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Reader Comments (9)

Posted: Jan 12th 2010 9:15PM Darkdust said

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Given the high number of geeks that play these games (or live in these virtual worlds), playerbases just eat this stuff up. