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	<title>Comments on: Spot the differences!</title>
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	<description>Socio-Economical Articles about the Second Life® world</description>
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		<title>By: Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26895</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Fri, 09 Oct 2009 14:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26895</guid>
		<description>That&#039;s a very interesting observation, qarl! It would be very nice to have some tests and comparisons to show, side-by-side, how SL&#039;s renderer fares compared to others, using the same content.&lt;br&gt;&lt;br&gt;And by &quot;same content&quot; I would definitely like to see how well Cryengine (or any other engine) deals with 100 avatars with 7,500 polygons each (base) and perhaps 20-50,000 additional polygons for all attachments they have :) Dealing with &quot;millions of polygons&quot; per scene, 50+ FPS, is not a simple task. I remember the first time I played Spore with the default settings. Oh sure, it got 70 or so FPS easily — but it was clear that each scene had just a handful of polygons to render :)&lt;br&gt;&lt;br&gt;So, yes, this would be a much fairer comparison: how well does CryEngine2 or Unity or whatever is felt to be the &quot;best&quot; engine out there do when they have scenes with 20-50 million polygons to render? :)</description>
		<content:encoded><![CDATA[<p>That&#39;s a very interesting observation, qarl! It would be very nice to have some tests and comparisons to show, side-by-side, how SL&#39;s renderer fares compared to others, using the same content.</p>
<p>And by &#8220;same content&#8221; I would definitely like to see how well Cryengine (or any other engine) deals with 100 avatars with 7,500 polygons each (base) and perhaps 20-50,000 additional polygons for all attachments they have <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Dealing with &#8220;millions of polygons&#8221; per scene, 50+ FPS, is not a simple task. I remember the first time I played Spore with the default settings. Oh sure, it got 70 or so FPS easily — but it was clear that each scene had just a handful of polygons to render <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, yes, this would be a much fairer comparison: how well does CryEngine2 or Unity or whatever is felt to be the &#8220;best&#8221; engine out there do when they have scenes with 20-50 million polygons to render? <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26768</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Fri, 09 Oct 2009 07:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26768</guid>
		<description>That&#039;s a very interesting observation, qarl! It would be very nice to have some tests and comparisons to show, side-by-side, how SL&#039;s renderer fares compared to others, using the same content.&lt;br&gt;&lt;br&gt;And by &quot;same content&quot; I would definitely like to see how well Cryengine (or any other engine) deals with 100 avatars with 7,500 polygons each (base) and perhaps 20-50,000 additional polygons for all attachments they have :) Dealing with &quot;millions of polygons&quot; per scene, 50+ FPS, is not a simple task. I remember the first time I played Spore with the default settings. Oh sure, it got 70 or so FPS easily — but it was clear that each scene had just a handful of polygons to render :)&lt;br&gt;&lt;br&gt;So, yes, this would be a much fairer comparison: how well does CryEngine2 or Unity or whatever is felt to be the &quot;best&quot; engine out there do when they have scenes with 20-50 million polygons to render? :)</description>
		<content:encoded><![CDATA[<p>That&#39;s a very interesting observation, qarl! It would be very nice to have some tests and comparisons to show, side-by-side, how SL&#39;s renderer fares compared to others, using the same content.</p>
<p>And by &#8220;same content&#8221; I would definitely like to see how well Cryengine (or any other engine) deals with 100 avatars with 7,500 polygons each (base) and perhaps 20-50,000 additional polygons for all attachments they have <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Dealing with &#8220;millions of polygons&#8221; per scene, 50+ FPS, is not a simple task. I remember the first time I played Spore with the default settings. Oh sure, it got 70 or so FPS easily — but it was clear that each scene had just a handful of polygons to render <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, yes, this would be a much fairer comparison: how well does CryEngine2 or Unity or whatever is felt to be the &#8220;best&#8221; engine out there do when they have scenes with 20-50 million polygons to render? <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: qarl</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26764</link>
