<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet href="http://feeds.feedburner.com/~d/styles/rss2full.xsl" type="text/xsl" media="screen"?><?xml-stylesheet href="http://feeds.feedburner.com/~d/styles/itemcontent.css" type="text/css" media="screen"?><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0">
<channel>
	<title>Comments for Gwyn's Home</title>
	
	<link>http://gwynethllewelyn.net</link>
	<description>Socio-Economical Articles about the Second Life® world</description>
	<pubDate>Tue, 02 Dec 2008 21:40:54 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.5</generator>
		<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" href="http://feeds.feedburner.com/CommentsForGwynsHome" type="application/rss+xml" /><feedburner:browserFriendly></feedburner:browserFriendly><item>
		<title>Comment on The Wisdom of Pavig Lok by Ciaran Laval</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24763</link>
		<dc:creator>Ciaran Laval</dc:creator>
		<pubDate>Tue, 02 Dec 2008 20:57:19 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24763</guid>
		<description>There is no way on this earth that you're getting away with claiming to be too old to be a geek. Nice try!

There are a couple of problems with your flocking to mainland idea. One of which is that people who have a bad experience remember it for a hell of a long time, and the openspace experience has been a bad one. People are doing something with their openspaces, whether they're abandoning them or converting them, there has been a significant drop in the number of islands on the grid, according to economic stats -1977. As growth was generally over 1,000 a month during the boom this is a large reduction.

Two things will happen, people will either abandon now whilst there's no resale or hang onto January when a new homestead will cost USD$375 which may or may not introduce a viable second hand market as there's not one at the moment.

As for mainland, a new private product, that joins the mainland content but has no waterfront could be viable. This would need to be less expensive than a private island but more expensive than standard mainland. A third party managed mainland sim, giving owners estate tools on the understanding that they must always have public access. That would have potential.</description>
		<content:encoded><![CDATA[<p>There is no way on this earth that you&#8217;re getting away with claiming to be too old to be a geek. Nice try!</p>
<p>There are a couple of problems with your flocking to mainland idea. One of which is that people who have a bad experience remember it for a hell of a long time, and the openspace experience has been a bad one. People are doing something with their openspaces, whether they&#8217;re abandoning them or converting them, there has been a significant drop in the number of islands on the grid, according to economic stats -1977. As growth was generally over 1,000 a month during the boom this is a large reduction.</p>
<p>Two things will happen, people will either abandon now whilst there&#8217;s no resale or hang onto January when a new homestead will cost USD$375 which may or may not introduce a viable second hand market as there&#8217;s not one at the moment.</p>
<p>As for mainland, a new private product, that joins the mainland content but has no waterfront could be viable. This would need to be less expensive than a private island but more expensive than standard mainland. A third party managed mainland sim, giving owners estate tools on the understanding that they must always have public access. That would have potential.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Ichabod Bagley</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24760</link>
		<dc:creator>Ichabod Bagley</dc:creator>
		<pubDate>Tue, 02 Dec 2008 02:05:20 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24760</guid>
		<description>@Gwyneth,
P2p makes many aspects of the system design more complex and less secure. There are solutions, and where there is no good algorithmic solution the right design compromise should should be taken.

We don't have any reason to insist on a pure p2p solution. A hybrid solution where servers will supply registration, tracking and other services like money, groups will be good for me. Servers should also be used as "support users"; persistent users with large upload speed to enhance performance.

What we need is that most of the static content will be stored in the clients ahead of rendering. That all the computing related to scripting and physics will be in the client. That most of the communications and coordination between avatars will be p2p. Lag will be minimized, and the number of servers will not have to be proportional to the number of sims. (I would scrape the sim concept altogether.)

I don't have the full specification of how to make SL p2p, and even I had it, this is hardly the right place. But since you mentioned storage, lets consider some guidelines for handling storage.

