Hi guys,

I have decided to leave the Opensim project. You will probably not even notice 
if I leave, as not being a programmer my only inputs were the writing of the 
step-by-step tutorials ( http://chapter-and-metaverse.blogspot.com/ ), the 
drafts of the OpenSim User Manual on the Forge, and helping out in the IRC 
channels, for newcomers.

You may find my reasons for leaving Opensim interesting though (and please do 
not construe any of my reasons as an attack on anyone).

1. The Platform
I raised this several times in the past in IRC, and made posts on my blog about 
the product lifecycle of the platform ( 
http://rock-vacirca.blogspot.com/2009/02/direction-of-virtual-worlds.html ). I 
believe that the platforms underpinning both Second Life and Opensim are quite 
long in the tooth now, and I questioned how much product lifecycle there was 
left, particularly given that Opensim is now nearing 3 years of development, is 
still in Alpha, and if the current release of 0.6.7 is any indicator, then 
still only around two thirds into the development cycle. With the (inevitable) 
coming of much superior platforms, such as Blue Mars and (as a virtual world); 
Unity, for browser-based Virtual Wolrds; and now UDK (for creating sandboxes, 
standalones, and open grids), then I fear that Opensim has missed the boat as 
far as the remaining lifecycle of the platform is concerned. When you show 
people what is possible with these engines (for example this avatar editor for 
the forthcom
 ing APB (using the Unreal Engine): http://www.youtube.com/watch?v=icR3LtEMvZI 
or this city: http://www.youtube.com/watch?v=hmLzNbPXMDg (using the CryEngine), 
then neither SL not Opensim stands comparison. 

2. Lack of Support for Currency in Opensim
I felt the impact of this when I first made the switch from SL to Opensim. I 
had a thriving RP sim in SL (over 50 people, mainly female) and they all agreed 
to follow me over to my Opensim and the OSGrid. However, within a month they 
had all left, citing the same reason, the lack of places to shop, to buy the 
quality stuff they wanted (skins, hair, clothes etc), as a quality appearance, 
and the fun of shopping is what all the females placed high on their 
requirements from a Virtual World. They drifted back to Second Life, and the 
guys followed them. I have always believed that the lack of support for 
currency in the core was a mistake, but that is just my opinion.

3. Marketing
I have also raised this issue several times, and blogged about it. It is far 
from clear just who an eventually released Opensim is actually aimed at. I 
think that any company that is interested in a firewalled corporate solution to 
collaboration and prototyping will already be looking at the Enterprise 
solution that is currently available from Second Life; that any indie group 
that is thinking of running a themed grid will need an economy to stay viable; 
and any individual who is looking for a private sandbox solution for their SL 
work will need full compatibility (which is not the case with the OS version of 
LSL diverging from the SL LSL). So, just who is the platform aimed at? I was 
also very disappointed in the view of one of the core devs who said that 
'marketing is a null concept for us'.

I am currently designing and creating cities for Blue Mars, and involved in a 
team for proving the UDK as a platform for the design and creation of Virtual 
Worlds (as opposed to purely games), and with so much documentation available 
for these mature engines (particularly for the UDK, Blue Mars lags behind 
somewhat in that department, but have hired extra staff to put that right), I 
am achieving the productivity I want, building the worlds that I want, with 
stable crash-free platforms.

However, I do wish the Opensim team the very best in their endeavours, and I 
sincerely hope their goals are eventually achieved.

If anyone would like to take over the Opensim Tutorials pages at 
http://chapter-and-metaverse.blogspot.com/ and 
http://chapter-and-metaverse2.blogspot.com/ (they will need some updating 
following several changes) then I am more than willing to pass the posts over, 
and of course the Opensim User Manual is there in the Forge for anyone to 
develop further.

Best Regards and Good Luck

Rock


_______________________________________________
Opensim-dev mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-dev

Reply via email to