		<dc:creator>qarl</dc:creator>
		<pubDate>Wed, 07 Oct 2009 14:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26764</guid>
		<description>i&#039;d like to add - to help dispel this myth that the SL renderer is poor - that any time we try to render our content in a commercial engine (like the cyteck engine) the framerate drops to single digits.&lt;br&gt;&lt;br&gt;we don&#039;t use our renderer because we&#039;re infatuated with it.  we use it because it&#039;s better.</description>
		<content:encoded><![CDATA[<p>i&#39;d like to add &#8211; to help dispel this myth that the SL renderer is poor &#8211; that any time we try to render our content in a commercial engine (like the cyteck engine) the framerate drops to single digits.</p>
<p>we don&#39;t use our renderer because we&#39;re infatuated with it.  we use it because it&#39;s better.</p>
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		<title>By: Ari Blackthorne™</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26671</link>
		<dc:creator>Ari Blackthorne™</dc:creator>
		<pubDate>Tue, 15 Sep 2009 11:44:28 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26671</guid>
		<description>Thank you, Gwyneth.&lt;br&gt;&lt;br&gt;I always find your insight to be mesmerizing (that&#039;s a good thing)  :)&lt;br&gt;&lt;br&gt;I intend to put my own perspective on the Blue Mars &quot;experience&quot; up today at my blog. My only complaint and also why I really won;t hold my breath on ever seeing it native on the Mac: Adobe Flash Active-X based.&lt;br&gt;&lt;br&gt;I also suspect this has uch to do with the &quot;runs better on some systems and not so well on others&quot; issue you&#039;ve mentioned.&lt;br&gt;&lt;br&gt;:)</description>
		<content:encoded><![CDATA[<p>Thank you, Gwyneth.</p>
<p>I always find your insight to be mesmerizing (that&#39;s a good thing)  <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I intend to put my own perspective on the Blue Mars &#8220;experience&#8221; up today at my blog. My only complaint and also why I really won;t hold my breath on ever seeing it native on the Mac: Adobe Flash Active-X based.</p>
<p>I also suspect this has uch to do with the &#8220;runs better on some systems and not so well on others&#8221; issue you&#39;ve mentioned.</p>
<p> <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26668</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Tue, 15 Sep 2009 10:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26668</guid>
		<description>Well, I did understand your point, Ari — &quot;eye candy&quot; is not everything, and, really, the eye candy in Blue Mars is not &lt;i&gt;that&lt;/i&gt; impressive. Sure, it&#039;s marginally better than SL at it&#039;s highest settings (e.g. using Kirstens Viewer, which fully implements a lot of half-done, half-abandoned new LL-created lighting models, on Ultra settings with shadows on), but not &lt;i&gt;that&lt;/i&gt; better. For instance, I was a bit disappointed with the avatars: from far away (on the default camera viewing settings), they &lt;i&gt;feel&lt;/i&gt; better than SL&#039;s avatars (if you ignore for a moment their exaggerated anims), except for the skin; but when they&#039;re viewed closed-up, they&#039;re ugly plastic dolls with a sombre expression. Nevertheless, they &lt;i&gt;seem&lt;/i&gt; to have a higher polygon count than LL&#039;s own 7,500. So there are technologically advanced &quot;edges&quot; here and there — the surf on the beach is really convincing, but I don&#039;t believe that a massive exodus will drive people to Blue Mars to watch the surf :) Overall, despite the low FPS on some cards/hardware combinations (I haven&#039;t figured out what makes Blue Mars run so fast on some PCs, while it lags behind on several others, sometimes with better graphic cards), the platform feels stable and more fluid than SL — but then again, I wouldn&#039;t have expected any less from a mostly-static-content environment, where the majority of scenes can be neatly pre-rendered and are cached on your hard disk anyway (thus the huge download for merely 5 cities, even though some of them might actually be downloaded before you enter them — that&#039;s why BM says that each city can have up to half a Gigabyte of content, since they assume that amount of content can be downloaded reasonably quickly to your hard disk in a relatively short time when using broadband, and they&#039;re probably right).