User created content does not mean that any user is able to create where ever he wants and the content will be always persistent. This is definitely not the situation in SL as it is now. If you are not a group member then almost always you are not permitted to create anything, and if you are permitted to build, usually your creation will persist for 10 minutes or so, and then returned to you.

There should be two tracks for content loading.

1. Just In Time - Similar to what happens now. p2p and client cashes could help here.

2. Ahead of Time - Each community or developer group owns a big content file that contains the terrain buildings and any other object or clothing that is part of their environment or game map. The group members create and publish updates. The group behaves like any game publisher that allows its customers to download its games from the web before using them.

Everyone can create huge spaces, residential, commercial or game maps. Model builders are free to use any technology and create very detailed and heavy models. 
In this regime land is free (save the fee to be paid to the developers), and the company running the world should get its revenue from services and VAT on any inworld transaction.

We are pragmatists. We want a fast world, user created content, an economy that will make us rich fast :-), and most importantly an advanced game engine. On all else we should compromise.</description>
		<content:encoded><![CDATA[<p>@Gwyneth,<br />
P2p makes many aspects of the system design more complex and less secure. There are solutions, and where there is no good algorithmic solution the right design compromise should should be taken.</p>
<p>We don&#8217;t have any reason to insist on a pure p2p solution. A hybrid solution where servers will supply registration, tracking and other services like money, groups will be good for me. Servers should also be used as &#8220;support users&#8221;; persistent users with large upload speed to enhance performance.</p>
<p>What we need is that most of the static content will be stored in the clients ahead of rendering. That all the computing related to scripting and physics will be in the client. That most of the communications and coordination between avatars will be p2p. Lag will be minimized, and the number of servers will not have to be proportional to the number of sims. (I would scrape the sim concept altogether.)</p>
<p>I don&#8217;t have the full specification of how to make SL p2p, and even I had it, this is hardly the right place. But since you mentioned storage, lets consider some guidelines for handling storage.</p>
<p>User created content does not mean that any user is able to create where ever he wants and the content will be always persistent. This is definitely not the situation in SL as it is now. If you are not a group member then almost always you are not permitted to create anything, and if you are permitted to build, usually your creation will persist for 10 minutes or so, and then returned to you.</p>
<p>There should be two tracks for content loading.</p>
<p>1. Just In Time - Similar to what happens now. p2p and client cashes could help here.</p>
<p>2. Ahead of Time - Each community or developer group owns a big content file that contains the terrain buildings and any other object or clothing that is part of their environment or game map. The group members create and publish updates. The group behaves like any game publisher that allows its customers to download its games from the web before using them.</p>
<p>Everyone can create huge spaces, residential, commercial or game maps. Model builders are free to use any technology and create very detailed and heavy models.<br />
In this regime land is free (save the fee to be paid to the developers), and the company running the world should get its revenue from services and VAT on any inworld transaction.</p>
<p>We are pragmatists. We want a fast world, user created content, an economy that will make us rich fast :-), and most importantly an advanced game engine. On all else we should compromise.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24756</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Mon, 01 Dec 2008 01:16:37 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24756</guid>
		<description>@Ichabod, you're right on your description of why Second Life is not really the most appropriate platform for games design — specially fast action games, first-person shooters, or things like racing games and flight simulators.

Two comments, though. First, those do &lt;i&gt;not&lt;/i&gt; represent the totality of all possible gaming environments — although, granted, definitely a large slice of the market (I'm old enough to remember that "3D games" and "action games" where just one tiny part of all the possible games being played on computers ;) ).

Secondly, you claim that the "vast majority of online players" are "games fans". Well, I don't know about that — statistics tend to show that there is quite an overlap of both "gamers" and "socialites" (as well as articles such as &lt;a href="http://mashable.com/2008/09/05/gamers-and-social-media-users/" rel="nofollow"&gt;this one&lt;/a&gt;), and that both have dozens of millions of users world-wide.

