[sldev] Second Life competition

Callum Lerwick seg at haxxed.com
Mon Apr 9 13:37:57 PDT 2007


On Mon, 2007-04-09 at 10:23 -0500, Argent Stonecutter wrote: 
> I have no idea, and it would have to be something pretty damn  
> phenomenal to make me want to buy it, but I'm kind of confused about  
> this... we *are* talking about Second Life, after all, where the  
> ability to create and sell stuff (including stuff that most of us  
> would be able to implement in a few minutes to hours) is one of the  
> things that's driving its success.

The big selling point to me is being able to freely create and modify
absolutely everything. That is *the* reason I play this game. And no-mod
is at odds with this. (The ability to sell stuff is rather orthogonal to
this)

The big selling point of open source to me is being able to freely
create and modify absolutely everything. Closed source binaries are at
odds with this.

Do you see the symmetry? The conflict? The can of worms that has been
opened by open sourcing the client? :)

On Mon, 2007-04-09 at 10:55 -0500, Argent Stonecutter wrote:
> What I'd most want to see in SL is to eliminate no-mod clothing and  
> skins, or at least limit "no mod" to mean something like "you can't  
> colorize it or replace the textures". The idea that I can buy clothes  
> that can fit me skin-tight no matter what shape I am, but I can't  
> wear them with the sleeves rolled up, is just plain weird.

Yes, if I pay for something (when in rome...) I damn well expect to be
able to customize and personalize it. At the very least, "mod/copy/no
transfer" seems to be the rule for the vast majority. You can always
just avoid buying no-mod stuff. I tend to.

"mod/no copy" is absolutely evil though. You can mod but you can't make
a backup. Now that is a combination that should be eliminated. :)
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