&lt;br&gt;&lt;br&gt;I&#039;m really not impressed with the &quot;eye candy&quot; because I happen to know that it&#039;s unfair to compare a scene on the SL mainland on low settings (but high FPS) with professionally-created content in Blue Mars on the highest possible settings :) I can only suggest that people try other viewers, ramp up their settings in SL, upgrade graphic drivers, tweak their card&#039;s and PC&#039;s settings, spend some time in tweaking performance, and &lt;i&gt;then&lt;/i&gt; jump to the thousands upon thousands of professionally-created areas in SL. The difference will be small and mostly small details; dissing LL&#039;s engine as &quot;old and outdated&quot; is actually quite unfair. LL&#039;s engine is almost up to the highest standards — there are just 2 or 3 missing things, currently under development (and I&#039;m NDA&#039;d not to reveal them :) ), but it&#039;s by no means &quot;lagging behind the competition&quot;.&lt;br&gt;&lt;br&gt;They have just two problems. One is supporting legacy content, as I commented on the Blue Mars forums. This mostly means that we can&#039;t &quot;suddenly&quot; get 50,000-polygon-avatars with a wide variety of skeletons, not because LL&#039;s engine doesn&#039;t support it, but because it would totally and completely break millions of skins and billions of articles of clothing :) LL&#039;s not insane enough to do &lt;i&gt;that&lt;/i&gt;. Sure, Blue Mars&#039;s hair looks way nicer; but once flexisculpties become a feature of the main viewer (it has been a feature on several alternative viewers for over half a year now...), you won&#039;t spot any differences between SL hair and BM hair.&lt;br&gt;&lt;br&gt;Besides supporting legacy content, there is the whole aspect of the &lt;i&gt;target&lt;/i&gt;. SL started also by being a &quot;developer&#039;s environment&quot;, but LL quickly understood that the mainstream users also wish to have fun developing their own content. Collaborative, real-time user-content generation without limitations or pre-approval, in a &lt;i&gt;contiguous&lt;/i&gt; environment, requires quite different techniques for the rendering engine to deal with. I&#039;m absolutely flabbergasted with the way SL calculates &lt;i&gt;shadows from multiple sources on dynamically changing content&lt;/i&gt; so quickly! It seems a miracle to engineering to me — since as a matter of fact I haven&#039;t seen &lt;i&gt;any&lt;/i&gt; 3D rendering engine that can handle that. &lt;i&gt;And&lt;/i&gt; on top of that you can &lt;i&gt;dynamically&lt;/i&gt; change the lighting and the way the light sources affect the shadows using the Windlight settings — again, in real time. If in my college days I&#039;d describe what SL&#039;s engine is able to do on a relatively normal (as in 2-year-old) desktop computer to my teachers, they&#039;d think I&#039;d be insane and would label it as &quot;science fiction&quot; — specially when I&#039;d explained to them that this is &lt;i&gt;not&lt;/i&gt; ray-tracing :)&lt;br&gt;&lt;br&gt;Blue Mars, by contrast, uses the much more safer and less resource-intensive (and also way more researched and deployed) method of assuming most content is static and pre-loaded, so you can pre-render a lot of things before the first avatar steps into a city. Cities are isolated environments in the sense that there is no visual contiguity; you don&#039;t need to worry if, for instance, on a neighbouring city someone has just uploaded a huge building and now you need to figure out what happens to the shadows and lights on &lt;i&gt;your&lt;/i&gt; city :) Instead, you know in advance which objects are dynamic — avatars, &#039;bots, vehicles — and even limited-dynamic items (doors opening/closing — which in fact I haven&#039;t seen yet in Blue Mars, but I haven&#039;t fully explored it yet) can be pre-rendered effectively. This makes things &lt;i&gt;so&lt;/i&gt; much easier for the BM developers — and the result is that for the &lt;i&gt;users&lt;/i&gt; the experience is more fluid, more immersive, and the platform more stable.