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'Second Life' Creators Develop A VR Social World Named 'Sansar' (technologyreview.com)

An anonymous reader writes: After four years of development, Sansar, the new virtual reality world from Second Life's creators will arrive later this year on Oculus Rift and HTC Vive headsets. "It is trying to solve some of the big problems that plagued Second Life for years," reports MIT Technology Review, "such as that most users come in through what is essentially a front door and have a hard time finding things to do once they get in... In the demos I tried, I navigated via an atlas that shows a simple clickable thumbnail image of each destination along with its name."

But it still has to prove itself to users like John Artz, an associate professor at George Washington University who once taught a class about using Second Life for business applications. Artz "thinks Sansar will still suffer from the same fundamental issue that dogs Second Life: while the technology behind it is good, he says, it just got boring after a while."

Second Life still has 800,000 monthly users -- and in Sansar, virtual land will be cheaper, with Linden Lab concentrating "more on making money from selling virtual objects like clothing for avatars and furniture."

85 comments

  1. Sansar or by Anonymous Coward · · Score: 0


    SansSense?

    1. Re:Sansar or by Anonymous Coward · · Score: 1

      Third Life is gonna be YUUUUUGE!

    2. Re:Sansar or by Anonymous Coward · · Score: 0

      Furries rejoice!

  2. I'll stick with my basement by Anonymous Coward · · Score: 0

    My basement has Linux.

    1. Re:I'll stick with my basement by Anonymous Coward · · Score: 0

      In the antisocial world of No Life.

    2. Re:I'll stick with my basement by Anonymous Coward · · Score: 0

      u know what im sick of this shit between trump and you racist assholes on the internet

  3. Solve problems like... by bazmail · · Score: 5, Insightful

    It is trying to solve some of the big problems that plagued Second Life for years, such as that most users come in through what is essentially a front door and have a hard time finding things to do once they get in... In the demos I tried, I navigated via an atlas that shows a simple clickable thumbnail image of each destination along with its name.

    Wrong. Creeps and trolls killed second life and they will kill "Sansar".

    1. Re:Solve problems like... by Anonymous Coward · · Score: 1

      Being a long time SL player, it's not the creeps and trolls that killed it. The quality of the playerbase has simply greatly deteriorated. Nobody wants to be social anymore, people just sit in their private little prison cells and interact with their 2 friends and never do anything alse. You try to have a little bit of fun or want to play a harmless (emphasis on harmless) prank on someone and you instantly get labeled as a troll and a creep. You come over and say hello and you just get ejected and banned out of their little bubble without a single word. That, and everyone just looks to cause a ton of needless drama.

      Second Life 2017 = NO FUN ALLOWED. It doesn't help that Linden Lab left the game for dead and only cares about money anymore. Sansar is just a way for LL to have more control over the players and get more money out of it.

      Ironically the only community in SL that's worthwhile is the Japanese community. You'd think they'd be strict and conservative, but no. They always welcome new people and don't mind if you're a nude furry with oversized genitals or a deformed Ralph Pootawn lookalike. That's what the entire community used to be pre-2010.

    2. Re:Solve problems like... by Anonymous Coward · · Score: 0

      Nobody wants to be social anymore, people just sit in their private little prison cells and interact with their 2 friends and never do anything alse.

      You poor naive fool, those aren't my two friends, those are my two sock puppets. There's a wild party in my head and you're not invited because you'll disrupt the carefully crafted standing wave pattern of pleasing echoes in my personal echo chamber.

    3. Re: Solve problems like... by Anonymous Coward · · Score: 0

      Two socks lol, millennials are hardcore perverts

    4. Re: Solve problems like... by Anonymous Coward · · Score: 0

      I'm such a narcissist, I can't imagine a personality different from my own, so I created two female clones of myself, after two they would just get redundant.

    5. Re: Solve problems like... by Anonymous Coward · · Score: 0

      To complete the picture in your own image you need to grant them powers of creating clones.

    6. Re:Solve problems like... by Anonymous Coward · · Score: 0

      And also it was zero fun....

    7. Re:Solve problems like... by lucasnate1 · · Score: 4, Funny

      Maybe someone should program third life inside second life to get people to talk to each other

    8. Re:Solve problems like... by Psion · · Score: 3, Interesting

      Funny, I'm still actively involved in Second Life and maintain a partnership in a large community build that sees hundreds of visitors a day. There's a fair amount of just chilling with friends, but we also routinely welcome newcomers. I'm also questioning this notion that something has "killed" Second Life. It's still around and still vibrant having just implemented a new avatar bone system known as Project Bento that allows for much greater avatar flexibility, facial rigging, additional appendages for non-human avatars, etc. So it's certainly not dead.

