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In an era when we have Facebook, right there, as an example of how real name policies don't do anything to make people "play nice", I find even the basic premise baffling. That they somehow missed all of the previous blow ups, that their staff was sufficiently cloistered to think that everyone feels safe having names out in public, those I find less surprising. They might be in SF, but I would expect given their size and age that they've largely shifted to median SV culture.
He's an interesting writer but I wish he could go a paragraph without plugging a book. It gets tiresome.
Arguably sensitivity to poor optimization may be gendered but that doesn't automatically imply that well optimized games will still have a gendered nausea gap. But that said, like you, I'm skeptical. With a large screen, many existing non-VR games often make me nauseas. (I'm looking at you Obduction.) That even non-VR games can do this to me has held me back from spending any money on VR gear until I can try it out first.
IMO, he's totally right. Sure the people who made SL were VR enthusiasts. But the bulk of the user base? Most uses of SL to me look like a mash up of "The Sims", paper-doll games, and text based multi-user roll playing games. This all can produce a surprising degree of immersion but I would hesitate to call it VR. But this may also just be a definitional issue too. To me, VR is necessarily fetishistic of new gear right now, because good VR gear is something we're just starting to maybe see.
Your equation is off a bit there. 😉 money + marketplace = drama I know, I know, you can't resist flogging your poor old horse of "pseudonyms = extra drama". But seriously, every small business community I've ever seen is full of the same infighting, claims of inauthenticity, etc. That this is a virtual marketplace or that pseudonyms are involved is really a side show.
I can't help but note that it's *exactly* the people who are being targeted by these groups that are the most vulnerable to having to provide "real" information. Acting like this will somehow protect the targets of this abuse is um... let us say, unfounded. There are numerous things Twitter could do to improve the abuse situation, if it desire to. The thing is, it's just not in the business interests to do so. The truth is, I think, that they're *really* upset they don't have more user information to sell to marketers.
Replying to myself... That said, eh, I can't see how having sexual content as a corner stone of your business is gonna help get traction. =/ So I can totally see starting with a PG-in-public rule. It'd make it a LOT easier to invite new people. You wouldn't need to include lots of disclaimers about how they might get unsolicited "unsavory invitations". I was always a bit leery, especially with people who I didn't know well enough to know how they'd react to SL's seedier side.
Wow that article is like a history of SL media coverage, all in one place. =D I'm honestly not sure how much of a problem all that really is. I mean, articles like that were going strong even during SL's first hype bubble when tons of corporations were wasting money with illconsidered in-SL attractions. Clearly they didn't scare off either the corporations nor the new users at the time. It's just now-a-days basically no one ever mentions SL other than to talk about how "weird" it is. As far as SL2 goes, I think it's gonna be a hard sell no matter what direction they take. I'd be very surprised if it ever attracts even a fraction of SL's peak user base. I think sandbox virtual worlds do have a place in our future, but I'd be very surprised if Linden Labs will be the one to makes one that goes mainstream.
"Real names" are a fraught issue and I'm really not keen on asking online services to get them wrong YET AGAIN. (Nor do I entirely buy the idea that even if you could force real names that it would improve things: cf. Facebook, G+ up till a few months ago.) But let's imagine that part is ok. To do this you have to use some sort of proxy identifier to stop the user from just making new accounts. Typically that'd be an IP address. As imperfect as that is, it's enough of a speed bump to stop most users. But if you're willing to impose per-IP penalties, why not just allow your end users to block everyone who's shared an IP with an account? That'd let your users continue to decide who they want to listen to, while making it much harder to sock-puppet, especially with tools like the block-bot*. * Personally, I'd like to see services add subscribable block lists as a core feature.
I think it's worth pointing out that MUCH of the blame for frivolous take down notices really lays at services providers. Service providers are under NO obligation to accept take down notices electronically. Nor are they obligated to accept take down notices that are overly broad or that don't otherwise make the assertions of copyright required by the DMCA.
Eh, I think Hamlet really is right, this is exactly why Second Life has sputtered so. A combination of a really, REALLY, awkward new user experience that can't be fixed by giving better new user landing zones alone, combined with an internal and external culture that's like "you just don't geeeet it, try harder".
The weird state of things now is that the entry level 3d printers require greater expertise than the professional models. I can't really imagine anything that I'd want to 3d print today, with what 3d printers can currently actually make. If we're talking some theoretical multi-materials model that can do finishing too, well, then, sure. But like anything that's "five years out" there's really no way to know if it'll ever happen, or happen in a way that's recognizable today. (My favorite example of the "five years out" phenomenon is now the video phone, which was repeatedly predicted as being "just around the corner" in breathless tech pieces literally for decades. We have it now– me and my friends and family regularly use skype for exactly this, but it looks nothing like what the video phone's of yore were predicted to. And the advent of actual modern video chat is built on an enormous amount of infrastructure that no one was predicting as a prerequisite.)
I have to agree with "D". I was part of a game-platform startup back in 2007 and our single biggest hurdle was just convincing people to install software. Just a download link is a substantial filter…
This is the more complete, official patch notes:
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Dec 23, 2013