Granted, after 2003 Linden Lab gave up on SL as a "games developer platform". Indeed, as you claim, five years ago, LL really thought that game fans and game designers "should have been the natural end users of SL". But they weren't. LL quickly gave up on them, and let them find other platforms to design games (specially, as said, 3D action games — other types work reasonably well in SL).

It's also true that "content designers" create content for other content designers, or, well, at least for the ones willing to pay for content (who are most often users that happen to earn money through SL, and that mostly means being either in the content business, the land business, or the event hosting business). The problem here, however, is different. Most (and that means a bit over 99%...) of the registered users have no interest in spending money in SL to buy content. It's a very small economy. I could certainly agree that if SL was more appealing for game design, it might have paid games working inside SL, and these would be another source of revenue in SL's economy.

Granted, it won't be thanks to p2p networking (that's all very nice to say, but virtual worlds with &lt;i&gt;user-generated content&lt;/i&gt; require &lt;i&gt;persistence&lt;/i&gt;, which is something that p2p networking doesn't provide), but possibly, as you mentioned, by pushing more of the work done by the servers into the clients. However, there are some things that definitely will always have to come from the servers: textures and prims.

WoW can get rid of all that since &lt;i&gt;all&lt;/i&gt; content is installed/downloaded by the clients — including pre-generated and pre-rendered scenes. WoW servers do little else but tracking avatar data. You simply cannot use a similar model in SL. It doesn't work that way.

Extie: oops, you're sooooo right. I'm sorry!</description>
		<content:encoded><![CDATA[<p>@Ichabod, you&#8217;re right on your description of why Second Life is not really the most appropriate platform for games design — specially fast action games, first-person shooters, or things like racing games and flight simulators.</p>
<p>Two comments, though. First, those do <i>not</i> represent the totality of all possible gaming environments — although, granted, definitely a large slice of the market (I&#8217;m old enough to remember that &#8220;3D games&#8221; and &#8220;action games&#8221; where just one tiny part of all the possible games being played on computers <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> ).</p>
<p>Secondly, you claim that the &#8220;vast majority of online players&#8221; are &#8220;games fans&#8221;. Well, I don&#8217;t know about that — statistics tend to show that there is quite an overlap of both &#8220;gamers&#8221; and &#8220;socialites&#8221; (as well as articles such as <a href="http://mashable.com/2008/09/05/gamers-and-social-media-users/" rel="nofollow">this one</a>), and that both have dozens of millions of users world-wide.</p>
<p>Granted, after 2003 Linden Lab gave up on SL as a &#8220;games developer platform&#8221;. Indeed, as you claim, five years ago, LL really thought that game fans and game designers &#8220;should have been the natural end users of SL&#8221;. But they weren&#8217;t. LL quickly gave up on them, and let them find other platforms to design games (specially, as said, 3D action games — other types work reasonably well in SL).</p>
<p>It&#8217;s also true that &#8220;content designers&#8221; create content for other content designers, or, well, at least for the ones willing to pay for content (who are most often users that happen to earn money through SL, and that mostly means being either in the content business, the land business, or the event hosting business). The problem here, however, is different. Most (and that means a bit over 99%&#8230;) of the registered users have no interest in spending money in SL to buy content. It&#8217;s a very small economy. I could certainly agree that if SL was more appealing for game design, it might have paid games working inside SL, and these would be another source of revenue in SL&#8217;s economy.</p>
<p>Granted, it won&#8217;t be thanks to p2p networking (that&#8217;s all very nice to say, but virtual worlds with <i>user-generated content</i> require <i>persistence</i>, which is something that p2p networking doesn&#8217;t provide), but possibly, as you mentioned, by pushing more of the work done by the servers into the clients. However, there are some things that definitely will always have to come from the servers: textures and prims.</p>
<p>WoW can get rid of all that since <i>all</i> content is installed/downloaded by the clients — including pre-generated and pre-rendered scenes. WoW servers do little else but tracking avatar data. You simply cannot use a similar model in SL. It doesn&#8217;t work that way.</p>
<p>Extie: oops, you&#8217;re sooooo right. I&#8217;m sorry!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Extropia DaSilva</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24754</link>
		<dc:creator>Extropia DaSilva</dc:creator>
		<pubDate>Sat, 29 Nov 2008 21:58:53 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24754</guid>
		<description>I would just like to say that Thinkers actually starts at 3:30pm, not 3pm.