&lt;br&gt;&lt;br&gt;No, &quot;eye-candy&quot; is not what will make BM a success, but the kind of developers they attract to create compelling content and games on the cities. Imagine Blizzard doing a small-scale WoW on a city — but with the stunning graphics of Blue Mars, as opposed to the low-polygon engine that drives WoW :) Now &lt;i&gt;that&lt;/i&gt; will certainly attract people :) And I believe that&#039;s what Avatar Reality is really after: high-level, professional content developers, that get a hosting service with a nice licensing system, &lt;i&gt;and&lt;/i&gt; includes an economy which will allow developers to not only charge for access, but for buying items in Blue Mars. So it&#039;s like Multiverse/VastPark with a slightly different revenue model. If you wish, you cold imagine access to Azeroth in Blue Mars where users would not be charged anything monthly, but would use Blu&#039;s (BM&#039;s currency) to buy the items they need :) I can imagine that this would be appealing to a vast crowd of gamers and consumers.&lt;br&gt;&lt;br&gt;For us SL residents, the social stratification of Blue Mars might feel too constraining. Money flows from the bottom to the top only: colonists (the users in BM) go to shops and buy items with Blu&#039;s. Shop owners pay rent to use the shops, from shop designers. Shop designers lease land from Block owners. Block owners lease space from City owners. Since City owners require a special agreement with Avatar Reality, and will not be sold to &quot;anyone&quot; with a credit card, but only to whom AR wants, the hierarchy is solidified. There is no &quot;upwards mobility&quot;. Even if you start spending lots of Blu&#039;s and finally sign an agreement to become a developer, you&#039;ll need to rent a shop. You can&#039;t simply say, &quot;oh, I&#039;ll buy my own city and create as many shops as I wish&quot; — because access to whole cities is limited by AR. There is also a question of transferable content between cities, I have no idea how that works.&lt;br&gt;&lt;br&gt;In SL, by contrast, we have an equalitarian society. Everyone, from the very instant they logged in, is automatically a consumer, an explorer, a designer, a content creator/artist, a land owner — there are no restrictions, no limitations, no &quot;special agreements&quot; to sign, and everybody can be whatever they wish, and change their minds every day. The result? The anarchic mainland :) But that&#039;s the price you have to pay if you give people &lt;i&gt;freedom&lt;/i&gt;. Avatar Reality wants to avoid &quot;bad content&quot; on Blue Mars, so I understand their choices...</description>
		<content:encoded><![CDATA[<p>Well, I did understand your point, Ari — &#8220;eye candy&#8221; is not everything, and, really, the eye candy in Blue Mars is not <i>that</i> impressive. Sure, it&#39;s marginally better than SL at it&#39;s highest settings (e.g. using Kirstens Viewer, which fully implements a lot of half-done, half-abandoned new LL-created lighting models, on Ultra settings with shadows on), but not <i>that</i> better. For instance, I was a bit disappointed with the avatars: from far away (on the default camera viewing settings), they <i>feel</i> better than SL&#39;s avatars (if you ignore for a moment their exaggerated anims), except for the skin; but when they&#39;re viewed closed-up, they&#39;re ugly plastic dolls with a sombre expression. Nevertheless, they <i>seem</i> to have a higher polygon count than LL&#39;s own 7,500. So there are technologically advanced &#8220;edges&#8221; here and there — the surf on the beach is really convincing, but I don&#39;t believe that a massive exodus will drive people to Blue Mars to watch the surf <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Overall, despite the low FPS on some cards/hardware combinations (I haven&#39;t figured out what makes Blue Mars run so fast on some PCs, while it lags behind on several others, sometimes with better graphic cards), the platform feels stable and more fluid than SL — but then again, I wouldn&#39;t have expected any less from a mostly-static-content environment, where the majority of scenes can be neatly pre-rendered and are cached on your hard disk anyway (thus the huge download for merely 5 cities, even though some of them might actually be downloaded before you enter them — that&#39;s why BM says that each city can have up to half a Gigabyte of content, since they assume that amount of content can be downloaded reasonably quickly to your hard disk in a relatively short time when using broadband, and they&#39;re probably right).</p>
<p>I&#39;m really not impressed with the &#8220;eye candy&#8221; because I happen to know that it&#39;s unfair to compare a scene on the SL mainland on low settings (but high FPS) with professionally-created content in Blue Mars on the highest possible settings <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I can only suggest that people try other viewers, ramp up their settings in SL, upgrade graphic drivers, tweak their card&#39;s and PC&#39;s settings, spend some time in tweaking performance, and <i>then</i> jump to the thousands upon thousands of professionally-created areas in SL. The difference will be small and mostly small details; dissing LL&#39;s engine as &#8220;old and outdated&#8221; is actually quite unfair. LL&#39;s engine is almost up to the highest standards — there are just 2 or 3 missing things, currently under development (and I&#39;m NDA&#39;d not to reveal them <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ), but it&#39;s by no means &#8220;lagging behind the competition&#8221;.</p>
<p>They have just two problems. One is supporting legacy content, as I commented on the Blue Mars forums. This mostly means that we can&#39;t &#8220;suddenly&#8221; get 50,000-polygon-avatars with a wide variety of skeletons, not because LL&#39;s engine doesn&#39;t support it, but because it would totally and completely break millions of skins and billions of articles of clothing <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  LL&#39;s not insane enough to do <i>that</i>. Sure, Blue Mars&#39;s hair looks way nicer; but once flexisculpties become a feature of the main viewer (it has been a feature on several alternative viewers for over half a year now&#8230;), you won&#39;t spot any differences between SL hair and BM hair.</p>
<p>Besides supporting legacy content, there is the whole aspect of the <i>target</i>. SL started also by being a &#8220;developer&#39;s environment&#8221;, but LL quickly understood that the mainstream users also wish to have fun developing their own content. Collaborative, real-time user-content generation without limitations or pre-approval, in a <i>contiguous</i> environment, requires quite different techniques for the rendering engine to deal with. I&#39;m absolutely flabbergasted with the way SL calculates <i>shadows from multiple sources on dynamically changing content</i> so quickly! It seems a miracle to engineering to me — since as a matter of fact I haven&#39;t seen <i>any</i> 3D rendering engine that can handle that. <i>And</i> on top of that you can <i>dynamically</i> change the lighting and the way the light sources affect the shadows using the Windlight settings — again, in real time. If in my college days I&#39;d describe what SL&#39;s engine is able to do on a relatively normal (as in 2-year-old) desktop computer to my teachers, they&#39;d think I&#39;d be insane and would label it as &#8220;science fiction&#8221; — specially when I&#39;d explained to them that this is <i>not</i> ray-tracing <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Blue Mars, by contrast, uses the much more safer and less resource-intensive (and also way more researched and deployed) method of assuming most content is static and pre-loaded, so you can pre-render a lot of things before the first avatar steps into a city. Cities are isolated environments in the sense that there is no visual contiguity; you don&#39;t need to worry if, for instance, on a neighbouring city someone has just uploaded a huge building and now you need to figure out what happens to the shadows and lights on <i>your</i> city <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Instead, you know in advance which objects are dynamic — avatars, &#39;bots, vehicles — and even limited-dynamic items (doors opening/closing — which in fact I haven&#39;t seen yet in Blue Mars, but I haven&#39;t fully explored it yet) can be pre-rendered effectively. This makes things <i>so</i> much easier for the BM developers — and the result is that for the <i>users</i> the experience is more fluid, more immersive, and the platform more stable.</p>