      I think the perception of it having died comes from the hype generated starting around 2006. For several years, every big organization tried to find a reason to exist in SL, leading to ridiculous concepts such as Coke machines dispensing cans of soda; like avatars need to drink. Eventually people came to realize that SL wasn't the next World Wide Web as so many claimed it would be, and the corporate interest faded.

      SL remains the leading virtual world, allowing an unfettered marketplace for content creation. It's a fun environment for meeting people, programming, 3D development, writing, and many other creative and technical activities.

    9. Re:Solve problems like... by Anonymous Coward · · Score: 0

      Sounds too much like First Life to interest me.

    10. Re:Solve problems like... by Anonymous Coward · · Score: 0

      I'm still actively involved in Second Life and maintain a partnership in a large community build that sees hundreds of visitors a day. There's a fair amount of just chilling with friends, but we also routinely welcome newcomers.

      You say that as if it contradicts anything I said. Of course there exist nice communities. The problem I'm trying to outline is that you can only find social interaction in specific places in SL while everywhere else serves as a cozy bubble for anti-social people who don't wish to have social interaction in a game made for social interaciton (among other things). Either that or is completely empty. Out of all mainlands the adult mainland (sex and stuff) has the highest concentration of players. Take that as a sign of community deterioration.

      Ever tried flying around a mainland at low altitude? You'll be getting stuck on people's banlines every minute or you'll be ejected out of a person's land the moment a pixel of your avatar enters it. Now that's great.

      Project Bento

      I admit, that's a nice addition, but what I meant is that Lindens never interact directly with the community anymore. Repeated rule violations are left unpunished and Marketplace is full of items stolen from other games like Skyrim or GTA. They don't care what happens in the game anymore, unless it brings profit.
      Adding new tech always means a surge in new merchandise on the Marketplace, which means more money for LL.

    11. Re:Solve problems like... by jwhyche · · Score: 1

      I don't know what sims you are hanging out in but SL is more than alive for me. I take in live music at the End of Time sims, go listen to blues at Fogbounds, and to take mesh and scripting classes at the Builders Brewery.

      SL is just like any other interactive medium, you get out of it what you put in to it. If all you are doing is hanging out with a couple of fiends in one sim then maybe you might want to get out and check out some other sims. There is plenty of things to do. You just have to go find them.

      --
      I read at +2. If your post doesn't reach that level I will not see or respond to it.
    12. Re:Solve problems like... by Anonymous Coward · · Score: 0

      What is this community build with hundreds of visitors that welcomes new people? It's interesting that you didn't name it.

      That's exactly the problem the article mentioned. People arrive and try to talk to people and nobody responds because the "people" they encounter are bots. They search for stuff, but the in-world search has been gamed by hucksters who do not offer the best quality stuff or experience, so everything they encounter is mediocre or crass. They think SL is dead and they don't come back, and they're sure to tell anyone discussing SL that they tried it and found it lame.

      How are they supposed to find your special area of SL when you won't even name it? I'm half convinced you are defending your memory of SL and not its current state. And it's been this way for years now. People defend it based on their memory and not their current experience, if they even log in anymore. Ask what you can do in SL and they'll name things that haven't been relevant in almost a decade.

    13. Re:Solve problems like... by Ash-Fox · · Score: 1

      I don't have your experiences on Second life, nor do I fit into your story's norms.

      --
      Change is certain; progress is not obligatory.
    14. Re:Solve problems like... by Anonymous Coward · · Score: 0

      Does anyone else see the irony of a "long time SL player" complaining about a lack of social interaction?
      Hey AC, there's this thing called "life" (not a board game, not a VR experience, just simply "life") that you should try out.

    15. Re:Solve problems like... by Anonymous Coward · · Score: 0

      You come over and say hello and you just get ejected and banned out of their little bubble without a single word.

      They always welcome new people and don't mind if you're a nude furry with oversized genitals

      Uh, ya there's a reason they kick you out without a single word. They don't feel like hanging around a nude furry with oversize genitals. Which normally would be obvious to most people, but this is Second Life we're talking about so I can see how you'd be confused.

