![]() ![]() Anything which is both Copy and Transfer can be duplicated and sold. Clothing is usually Transfer, no Copy, so only the owning avatar can wear it, but you can sell it at a rummage sale. Items like furniture and vehicles are usually Copy, no Transfer, so you can buy one chair and set up a room, but not set up a car dealership. With Transfer privilege alone, you can give or sell the item to others, but can't make more copies. Owning an item with Copy privilege lets you make more copies, but you can't give them other people. The privileges are Copy, Mod, and Transfer. Objects in SL have privileges, but not quite like files. LL takes a cut when converting from Linden dollars to US dollars, but it's under 10%. This is entirely player based - players are buying from other players. The biggest operations make US$ 6-7 figures this way.įashion is a big deal in Second Life. Most of the administration of Second Life is handled by landlords. They have most of the problems of real landlords - collecting rent, handling evictions, dealing with tenant complaints and tenant disputes. Second Life has landlords, who pay money to Linden Labs for land and get a bulk discount, then rent it out. The economy is driven by land ownership and fashion. Second Life has a functional economy, but no NPC ecosystem. ![]() Look at the success of Fortnite - 8 million peak concurrent players. This is a big problem with MMOs - big working worlds can be built, but mostly people just kill each other. Red Dead Redemption online has all the great graphics, but play is mostly people randomly killing other people. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |