Quite a few residents of the Second Life® virtual world tend to comment that a lot of restrictions in SL are, in fact, artificial, to create a false sense of limited resources. They are usually talking about things related to land, namely, how Linden Lab can artificially flood the market with more regions to drive the prices down (or do the reverse, when the prices are too low). There is no “physical reason” why the prices are at the level they are — beyond supply, demand, and the desire of a quick turnover and make a nice profit — except for Linden Lab’s release (or withholding) of more simulators.
However, there are quite a lot of “other” limits, many of which artificially imposed — specially on the programming side, but also on the building side — which might have made some sense in the past but that are just plain cumbersome these days. And we are living in Second Life assuming that these are part of the physical laws of our (virtual) universe. As we will see, some of them are far from “laws” but rather just “whims” of Second Life’s designers.
65.536 m2 and 15.000 primitives per simulator
The whole of the SL economy gravitates on how many prims you can rez on a plot of land. Land size is usually used interchangeably with the number of prims you get and we’re used to the magical formula of 65.536 m2 equalling 15.000 prims. Although these days, on private islands, you can get double- or triple-prim plots (or more) — or the reverse, less prims but a larger plot size; on openspace sims (formerly known as “voids”) the maths are quite different, as you get roughly a quarter of the CPU power on these sims, and Linden Lab has limited the number of available prims to just 3.500.| | | Next → |