Extie- She chairs Thinkers you know.</description>
		<content:encoded><![CDATA[<p>I would just like to say that Thinkers actually starts at 3:30pm, not 3pm.</p>
<p>Extie- She chairs Thinkers you know.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Ichabod Bagley</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24752</link>
		<dc:creator>Ichabod Bagley</dc:creator>
		<pubDate>Sat, 29 Nov 2008 15:35:24 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24752</guid>
		<description>@Gwyneth
What I meant to say was that SL architecture doesn't scale. SL needs too many servers because physics and scripting are processed on the server side, and assets are served JIT from the servers.
Therefore land is expensive because servers cost money, SL is lagy because the servers are overburdened and error prone because the servers and networking between them are a large complex system.
Because of all this, SL current architecture cannot support a decent game engine, and is closed for game geeks.
This is horrible for SL not because I am a "games fan", but because the vast majority of online players are "games fans". SL is loosing most of its customers.
What happens in SL is that content creators are creating content mostly for each other, instead of creating content for the "game fans" that should have been the natural end users of SL.
SL architecture should change so that it will be more p2p, more computing and storage resources should be supplied by the clients.
Hence the ratio of servers to residents will be as you said in WOW.</description>
		<content:encoded><![CDATA[<p>@Gwyneth<br />
What I meant to say was that SL architecture doesn&#8217;t scale. SL needs too many servers because physics and scripting are processed on the server side, and assets are served JIT from the servers.<br />
Therefore land is expensive because servers cost money, SL is lagy because the servers are overburdened and error prone because the servers and networking between them are a large complex system.<br />
Because of all this, SL current architecture cannot support a decent game engine, and is closed for game geeks.<br />
This is horrible for SL not because I am a &#8220;games fan&#8221;, but because the vast majority of online players are &#8220;games fans&#8221;. SL is loosing most of its customers.<br />
What happens in SL is that content creators are creating content mostly for each other, instead of creating content for the &#8220;game fans&#8221; that should have been the natural end users of SL.<br />
SL architecture should change so that it will be more p2p, more computing and storage resources should be supplied by the clients.<br />
Hence the ratio of servers to residents will be as you said in WOW.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Gwyneth Llewelyn</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24751</link>
		<dc:creator>Gwyneth Llewelyn</dc:creator>
		<pubDate>Sat, 29 Nov 2008 14:33:43 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24751</guid>
		<description>@Andabata, so true — we're eons away from a mainstream product. The question is if SL will &lt;i&gt;ever&lt;/i&gt; become truly mainstream. Our friend Pavig Lok sort of hints that it won't. Ever. Like, for instance, Apple's computers will never become mainstream either (they were once — in the Apple II era — but Apple changed its message and marketing too much, so that it can only appeal to an ever-growing "elite" group of users, but &lt;i&gt;never&lt;/i&gt; the mainstream). Having a product for an elite isn't, however, a problem at all, so long as LL is profitable (and that they certainly are!). 

@mireille, you can read a bit more about the Thinkers group on the &lt;a href="http://secondlife.wikia.com/wiki/Thinkers" rel="nofollow"&gt;Second Life Wikia&lt;/a&gt;.

