Saturday, April 12, 2014

This is a long one.....gonna go about this with bullets with what I found most interesting from this panel.

Things we thought of a long time ago haven't been achieved yet-

There are things we thought of in 1980 that we thought would be available in 1985, we have to realize this and see that our ideas that secondlife is going to be in amazing hd in five years (we said this in 2008) didn't materialize, or even see ANY progress. Everything is dynamic and we need to make sure we don't try and "predict" the future.

They talked about worlds that have came and went, and how secondlife has emerged as the most used one.

On marketing (paraphrasing, only slghtly)

"breast physics and monster movement, two things that weren't even on the radar before are way more important, we see now."
   
      This was said when talking about what we are trying to head toward, and what has been popular n the past and why secondlife has been sputtering instead of exploding.


Comparison to photoshop/adobe development

New versions of photoshop were more moving tools around and small improvements, which made it worse temporarily for users. Same things might be true here, if a new version came out the old users might be turned off, they might have a temporary loss of legacy users.

Mention of Warcraft!

Warcraft starts users off with one button, and small achievements.

Ipods/phones have one button, and an immediate gratification.

Throwing everything at the user at once with secondlife with no gratification is suicide, new users will immediately leave, as I was compelled to (my first time was for a class, so I had to power through it.)

"I hate to use the word quest........but the curve needs to be fun.......There needs to be a blend of learning and questing."



Next 12-18 months forward questions-

Public perception of slgo- sl is passing the buck to third party- but their brand name is on it, a bad move to push off blame, and a bad culture. A must- have to improve to stay alive, mobile is very important.

Revenue model for linden labs- let creative communities, users, take control, then it will be a healthier environment.

Game development- They suggest that people should be able to create games in secondlife, which would give people motivation to enter as developers, and as users, as well as open up a new dimension for secondlife.





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