      Creeps and trolls killed second life

      Errrr no. Creeps and trolls is why the thing is even still around. Hint- some guy using a Nude Furry model with oversize genitals falls squarely into the "Creep" category for most people.

      From the article:

      Linden Lab concentrating "more on making money from selling virtual objects like clothing for avatars and furniture."

      In this context, by "clothes" they mean "fully animated genitalia."

    16. Re:Solve problems like... by macaddict · · Score: 1

      Maybe people turn on ban lines because they're tired of users who want to impose their own idea of "fun" and "harmless pranks" on them. You don't get to dictate how other people use SL. Either they'll want to interact with you or they won't, and just like in Real Life don't be an annoying asshole and "no means no". So when a friend and I are standing on their Mainland parcel discussing the build they want to do and some jackass kept walking around us and bumping into us, then yes, that asshole first of all gets yelled at in local chat and then gets blocked/banned from the parcel. Because they're an annoying jackass who does not get to impose their idea of "fun" on us or dictate how we should use SL. We have things we want to do in SL, we are not in SL to amuse narcissistic creeps who thinks the entire (virtual) world revolves around them.

      The problem I'm trying to outline is that you can only find social interaction in specific places in SL while everywhere else serves as a cozy bubble for anti-social people who don't wish to have social interaction in a game made for social interaciton (among other things).

      How is it a problem? Maybe people like having their own spaces to interact privately with their friends or to work on builds, and then go to the bars/clubs when they feel like socializing and meeting new people? Like...you know...the real world? *gasp!* I have friends from around the world, so SL is a way for us to meet up "face to face" and socialize. When I'm sitting on my couch in the real world having a conversation with a friend, should I have to put up with some jerk who barges into my house and demands attention? No? Well I shouldn't have to put up with jerks in my virtual house either. Go to a club if you want to socialize with strangers and stay out of people's private parcels/houses unless you're invited. And maybe if you stop with the "harmless pranks" and use some common courtesy, people would be willing to interact with you in SL.

      And what's wrong with cozy bubbles anyway? I don't recall anything in the SL TOS that said I am required to socialize with anyone. If I want to pay for a parcel and spend the entirety of my time in SL building things without talking to anyone else, I can do that. I am not required to make SL a safe space for entitled extroverts.

      Also, if you're unable to find anything to do in SL, you're not putting any effort into looking. There's announcements of events whenever you open the viewer (SL Viewer and Firestorm). You can go to the destinations tab to find themed sims and events. You can search for things you're interested in to find groups/sims -- Steampunk alone has at least four large communities. It's not the responsibility of other random SL participants to entertain you, put some effort into finding areas/groups that fit what you want to do in SL, and if you can't find anything that fits you, make it yourself. Form a group and/or rent land to create what you like. SL is supposed to be user-created, after all.

    17. Re:Solve problems like... by Anonymous Coward · · Score: 0

      Maybe people turn on ban lines because they're tired of users who want to impose their own idea of "fun" and "harmless pranks" on them. You don't get to dictate how other people use SL. Either they'll want to interact with you or they won't

      That wasn't the point at all, but okay. Banlines ruin the mainland experience. So do 0 second auto-ejectors. Even travel by road is impossible because sooner or later you'll hit someone's banlines because of lag and your car will get returned to you. Or you'll get ejected and sent to a hub and with no way to quickly travel back to where you were. Most of the times these parcels are stuffed full of ugly, outdated builds nobody would even bother griefing so it feels even more insulting to be ejected out of them.
      Something that seems unknown to you is that there are better ways of dealing with unwanted visitors, such as telling them to leave and THEN banning them if they don't want to leave. Banning them before they even visit your parcel is just asinine. And no, I don't go bothering everyone I see on the map, but nice try.

      I'm not even gonna bother reading the rest of your tedious post as the point is completely lost on you. Seems I held /. commenters to too high a standard.

    18. Re: Solve problems like... by Anonymous Coward · · Score: 0

      POO

    19. Re:Solve problems like... by Psion · · Score: 1

      A clue for you might have been that I mentioned Project Bento. That obviously indicates I'm current on SL technologies, and not 'defending it based on memory'. I didn't mention the name of the island because it wasn't necessary and I prefer to retain my anonymity -- something you should be able to appreciate, considering how you're challenging me namelessly. People actually *in* SL know where it is. I'm on friendly terms with every other builder on this island and there isn't a single bot in play. There are times, for example, when I'm the only soul within 65,000^2 meters -- though such periods are usually brief. I logged in just now and saw there are three people on the sim right now, besides myself, including a name I don't recognize.