<p>No, &#8220;eye-candy&#8221; is not what will make BM a success, but the kind of developers they attract to create compelling content and games on the cities. Imagine Blizzard doing a small-scale WoW on a city — but with the stunning graphics of Blue Mars, as opposed to the low-polygon engine that drives WoW <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Now <i>that</i> will certainly attract people <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  And I believe that&#39;s what Avatar Reality is really after: high-level, professional content developers, that get a hosting service with a nice licensing system, <i>and</i> includes an economy which will allow developers to not only charge for access, but for buying items in Blue Mars. So it&#39;s like Multiverse/VastPark with a slightly different revenue model. If you wish, you cold imagine access to Azeroth in Blue Mars where users would not be charged anything monthly, but would use Blu&#39;s (BM&#39;s currency) to buy the items they need <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I can imagine that this would be appealing to a vast crowd of gamers and consumers.</p>
<p>For us SL residents, the social stratification of Blue Mars might feel too constraining. Money flows from the bottom to the top only: colonists (the users in BM) go to shops and buy items with Blu&#39;s. Shop owners pay rent to use the shops, from shop designers. Shop designers lease land from Block owners. Block owners lease space from City owners. Since City owners require a special agreement with Avatar Reality, and will not be sold to &#8220;anyone&#8221; with a credit card, but only to whom AR wants, the hierarchy is solidified. There is no &#8220;upwards mobility&#8221;. Even if you start spending lots of Blu&#39;s and finally sign an agreement to become a developer, you&#39;ll need to rent a shop. You can&#39;t simply say, &#8220;oh, I&#39;ll buy my own city and create as many shops as I wish&#8221; — because access to whole cities is limited by AR. There is also a question of transferable content between cities, I have no idea how that works.</p>
<p>In SL, by contrast, we have an equalitarian society. Everyone, from the very instant they logged in, is automatically a consumer, an explorer, a designer, a content creator/artist, a land owner — there are no restrictions, no limitations, no &#8220;special agreements&#8221; to sign, and everybody can be whatever they wish, and change their minds every day. The result? The anarchic mainland <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  But that&#39;s the price you have to pay if you give people <i>freedom</i>. Avatar Reality wants to avoid &#8220;bad content&#8221; on Blue Mars, so I understand their choices&#8230;</p>
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		<title>By: Ari Blackthorne™</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26667</link>
		<dc:creator>Ari Blackthorne™</dc:creator>
		<pubDate>Tue, 15 Sep 2009 09:54:13 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26667</guid>
		<description>Oh yes, I concur.  :)&lt;br&gt;&lt;br&gt;I just find it jocular how it is looked upon as the &#039;next big thing&#039; by so many - based solely on it&#039;s eye-candy.&lt;br&gt;&lt;br&gt;I&#039;m in there,too - and I have a rather high-end system. It runs along okay and it&#039;s pretty. But the main concern is that they are looking for &quot;developers&quot; to &quot;develop&quot; content. That&#039;s good if you already are a &quot;power creator&#039;.&lt;br&gt;&lt;br&gt;Until they allow user-created content - even in a limited way, they&#039;ll be &#039;just another&#039; MMO environment. Like Gatheryn (also in public beta) and several others. Simply modeling after Linden Lab&#039;s paradigm for Second Life won;t do it. Linden Lab has stumbled upon some kind of &quot;sweet spot&quot; recipe.&lt;br&gt;&lt;br&gt;Of course it always comes down to monetizing these things. So I suppose we&#039;ll see how it goes.&lt;br&gt;&lt;br&gt;My point was (and I apologize I didn&#039;t make it clear at first) - is how the SLogosphere is falling all over itself all star-struck over the eye-candy aspect. No - not your column... but so many others. Yours is probably the best of all the perspectives on it I&#039;ve read.  :)</description>
		<content:encoded><![CDATA[<p>Oh yes, I concur.  <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I just find it jocular how it is looked upon as the &#39;next big thing&#39; by so many &#8211; based solely on it&#39;s eye-candy.</p>
<p>I&#39;m in there,too &#8211; and I have a rather high-end system. It runs along okay and it&#39;s pretty. But the main concern is that they are looking for &#8220;developers&#8221; to &#8220;develop&#8221; content. That&#39;s good if you already are a &#8220;power creator&#39;.</p>
