hey, it's me, Philip Rosedale... " Similarly, while Ebbe is likely a wonderful individual and keen businessman (he seemed really nice when I met him), I am not entirely certain he knows what the market wants either, as evidenced with external focus on SANSAR and quietly keeping SL on life support. Which, of course could be attributed to Rodvick "I worked at EA so clearly Linden Lab should be a video game company" Humble, and the legacy left behind to clean up after *his* departure. As a juxtaposition, you see things like Dual Universe in pre-alpha where thousands of people are *paying them* to get in with an account to help them stress test. When asked "who would possibly want such a contiguous universe?", I can answer that with a few numbers you can get off of Marketplace in SL. Search for "Car" - 36954 matching items found. Search for "Truck" - 20837 matching items found. Search for "Airplane" - 6025 matching items found. Search for "Ship" - 11812 matching items found. Search for "Submarine" - 782 matching items found. Search for "Motorcycle" - 27524 matching items found. Search for "Space Ship" - 4190 matching items found. There seems to be a massive market and precedence for wanting and needing a contiguous open space in which such vehicles become relevant and not just for show or highly constrained use. It's blatantly obvious what people want... Sure these spaces look good, but it's not organic in any way. Users see it as a clinical experience at best, highly sanitized and pre-made. Understanding what went right with Second Life, and addressing what went wrong (and understanding why) are the steps needed to move forward. Otherwise, all of these projects are just talking a big game in an echo chamber, while repeating history and willfully ignorant to that "market" they so love to pretend exists to justify their spectacularly lackluster forays into the industry.
A controlled Certified Creators program is in direct opposition to what made SL so great. The open world organic nature of creation from everyone without a vetting process or need for special privilege. Instead of segregating the users into the privileged and non, why not get on the phone with some marketing firms and work out a pre-emptive prosumer licensing system whereby those IPs are pre-approved under set conditions? Otherwise, you're putting complying content creators at a disadvantage versus people who are just doing whatever the hell they want. Meet in the middle, properly.
I'd like to point out, Wagner, that the dev video itself states that a little more than 1000 players/clients were spawned in a few hundred meters area. Not a few miles. Secondly, those were individual clients running to simulate the load - they still were individual clients loading and moving around. So in the case about purely human driven clients, I guess the question becomes whether being a meat driven WASD button presser or having the system run the clients itself is important to the outcome of the network stress test. I know that folks will often have strong opinions on this subject, and that's ok. What is and isn't a "Metaverse", right? My line of thinking is simple - If we're looking at something at the scale and ability of OASIS in Ready Player One, which closely interprets the more modern definition of Metaverse (as I provided to Solipsis, ACM and IEEE), then I would simply point to systems like Dual Universe as a candidate to evolve to that if the involved companies that have those systems are inclined to utilize them as a general purpose Metaverse. In order to get to that point, you have to think in terms of vastness and emergent behavior. Everything else then seems to run on lowered expectations if you're holding it up to OASIS level... So we get these companies that say "Oh, OASIS just isn't possible" and then they adjust their lowered expectations accordingly to create whatever virtual world they are making. But if you point out things like Dual Universe, those lowered expectations no longer factor in... you begin to see that it actually just might be possible beyond what we have been told. So it just took a group of developers on Kickstarter to ignore the naysayers, the status quo, and do what was said to be not possible. Whether you think your particular virtual world of choice is or isn't a Metaverse comes down to a simple question: What do you expect the Metaverse to be? Do you expect it to be an amazing and fantastic journey int o a virtual universe or do you think it's a limited scope virtual world by comparison? My perception of "The Metaverse" looks like OASIS, and seeing things like Dual Universe emerge gives me hope that something like that is possible for real.
"In other words: Second Life's lack of set goals directly led to its reputation as a giant, pervy virtual sex hovel." Unless you can make that claim about Minecraft, your assertion is bunk.
I'll paraphrase what Ebbe told me while I was up there concerning OnLive! I had specifically asked while up there about OnLive and why Linden Lab didn't just buy them out when they had the chance, roll the service into their Premium Accounts as added value proposition, and keep the mobile access along with it. This would have ensured that a Premium Member of SL could effectively run on Ultra regardless of their local computer and get a pretty good experience as the cloud servers augmented their own computer. It's the sort of thing that the average user would gladly pay for - the ability to run on Ultra even if they have myopic computers that can barely handle minesweeper. The answer, to paraphrase, was something along the lines of: At the time, OnLive came to Linden Lab looking for permission to make the mobile client and use the trademarks. Linden Lab didn't get hands-on with the process but gave them the green light as a third party. Judging from this post here, it would seem at least *something* I said up there sunk in during my visit. Of course, they're targeting mobile at the moment and no word yet as to whether the team at Linden Lab has had the collective foresight to try and onboard members of the Lumiya team out of the gate since they seem to have a head start in that area, and just hire the extra people to handle the cloud streaming stuff. Now, if only they'd turn on the built-in weather system they got from Windward Mark Interactive...
Because clearly Content ID for YouTube works flawlessly. The EU cannot enforce such a rule by default because they are demanding an impossible requirement to remain compliant. It's akin to saying: In order to remain compliant, every company must create a time machine and preventively kill Hitler. The easiest way to defeat such a measure is to remind them how much YouTube content ID cost in R&D (billions) and also remind them it just barely works with videos if at all. To create an all-knowing AI Content ID for literally every work that exists in every conceivable form... Good luck with that. Especially for the paltry suggested price of $60 million. If anything, this measure shows how out of touch they are with reality, throwing around high-tech terms as solutions and demands without comprehending how they work or the actual feasibility.
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Aug 16, 2012