      That's just one island consisting of loosely-associated builders/owners. There are places I visit that are almost *perpetually* active most of the day, often with dozens of avatars at the same time ... for example Builder's Brewery. Some club-owning friends host parties that draw enough avatars to max out the entire sim ... though only for an hour or two. Second Life isn't deserted, but I *do* think it's spread out far too much for the population it has. Much of the mainland expanded during the hype years, only to become lots of abandoned parcels since. A lot of social activity migrated to the thousands of islands, which are often more difficult to find.

      As far as what you can do in SL, I'm pretty sure 3D modelling, texturing, and animation remain relevant. As does scripting, hosting parties, role-playing, story-telling, and sharing art and music.

    20. Re:Solve problems like... by Anonymous Coward · · Score: 0

      That obviously indicates I'm current on SL technologies, and not 'defending it based on memory'.

      I don't mean to pick on you, but people who are up on current SL technologies, that is, the ones who still log in or at least follow developments, are prime defenders from memory. They hide in their build caves, or hump bunkers, and when people who don't do those things ask, "what is there left to do in SL?", they name things they did ten years ago.

      As far as what you can do in SL, I'm pretty sure 3D modelling, texturing, and animation remain relevant. As does scripting, hosting parties, role-playing, story-telling, and sharing art and music.

      Like that.

      When someone asks, "what can I do in SL?", you can't skip the part where they become. To become interested, they have to find people at their keyboard *right now*. Nobody is going to sign up to SL to host parties. They might want to attend a party *right now*. Even in SL forums, where people are participating in their SL persona so privacy isn't an issue, you can't get people to name venues that are currently active.

      Is live music still a thing in SL? Can you name a venue or an act?

      Role playing? Got a genre and location?

      Story telling? Was that ever a thing? If it's a recurring event, there must be a venue?

    21. Re:Solve problems like... by Anonymous Coward · · Score: 0

      where they become -> where they become interested

      deleted some cat typing, plus a bit too much :)

  4. Wow, my language got used for a product name? by Anonymous Coward · · Score: 1

    In Mongolian, sansar means outer space.

    1. Re:Wow, my language got used for a product name? by phantomfive · · Score: 1

      Sain bainoo, friend.

      --
      "First they came for the slanderers and i said nothing."
    2. Re: Wow, my language got used for a product name? by Anonymous Coward · · Score: 0

      Which translates to "meet my sock puppet. "

  5. disagree by phantomfive · · Score: 4, Funny

    The problem with second life sems to be that if you let people build whatever they want, they invariably build cocks.

    --
    "First they came for the slanderers and i said nothing."
    1. Re:disagree by TuringTest · · Score: 1

      if you let people build whatever they want, they invariably build cocks.

      In First-Person Shooters, "StC" stands for the "start-to-crate" time. Guess what the "C" in "StC" stands for in social virtual reality.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    2. Re:disagree by Place+a+name+here · · Score: 1

      Then why did Minecraft succeed and SL fail? Was it just too easy to make cocks in SL? :)

    3. Re:disagree by silentcoder · · Score: 1

      >The problem with second life sems to be that if you let people build whatever they want, they invariably build cocks. ... you're right... and right now I'm willing to bet 50 bucks the wall is going to have an oddly phallic appearance...

      --
      Unicode killed the ASCII-art *
    4. Re:disagree by silentcoder · · Score: 2

      Two reasons:
      1) Minecraft had a much larger group of young children in their audience
      2) Nobody wanted to build blocky-cocky ?

      --
      Unicode killed the ASCII-art *
    5. Re:disagree by Opportunist · · Score: 2, Interesting

      Actually, and I wish I was kidding, I know someone who for a while designed and sold assholes.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re: disagree by Anonymous Coward · · Score: 0

      I've found plenty of cocks in minecraft. Second Life allows you to wear and script them.

    7. Re:disagree by Anonymous Coward · · Score: 0

      This.

      A game dev company I know had a "TTP" (time to penis) counter for any user-made control object in their game. Usually was less than a few hours.

    8. Re:disagree by Translation+Error · · Score: 3, Funny

      Come on... You don't build cocks--you erect them.

