
An interesting problem that crops up occassionally in Second Life is the question of Whether or not a Viewer bug that affects rendering should be fixed.
In most MMO’s the idea of fixing a bug is a very simple thing. Bugs are bad and there to be squashed. However as soon as you have an economy that pushes roughly $450m a year around the world you start to get into all sorts of problems.
The most recent issue is a fix to the order of Alpha rendering on Avatar Skins. Ever since I can remember The Eyebrows and Lips were rendered below the texture and this has been used by Skin makers to allow users to modify their skins without destroying them by making the lips a little darker or adjusting the overall skintone.
As you can se ein the picture above though changing the render order to draw these elements above the texture can have some very nasty side-effects that could threaten to ruin the Skin industry.
Fortunately this fix is being reverted by Linden Labs as they aren’t so stupid as to incur the wrath of their entire customer base and destroy a lucrative industry with a few lines of code.
The original bug report (and hysterical comments) can be found here.
You can find my musings on the impact of Second Lifes economy on it’s technical progression beneath the cut.
Over the last ten years we have witnessed significant changes in Videogames rendering technology that have made games look more realistic than ever before. However these changes have always come at the cost of increasing the amount of art and amount of skill required to make that art.
Take the mode scene for Unreal Tournament or Half Life. These two games have a HUGE amount of fan-made content of a good quality. Fast-forward to today and there are less mods and maps being made for Half Life 2 and UT3 than previously despite the communities actually getting larger (well at least in the case of Half Life).
The problem lies in the difficulty of creating content for these games compared to their older more simplistic versions. Mods require bigger teams with more talent and skill. It’s harder to make a fun Deathmatch map for UT3 than it used to be not because of any gameplay reasons but because nobody will download your map if it doesn’t look any good. You may be a great Level Designer but if you aren’t also a good artist nobody will care.
This problem is even worse for a Virtual World like Second Life. For years now it’s residents have been creatively working around the Viewers limitations and even using bugs to their advantage (the entire Jewelry industry is based on twisting Primitives into sizes that they technically shouldn’t be capable of).
Second Life is stuck in a position where embracing technological advances can destroy existing industries and as a result the livlihood of countless entrepeneurs.
That’s alot of pressure to be under.
Take Shaders for example. Second Life can’t afford to increase it’s minimum requirements to support more advanced shaders for several reasons.
- A huge number of Residents are using very old hardware that won’t support it.
- A Two-Tier economy is created between those who can’t take advantage of this new technology and those who can.
The first point is fairly self-explanatory. Linden Labs don’t want Residents to leave the world and take their money with them.
The second point is slightly tricky though.
Taking the Skins industry as an example I would love to see a viewer that supported advanced shaders so I could see even mor erealistic Avatars with better lighting and shadows etc etc. However anybody that decides to create content that takes advantage of this new technology will find themselves in a situation of creating content twice. The High-definition versions for those with the Hardware to render it and a Fallback for those that cannot. After all even if you can render and see your spiffy Normal Mapped Avatar somebody stood next to you in-world may not. However they still need to see something and you don’t want to show up as the default avatar after spending all that money on your new look.
Could the economy in Second Life support this route of premium content for players with modern hardware? I don’t know. That’s really for an economist to answer. I do however know that it will put alot of pressure on Skin makers to support this market in addition to the existing one and only reduce competition driving out those who aren’t able to adapt to the demands required by the new technologies.
So for the time being the rendering in the viewer remains largely untouched in an effort to retain the status-quo and a stable economy.
What does this mean for Second Life in the long-term with lots of new Virtual Worlds coming along claiming super-realistic graphics as a feature? I believe these newer worlds will struggle to generate enough worthwhile content to draw people away from Second Life until it is as easy to make content as it is in Second Life.
Second Lifes biggest advantage in the battle of the Virtual Worlds is in it’s low barrier to entry by using older more stable technology.
Now if they would just let me rate Places with a star rating so their in-game search engine no longer sucked that would be abug worth fixing!
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3 Comments
I thought Second Life had the highest technical barrier-to-entry of all the successful social virtual worlds. I’m pretty sure Habbo Hotel and There are a lot more stable and less demanding.
Second Life only has the highest technical barrier to entry for USERS not CREATORS. You also have to go pretty far to find a PC being used everyday that cannot run the viewer.
Making something for Second Life is easier than MetaPlace or Habbo as it doesn’t require that you learn how to make sprites.
Building with primitives in SL is a much easier skillset to learn which then allows more creativity quicker.
Also you might want to research some up and coming virtual worlds that are in beta. One of them is using the Far Cry engine for example.
Second Life is much better than Haboo hotel , there is no need of comparison.
In such big platforms the bugs should be fixed as soon as possible.