Fun/No Fun
I logged in at about 11:53 to work on the robot, but had a group notice about an event starting at noon, so I teepeed over to listen to Richard Bartle. It was interesting because he's an interesting man, but the interviewer was embarrassing, with questions and comments that were just... a waste of time, really. The audience was late in arriving, the event began late - it was an ordeal in a minor way even for me, and I didn't have to do anything.
He remarked that SL's tangled complexity holds it back, and that generally speaking when something is being built, and it works, the process then is to rebuild it completely before releasing it. SL got too big too fast, so even had that been the original plan it would've been difficult to do. From the very beginning a crowd leapt aboard and began making things busily; losing momentum then would not've seemed a good idea, I'm sure, and every change in anything breaks tons of content, and the push never, ever lets up. Way back when, we always did believe that LL was letting the program run as it was, while deep in the bowels of the laboratory hundreds of employees were concocting Second Life 2.0, with updated physics and clean, logical code.
Anyway, it was quite a contrast with the event planned around Richard Bartle in 2005, held on an island in a large, airy build which had a dance floor, and with a large audience of highly engaged people ready to argue the value of graphics with Richard. I remember a Klein bottle, and I think the sim was so full Richard needed to be force teepeed to the event. It was fun and whacky and not like today's event.
posted by
- 3:49 PM
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PLZ LEEVE A MEZZAGE KTHNXBAI