      --
      When someone says, "Any fool can see ..." they're usually exactly right.
    9. Re: disagree by Anonymous Coward · · Score: 0

      Regarding SL vs Minecraft, Minecraft offers less power to users and has more moderators on duty to clean up when someone makes a mess. SL allows you to script massive sim-crashing devices that can flood the area with prims, scammers steal your money, etc., whereas Minecraft basically only allows trolls to kill you (on PvP servers), rob you of totally replaceable stuff, or set traps. Also, much of SL is abandoned land or owned by a rental/realty company that doesn't bother to moderate there; That leaves only the Lindens to moderate, and they don't bother to except in extreme cases that affect many people or break the law.

      The few places on SL that are still alive are either places where the trolls stay (and don't crash the whole sim because they live there), or places like Raglan Shire that have active moderators who respond to griefers. I suppose the cute factor of Raglan probably helps too... What heartless monster would troll that puppy dog face? Lol

    10. Re:disagree by Ash-Fox · · Score: 1

      Then why did Minecraft succeed and SL fail?

      Minecraft isn't even a MMO, kinda hard to compare to the two for that reason alone.

      --
      Change is certain; progress is not obligatory.
    11. Re:disagree by Anonymous Coward · · Score: 0

      Guilty as charged ;)
      Plus it was just way too expensive, I never bought land for that reason.
      But yeah, making cocks is fun :P

  6. VR pussy by Anonymous Coward · · Score: 0

    Will the virtual pussy have force feedback when you reach out and grab it?

    1. Re: VR pussy by Anonymous Coward · · Score: 0

      Bill Clinton, is that you?

    2. Re: VR pussy by Anonymous Coward · · Score: 0

      Nope, it's your mom grabbed the pussy!

  7. How do you communicate in this? by elrous0 · · Score: 2

    Considering Second Life's strength is the social element, I presume this VR version has some sort of built in proximity voice chat. Because you sure as hell aren't going to be typing text chat with an Oculus or Vive on you head. And it's sure not going to be very social without a robust communication.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re: How do you communicate in this? by Anonymous Coward · · Score: 0

      Uh. Why can't you type while wearing a vr headset?

    2. Re: How do you communicate in this? by elrous0 · · Score: 1

      Because most people can't touch-type without seeing the keyboard at all. Sure, some people can do it. But I dare say not most.

      It's hard enough even using a controller in VR. And it can very disconcerting, as it adds to the discrepancy between what you're doing/feeling and what you're seeing.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    3. Re:How do you communicate in this? by JaredOfEuropa · · Score: 3, Informative

      The first Second Life had a proximity voice chat at some point. I remember messing with it when I did a few trials with SL for a client. I also remember that it was an absolute bitch to get voice chat (and SL in general) to work through the corporate firewall.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    4. Re:How do you communicate in this? by CronoCloud · · Score: 1

      s/had/has

      SL still has voice chat, the provider is Vivox.

  8. good by Anonymous Coward · · Score: 0

    That's great

  9. About Second Life by cstacy · · Score: 4, Interesting

    Second Life was an exciting combination of people trying to do different things.

    Many people came to Get Rich Quick, by reselling server (virtual "land") parcels,
    or making clothing and accessories and other objects, or by providing entertainment
    services (live music, virtual sex trade).

    Some companies came in order to promote themselves, either as
    corporate impressions, or even marketing real-world products through
    interactions in the virtual world.

    Some groups came to try Education on the platform.
    Some came to try it out as a virtual Business Meeting space (especially when Voice became supported).

    A lot of people came (or quickly discovered) for fun creating with the
    3D modelling, making toys, vehicles, games of many kinds, housing,
    static/kinetic artwork, scenery, clothing, etc.

    And the bulk of the population came to play with all of the above,
    not to mention the general activities of Shopping, dressing up your
    avatar, and just plain socializing.

    All of the above suffered from: technology limitations (the attempt to use it
    or business was particularly laughable, given the platform's reliability)
    and from Linden Lab's...ummm...dynamic (chaotic and consternating) policies,
    and from IP issues.

    The "real estate" trade, which allowed a tiny handful of people to actually
    get rich, was deliberately killed off by the company as a strategic move.

    A notable big business sector in SL was illegal gambling devices,
    which came to an end due to legal problems with the U.S. Government.

    Most of the content creators who were making significant money went
    out of business when two things happened, one after the other.