@Ichabod, what you call "weird" I call a "geek" ;) I dislike the negative connotations of the word "weird" — it implies someone excluded from the mainstream society, which is certainly &lt;i&gt;not&lt;/i&gt; the case with &lt;i&gt;most&lt;/i&gt; geeks. A fashion geek will certainly spend insane amounts of money in shopping for clothes, and a substantial amount of time as well, which for other people might sound completely unreasonable. But fashion addresses a &lt;i&gt;huge&lt;/i&gt; "geek fandom" :) No wonder the same happens in SL as well.

Interesting how you describe yourself as a "games fan" and your reasoning is that SL is not good for a gaming platform. ;) (yes, I'm being ironical; game geeks are also a substantial part of SL's resident population, but SL definitely doesn't cater to their needs). I found it also amusing that you think there are not enough servers for the amount of users. Ironically, SL has about 1 server per 9 users online (32,000 regions on about 8,000 servers for about 77,000 simultaneously online users). World of Warcraft has 1 server per 22,500 users. What gives?

@Ashcroft, ultimately, you're right. My little finger says that this is exactly what will happen in 2009. That's my prediction ;)</description>
		<content:encoded><![CDATA[<p>@Andabata, so true — we&#8217;re eons away from a mainstream product. The question is if SL will <i>ever</i> become truly mainstream. Our friend Pavig Lok sort of hints that it won&#8217;t. Ever. Like, for instance, Apple&#8217;s computers will never become mainstream either (they were once — in the Apple II era — but Apple changed its message and marketing too much, so that it can only appeal to an ever-growing &#8220;elite&#8221; group of users, but <i>never</i> the mainstream). Having a product for an elite isn&#8217;t, however, a problem at all, so long as LL is profitable (and that they certainly are!). </p>
<p>@mireille, you can read a bit more about the Thinkers group on the <a href="http://secondlife.wikia.com/wiki/Thinkers" rel="nofollow">Second Life Wikia</a>.</p>
<p>@Ichabod, what you call &#8220;weird&#8221; I call a &#8220;geek&#8221; <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> I dislike the negative connotations of the word &#8220;weird&#8221; — it implies someone excluded from the mainstream society, which is certainly <i>not</i> the case with <i>most</i> geeks. A fashion geek will certainly spend insane amounts of money in shopping for clothes, and a substantial amount of time as well, which for other people might sound completely unreasonable. But fashion addresses a <i>huge</i> &#8220;geek fandom&#8221; <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> No wonder the same happens in SL as well.</p>
<p>Interesting how you describe yourself as a &#8220;games fan&#8221; and your reasoning is that SL is not good for a gaming platform. <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> (yes, I&#8217;m being ironical; game geeks are also a substantial part of SL&#8217;s resident population, but SL definitely doesn&#8217;t cater to their needs). I found it also amusing that you think there are not enough servers for the amount of users. Ironically, SL has about 1 server per 9 users online (32,000 regions on about 8,000 servers for about 77,000 simultaneously online users). World of Warcraft has 1 server per 22,500 users. What gives?</p>
<p>@Ashcroft, ultimately, you&#8217;re right. My little finger says that this is exactly what will happen in 2009. That&#8217;s my prediction <img src='http://gwynethllewelyn.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Ashcroft Burnham</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24750</link>
		<dc:creator>Ashcroft Burnham</dc:creator>
		<pubDate>Sat, 29 Nov 2008 12:53:21 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24750</guid>
		<description>Both the OpenSpace catastrophe and the contiguity issue are examples of Linden Labs' acute inability to plan or understand even the most basic economic impact of their decisions, and belies an utter inability to think in the abstract or consider the long-term. I have already commented on the OpenSpace issue, but, as regards private islands, the real problem was not having islands in the first place, but making the ocean between them and the mainland non-traversable (which itself might be a result of bad architectural planning in the past that made it far harder than it really needed to be to scale hardware so that one server could run dozens of empty ocean sims). 