<p>Until they allow user-created content &#8211; even in a limited way, they&#39;ll be &#39;just another&#39; MMO environment. Like Gatheryn (also in public beta) and several others. Simply modeling after Linden Lab&#39;s paradigm for Second Life won;t do it. Linden Lab has stumbled upon some kind of &#8220;sweet spot&#8221; recipe.</p>
<p>Of course it always comes down to monetizing these things. So I suppose we&#39;ll see how it goes.</p>
<p>My point was (and I apologize I didn&#39;t make it clear at first) &#8211; is how the SLogosphere is falling all over itself all star-struck over the eye-candy aspect. No &#8211; not your column&#8230; but so many others. Yours is probably the best of all the perspectives on it I&#39;ve read.  <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26665</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Tue, 15 Sep 2009 08:38:48 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26665</guid>
		<description>In a conversation with Extropia DaSilva yesterday (who is much more of gamer than I am), she made the following remark: when a brand new product is released, it&#039;s inevitable that one compares it to the previous generation. However, a brand new product might have pretty graphics, but it&#039;s not explored to its uttermost potential. So the fair comparison would be to compare Blue Mars with Second Life in, say, late 2002.  Not with a immersive, vast virtual world, with a teeming economy and millions of (mostly) amateur content creators (but with 100,000 professional ones). The comparison would never be fair for Blue Mars.&lt;br&gt;&lt;br&gt;Also, although Second Life back then was also targeted to attract developers, like Blue Mars now. But old-time Second Life veterans are looking for a platform that might attract consumers, not developers. Blue Mars has not yet any compelling reason to attract consumers — simply because independent developers have not had time yet to develop complete games/social areas in it, so that the consumers might have a feeling of what Blue Mars can actually offer.&lt;br&gt;&lt;br&gt;Imagine that Blizzard joins up the developer programme and creates an independent city in Blue Mars with their teams, creating a &quot;demo&quot; MMORPG that looks like WoW on steroids. I&#039;m quite sure that the visual impact of Blue Mars (compared with WoW!), fully exploited by the best graphic designers and best game designers in the world, would be more than compelling for the mainstream users :) So we&#039;ll have to wait until they start to develop things seriously in Blue Mars and see what happens.&lt;br&gt;&lt;br&gt;Right now, Blue Mars&#039; open beta is simply at a too early stage (no content from independent developers yet) to be worth of any comparison...</description>
		<content:encoded><![CDATA[<p>In a conversation with Extropia DaSilva yesterday (who is much more of gamer than I am), she made the following remark: when a brand new product is released, it&#39;s inevitable that one compares it to the previous generation. However, a brand new product might have pretty graphics, but it&#39;s not explored to its uttermost potential. So the fair comparison would be to compare Blue Mars with Second Life in, say, late 2002.  Not with a immersive, vast virtual world, with a teeming economy and millions of (mostly) amateur content creators (but with 100,000 professional ones). The comparison would never be fair for Blue Mars.</p>
<p>Also, although Second Life back then was also targeted to attract developers, like Blue Mars now. But old-time Second Life veterans are looking for a platform that might attract consumers, not developers. Blue Mars has not yet any compelling reason to attract consumers — simply because independent developers have not had time yet to develop complete games/social areas in it, so that the consumers might have a feeling of what Blue Mars can actually offer.</p>
<p>Imagine that Blizzard joins up the developer programme and creates an independent city in Blue Mars with their teams, creating a &#8220;demo&#8221; MMORPG that looks like WoW on steroids. I&#39;m quite sure that the visual impact of Blue Mars (compared with WoW!), fully exploited by the best graphic designers and best game designers in the world, would be more than compelling for the mainstream users <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  So we&#39;ll have to wait until they start to develop things seriously in Blue Mars and see what happens.</p>