    First, there was no way to prevent copying of most content, and it got
    to the point where everything was promptly stolen by illegitimate
    competitors. (If your client software can render the content, it can generally
    capture the content for theft and re-creation.) Shortly after this became
    untenable, new features were introduced to significantly enhance the
    quality of new content (aka "mesh"). Creating that content required
    external tools, beyond the capabilities of most creators, and it also
    resulted in fragmentation of the user base with lots of confusion
    about the content. This was after all the "VR" hype and get-rich-quick
    had died down, and after people had figured out that SL was not ready
    for prime time in the business and education sectors.

    Although the primary communication method was text messaging, SL had
    about the worst messaging system you could imagine. Very primitive,
    and for most of the platform's history, Group instant messaging was
    unreliable and crashed all the time. (And though it sounds unforgivably
    incompetent, it was related to scaling issues on both the rather
    complex server architecture and the structure of the client program.)

    Some people will mention griefers, and that was an issue to some degree.
    It was only after the place was dead that they finally implemented
    rudimentary features for virtually muting people (that is, making them
    invisible to you), and even that is not enough. Privacy and Security
    seem to be hard to figure out.

    Linden Lab cites the newbie user experience as a problem.
    Just figuring out how to operate was problematic and confusing.
    Some huge (90% ?) of people never even completed the introductory
    experience necessary to actually enter the main world.
    When they did make it, they were dumped randomly into "help areas"
    which were totally infested with griefers just waiting for the fresh
    meat. Although some improvements and variations were made on this,
    they were not really good enough. And always, those who got past that
    were still left wondering, "What is this place for? Is it a game?
    How do I win? I heard i could make money here somehow."
    And the user interface was indeed a rather technical challenge for
    most people (hence the Sansara statement about Sl being ju

    1. Re:About Second Life by PolygamousRanchKid+ · · Score: 1

      Some folks came to strike:

      IBM faces Second Life strike - Flying furry penis pickets: http://www.theregister.co.uk/2...

      --
      Schroedinger's Brexit: The UK is both in and out of the EU at the same time!
    2. Re:About Second Life by Anonymous Coward · · Score: 0

      Dude ... seriously.

    3. Re:About Second Life by CronoCloud · · Score: 1

      It has always been hard to believe the Linden Lab user statistics, and I very seriously doubt there are nearly a million active users. That's got to be WAY off.

      Around 800000 unique monthly users is about right, of which around 30-50 thousand are logged in at any one time. Sunday...what we oldbies call SLunday being the busiest day.

      And almost everyone complains/wonders, "Where is everyone?", because (a) there are fewer people and (b) it is hard to find them.

      You have to remember that SL has enough regions that people are seriously scattered in clumps amongst the 10's of thousands of regions. But it is EASY to find people by using the map. Look for clumps of green dots. In fact that's what we used to call the "green dot effect". Also, join the groups that match your interests.

    4. Re:About Second Life by chispito · · Score: 1

      This is some of the worst poetry I've read in years.

      --
      The Daddy casts sleep on the Baby. The Baby resists!
  10. Ok then... by XSportSeeker · · Score: 1

    Second Life had some success back then because it was among the first 3D sandbox virtual world thing... people would at least try to see how it worked because it was something different. Not sure what would be the point these days with so many of those in the market already, even more if they are putting micro-transactions in it.

    Well, I guess it's among the first of it's type on VR. Then again, the market is still tiny right now.

    1. Re:Ok then... by Ritz_Just_Ritz · · Score: 1

      P.T. Barnum never gets old.....the sale of "virtual real estate" and "virtual items" within a "virtual world."

      "There's a sucker born every minute."

    2. Re:Ok then... by GrumpySteen · · Score: 2

      the sale of "virtual real estate" and "virtual items" within a "virtual world."

      There's a long history of people being willing to pay for access to something they enjoy or need.

      The subscription business model has worked and continues to work for online games, streaming movies, cable TV, streaming music, internet access, satellite radio, cell phone service, fitness clubs, car washes and innumerable other products and services. Season tickets to operas, playhouses, sports teams and amusement parks are also a form of subscription.

      Hell, taxes are a form of mandatory subscription that provides access to a wide range of goods and services ranging from garbage collection to law enforcement to highway maintenance and children's education.

      Paying for access to something you enjoy or need does not automatically mean you are a sucker. Automatically dismissing something without realizing that you use every day without realizing it, on the other hand....

    3. Re:Ok then... by Anonymous Coward · · Score: 0

      And just what are you doing on a computer?