The problem is, ultimately, a lack of consistency of approach. Why have a contiguous mainland supplemented by non-contiguous islands? Why use a world metaphor for simulation (a map with locations and contiguity between them), yet have isolated islands with non-traversable oceans? Why put those isolated islands in a different position as regards estate control and pricing as distinct from the contiguous land? It is very unlikely that the reasons for each decision are consistent with the reasons for each other decision.

The better approach would have been: make no distinction between private islands and mainland. Have a fully contiguous world, including continents and islands. Have some areas owned by Governor Linden and rented to individuals directly (as in the current mainland); have other areas owned by residents and possibly sublet to other residents indirectly (as with current private islands). Have some areas with some degree of planning control enforced by Linden Lab, and other areas with so such control. Introduce tools to enable groups to have their own planning and other governmental controls over certain areas (making such tools flexible enough to encompass the whole range of levels of co-operation, from the current model of either no co-operation or voluntary co-operation to a far more precisely rule-governed system, which rules can be enforced effectively with such tools). Have a mix of different settings (with respect, for example, to telehubs) on Governor Linden land, and permit private estates to do the same. Have a map with visible borders between the different territories. 

Such an approach would have generated a consistent, readily comprehensible, economically stable and maximally efficient land market and outline. The current system is fundamentally inconsistent, unstable and inefficient, and the whole of SecondLife - indeed, virtual worlds in general - have suffered greatly as a result. The development of virtual worlds may well, as a result, have been set back by many years, if not decades.</description>
		<content:encoded><![CDATA[<p>Both the OpenSpace catastrophe and the contiguity issue are examples of Linden Labs&#8217; acute inability to plan or understand even the most basic economic impact of their decisions, and belies an utter inability to think in the abstract or consider the long-term. I have already commented on the OpenSpace issue, but, as regards private islands, the real problem was not having islands in the first place, but making the ocean between them and the mainland non-traversable (which itself might be a result of bad architectural planning in the past that made it far harder than it really needed to be to scale hardware so that one server could run dozens of empty ocean sims). </p>
<p>The problem is, ultimately, a lack of consistency of approach. Why have a contiguous mainland supplemented by non-contiguous islands? Why use a world metaphor for simulation (a map with locations and contiguity between them), yet have isolated islands with non-traversable oceans? Why put those isolated islands in a different position as regards estate control and pricing as distinct from the contiguous land? It is very unlikely that the reasons for each decision are consistent with the reasons for each other decision.</p>
<p>The better approach would have been: make no distinction between private islands and mainland. Have a fully contiguous world, including continents and islands. Have some areas owned by Governor Linden and rented to individuals directly (as in the current mainland); have other areas owned by residents and possibly sublet to other residents indirectly (as with current private islands). Have some areas with some degree of planning control enforced by Linden Lab, and other areas with so such control. Introduce tools to enable groups to have their own planning and other governmental controls over certain areas (making such tools flexible enough to encompass the whole range of levels of co-operation, from the current model of either no co-operation or voluntary co-operation to a far more precisely rule-governed system, which rules can be enforced effectively with such tools). Have a mix of different settings (with respect, for example, to telehubs) on Governor Linden land, and permit private estates to do the same. Have a map with visible borders between the different territories. </p>
<p>Such an approach would have generated a consistent, readily comprehensible, economically stable and maximally efficient land market and outline. The current system is fundamentally inconsistent, unstable and inefficient, and the whole of SecondLife - indeed, virtual worlds in general - have suffered greatly as a result. The development of virtual worlds may well, as a result, have been set back by many years, if not decades.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Ichabod Bagley</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24749</link>
		<dc:creator>Ichabod Bagley</dc:creator>
		<pubDate>Sat, 29 Nov 2008 07:27:40 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24749</guid>
		<description>In my humble opinion the residents of SL are foremost weird not geeks.
To buy prim hair and sculpted shoes, pay 200-300 US dollars a month for a tiny sim, and for what? Chat chat chat. The real problem of second life is that there is nothing exciting here for "end users". If you are not a content creator, (If you are not into doing sex with avatars,) SL is a boring expensive place for you and you will not stay here long.
Why are there no resident created game continents in SL for end users to play in? Because every thing is too lagy for a good action game, the game engine is too limited, and land is far too expensive.
Why is SL limited? Because most resource consuming functions are on the servers, and the whole architecture doesn't scale. Too many servers for too few residents. The servers of SL can handle the load of an adorned chat world, and no much more.
If SL is to attract a larger game-oriented population, it needs a major architecture change. It needs to shift most of the computing and assets to the client side, so it will become mostly p2p.</description>
		<content:encoded><![CDATA[<p>In my humble opinion the residents of SL are foremost weird not geeks.<br />
To buy prim hair and sculpted shoes, pay 200-300 US dollars a month for a tiny sim, and for what? Chat chat chat. The real problem of second life is that there is nothing exciting here for &#8220;end users&#8221;. If you are not a content creator, (If you are not into doing sex with avatars,) SL is a boring expensive place for you and you will not stay here long.<br />
Why are there no resident created game continents in SL for end users to play in? Because every thing is too lagy for a good action game, the game engine is too limited, and land is far too expensive.<br />
Why is SL limited? Because most resource consuming functions are on the servers, and the whole architecture doesn&#8217;t scale. Too many servers for too few residents. The servers of SL can handle the load of an adorned chat world, and no much more.<br />
If SL is to attract a larger game-oriented population, it needs a major architecture change. It needs to shift most of the computing and assets to the client side, so it will become mostly p2p.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by mireille</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24747</link>
		<dc:creator>mireille</dc:creator>
		<pubDate>Fri, 28 Nov 2008 14:28:03 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24747</guid>
		<description>Gwyneth