<p>Right now, Blue Mars&#39; open beta is simply at a too early stage (no content from independent developers yet) to be worth of any comparison&#8230;</p>
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		<title>By: Ari Blackthorne™</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26663</link>
		<dc:creator>Ari Blackthorne™</dc:creator>
		<pubDate>Mon, 14 Sep 2009 18:44:29 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26663</guid>
		<description>The sad thing is this: imagery and pretty pictures are superficial with regard to affect on one&#039;s level of enjoyment of the environment.&lt;br&gt;&lt;br&gt;This is what seems to escape all the commenters on Blue Mars and all the other &quot;eye-candy&#039; technologies. I rememeber when Unreal was release. Like Second Life it was laggy and buggy and miserable to use in any kind of multi-player mode. But I...we stuck with it because it was enjoyable.&lt;br&gt;&lt;br&gt;Then along came &quot;Rainbow Six&quot;. As far as &quot;eye-candy&quot; went, we were stepping backward 10, yes really, 10-years. The graphics were blocky and cheesy and look worse that the worst builds you can find in Second Life to this day.&lt;br&gt;&lt;br&gt;But it was number one on all the charts.Why?&lt;br&gt;&lt;br&gt;Because of the *play*.&lt;br&gt;&lt;br&gt;It&#039;s about the immersiveness of it all. Sure, Blue Mars is pretty. But what &quot;freedoms&quot; (according to code-law) do the participants really have? Because it&#039;s not about pose-balls, it&#039;s about the interraction between people.&lt;br&gt;&lt;br&gt;IThe interraction between people is the source of the pixiedust that makes any environment magical.&lt;br&gt;&lt;br&gt;As for interraction between people, I won;t go into my diatribe about why bots and campers are evil.  LOL&lt;br&gt;&lt;br&gt;:)</description>
		<content:encoded><![CDATA[<p>The sad thing is this: imagery and pretty pictures are superficial with regard to affect on one&#39;s level of enjoyment of the environment.</p>
<p>This is what seems to escape all the commenters on Blue Mars and all the other &#8220;eye-candy&#39; technologies. I rememeber when Unreal was release. Like Second Life it was laggy and buggy and miserable to use in any kind of multi-player mode. But I&#8230;we stuck with it because it was enjoyable.</p>
<p>Then along came &#8220;Rainbow Six&#8221;. As far as &#8220;eye-candy&#8221; went, we were stepping backward 10, yes really, 10-years. The graphics were blocky and cheesy and look worse that the worst builds you can find in Second Life to this day.</p>
<p>But it was number one on all the charts.Why?</p>
<p>Because of the *play*.</p>
<p>It&#39;s about the immersiveness of it all. Sure, Blue Mars is pretty. But what &#8220;freedoms&#8221; (according to code-law) do the participants really have? Because it&#39;s not about pose-balls, it&#39;s about the interraction between people.</p>
<p>IThe interraction between people is the source of the pixiedust that makes any environment magical.</p>
<p>As for interraction between people, I won;t go into my diatribe about why bots and campers are evil.  LOL</p>
<p> <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26656</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Mon, 14 Sep 2009 00:23:12 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26656</guid>
		<description>That&#039;s a good point :) He might be able to afford it, yes...</description>
		<content:encoded><![CDATA[<p>That&#39;s a good point <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  He might be able to afford it, yes&#8230;</p>
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		<title>By: annotoole</title>
		<link>http://gwynethllewelyn.net/2009/09/13/spot-the-differences/comment-page-1/#comment-26653</link>
		<dc:creator>annotoole</dc:creator>
		<pubDate>Sun, 13 Sep 2009 23:06:39 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=1055#comment-26653</guid>
		<description>I think if Stroker wanted a venue outside of Second Life he is perfectly capable of creating an Eros grid using the same/similar technology BM is based on.</description>
		<content:encoded><![CDATA[<p>I think if Stroker wanted a venue outside of Second Life he is perfectly capable of creating an Eros grid using the same/similar technology BM is based on.</p>
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