    4. Re:Ok then... by Ash-Fox · · Score: 1

      Second Life had some success back then because it was among the first 3D sandbox virtual world thing.

      False, it was like the seventh incarnation of such a thing.

      Not sure what would be the point these days with so many of those in the market already, even more if they are putting micro-transactions in it.

      Second life's support for very in-deph user generated content is still not really provided anywhere else but Second life-based software.

      --
      Change is certain; progress is not obligatory.
  11. Sansar in Hindi language means world by Anonymous Coward · · Score: 0

    n/t

  12. Pre-made objects by Anonymous Coward · · Score: 1

    in Sansar, virtual land will be cheaper, with Linden Lab concentrating "more on making money from selling virtual objects like clothing for avatars and furniture."

    Back when Second Life was the great new thing, several companies announced that they were bringing out competing software (I recall Sony was one of the competitor wannabes). The competitors were all going to have one difference: Professional looking pre-made objects like clothing and furniture, rather than the community made stuff in Second Life. And all of them failed to gain the community following that Second Life had because of this.

    1. Re:Pre-made objects by Ash-Fox · · Score: 1

      Back when Second Life was the great new thing, several companies announced that they were bringing out competing software (I recall Sony was one of the competitor wannabes).

      True.

      The competitors were all going to have one difference: Professional looking pre-made objects like clothing and furniture, rather than the community made stuff in Second Life.

      False, Second life had professionally made objects too and that wasn't the main difference.

      Sony introduced Playstation Home, which didn't allow user generated content.

      Blue Mars was introduced which didn't allow user generated content (you had to have a special content creator account that vetted all your work), but only with tools outside of the platform.

      There were a bunch of others that pretty much replicated similar crap to above.

      Second life allowed user content creation and the ability to collaborate in constructing that content within the system while allowing players to exchange money for services and products in-world between each other.

      --
      Change is certain; progress is not obligatory.
  13. Just imagine what true 3D can offer! by Anonymous Coward · · Score: 0

    3-dimensional cocks flying into/out of a speaker's mouth! Oh, the internet is full of potential!

  14. One more Indian term. interesting. by 140Mandak262Jamuna · · Score: 2

    I see more and more Indian terminology and terms being used as product names, especially in tech arena. Sansar is a Hindi word that has cognates in almost all Indian languages, originates from Sanskrit. Though it technically means "the World/Earth/Universe" it is often used in the sense of "mundane, not devine".

    --
    sed -e 's/Chuck Norris/Rajnikant/g' joke > fact
  15. Pretty close to the truth, but the timeline's off by TheHawke · · Score: 1

    The gambling rackets and the real estate biz was tied in so closely together that when LL banned gambling, it took down the other almost immediately. This had a chain reaction in a massive run on the SL virtual banks, forcing one of the four to immediately go under, nearly bringing SL as a whole to it's knees. The valuation on the Linden took nearly 75% off vs the Dollar. You were pretty much looking at a mirror event compared to the Panic of 1819, only the SL Panic was based on prohibition on gambling.

    LL got their heads out of their collective asses and restored gambling to a certain point, so they would not crash out altogether.

    They have yet to recover back to that level of prosperity, and that was over 10 years ago.

    --
    First rule of holes; When in one, stop digging.
  16. Hopefully look better and be easier use by Anonymous Coward · · Score: 0

    I am a professional 3D illustrator, and enjoy playing all kinds of video games. But, EVERY TIME I tried to jump into SecondLife to create some stuff or wander around, I was blown away by how backwards and complicated the UI felt to use and how difficult it was to create 3D content in SL compared to my normal 3D software - even with the mesh system.

    The look of even the most visually advanced worlds felt like it was designed for systems 15 years ago.

    I'm optimistic that Sansar will be different and will give it a go for sure.

    1. Re:Hopefully look better and be easier use by Ash-Fox · · Score: 1

      But, EVERY TIME I tried to jump into SecondLife to create some stuff or wander around, I was blown away by how backwards and complicated the UI felt to use

      As opposed to Maya, Blender, 3d studio max? Is this a troll?

      and how difficult it was to create 3D content in SL compared to my normal 3D software - even with the mesh system.

      The mesh system is litterally uploading meshes from your 3D software, there is no more 3D to create at that point... So this point doesn't even make sense.

      The look of even the most visually advanced worlds felt like it was designed for systems 15 years ago.

      It's a shame you don't elaborate on that, because it's vague enough that I can't even determine if you're telling truths or not.