What is the Thinkers meeting that is the held every Tuesday at 3PM 

Would you have link to it?

thank you

Mireille</description>
		<content:encoded><![CDATA[<p>Gwyneth</p>
<p>What is the Thinkers meeting that is the held every Tuesday at 3PM </p>
<p>Would you have link to it?</p>
<p>thank you</p>
<p>Mireille</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Wisdom of Pavig Lok by Andabata Mandelbrot</title>
		<link>http://gwynethllewelyn.net/2008/11/27/the-wisdom-of-pavig-lok/#comment-24745</link>
		<dc:creator>Andabata Mandelbrot</dc:creator>
		<pubDate>Fri, 28 Nov 2008 09:53:51 +0000</pubDate>
		<guid isPermaLink="false">http://gwynethllewelyn.net/?p=547#comment-24745</guid>
		<description>Maybe the current geek-ruling over SL is only a moment in time. There was a time when people would scorn those with cellphones. There was a time where people scorn those that relied on Internet-based media ("yes, you published on the Net, but have you managed to publish in a printed journal?").
Heck, not so long ago - up until 4 or 5 years ago - the big rush in primary teacher training in Portugal was vans moving along the countryside explaining how to use the Web, e-mail and similar basic stuff. Now we see secondary teachers starting to try out virtual worlds!

It's soon. Way too soon. Give it time. And try to survive that time.</description>
		<content:encoded><![CDATA[<p>Maybe the current geek-ruling over SL is only a moment in time. There was a time when people would scorn those with cellphones. There was a time where people scorn those that relied on Internet-based media (&#8221;yes, you published on the Net, but have you managed to publish in a printed journal?&#8221;).<br />
Heck, not so long ago - up until 4 or 5 years ago - the big rush in primary teacher training in Portugal was vans moving along the countryside explaining how to use the Web, e-mail and similar basic stuff. Now we see secondary teachers starting to try out virtual worlds!</p>
<p>It&#8217;s soon. Way too soon. Give it time. And try to survive that time.</p>
]]></content:encoded>
	</item>
</channel>
</rss><!-- Dynamic Page Served (once) in 0.871 seconds --><!-- Cached page served by WP-Super-Cache -->