      --
      Change is certain; progress is not obligatory.
  17. In game purchases are gross by hodet · · Score: 1

    I hate in game purchases with the heat of a thousand suns. I would rather pay a good sum for a quality game. Whatever... I am probably in the minority and I am feeling like an old curmudgeon anyway so this is nothing more than a rant. There...feel better now.

    1. Re:In game purchases are gross by jwhyche · · Score: 0

      I hate in game purchases with the heat of a thousand suns

      This makes little to no sense what so ever. You walk up a vendor, right click on it, and select pay. A box pops up asking if you're sure you want to do this. You say yes, and it takes you're money and gives you a box.

      Not exactly a difficult or stressful operation.

      --
      I read at +2. If your post doesn't reach that level I will not see or respond to it.
    2. Re:In game purchases are gross by bheerssen · · Score: 1

      There...feel better now.

      It's okay, old timer. You can just relax now and go back to shouting at the kids on your lawn.

      --
      (Score: -1, Stupid)
    3. Re:In game purchases are gross by hodet · · Score: 1

      Then knock yourself out...I didn't say it was difficult or stressful. I just don't like it. Most fun when your kids find these types of games. Not this one specifically as it is more adult oriented, but the gaming landscape is infested with this. It never ends.

    4. Re:In game purchases are gross by Platinumrat · · Score: 1

      [sic] I would rather pay a good sum for a quality game [...]

      And there's your problem right there. Your assumption that SL is a game. It's not, although you can play games there. It's a place to meet/build/whatever is your kink. In fact kink seems to be the most popular thing in SL. That or Gor sims, which seem to be mainly populated by misogynistic assholes and grandmothers who want to RP the whole warrior sex/slave thing, Having said that, you can have fun in SL in the BDSM community and even in Gor if the role playing is good.

      As to the purchasing of in game content. It's not the same as in games. You're not buying from Linden Labs, but from other content creators, some of whom are brilliant.

    5. Re: In game purchases are gross by Ash-Fox · · Score: 1

      Then use the marketplace website instead. Your problem is now solved.

      --
      Change is certain; progress is not obligatory.
  18. The decline and fall ... by Jerry · · Score: 2

    I joined SL more than a decade ago. At the time corporations and news media had a presence. CNN, IBM, Sun, etc... I attended conferences at Sun's amphitheater and listened to avatars give speeches and present videos. NASA had a hugh display of VR rockets. There was a life size model of the Startrek Enterprise, and of the TItanic, IIRC. Over the course of a couple years those sites became defunct because SL did NOT turn out to be a medium conducive to business. The population map showed that the spots with the greatest number of avatars were those showing porn movies or populated with avatar couples having virtual sex using animated genitalia. Who knows how many marriages were destroyed when avatar owners made real contact with the owners of their avatar lovers. I suspect that password protected "communities" probably had pedophilia or worse going on. That's when I stopped using SL. The VR SL will not bring any new visitors to SL. It will just make a lot of basements a lot stinkier, and turn loose onto society even more hyped up sexual perverts not satisfied with self-gratification.

    --

    Running with Linux for over 20 years!

  19. PS- by Jerry · · Score: 1

    I just remembered a big problem attending Sun's lectures, or PBS Science or music events: when the number of avatars approached around 100 the lag killed performance, for both video, sound and avatar movement. Is that fixed? Can 500 or a 1,000 avatars attend an event without causing a crash?

    --

    Running with Linux for over 20 years!

  20. Go VR, Go all the way by TheHawke · · Score: 1

    I'd like to see SL improve their compatibility with 3D mice, like 3DConnexion's products. Yeah, they are pricey as sin, but they can work in other applications, and in SL actually improves the experience, but not after some seriously high level tweaks done to windows.

    --
    First rule of holes; When in one, stop digging.
  21. May be a stupid question... by Anonymous Coward · · Score: 0

    But what would it take to help convince the Japanese and what is left of the international community to migrate to osgrid, or similiar, along with as much of their zones as can be exported, so the community can continue even when LL shelves SL in the next few years?

  22. Usage numbers are accurate by Anonymous Coward · · Score: 0

    Just one point to clarify on the parent post. I contributed to a few of the third party viewer client projects to a fairly deep level and could see some rough-and-ready usage numbers just from loads of the various splash page content and update checks. From what I could see and then derive, LL's published usage numbers are accurate.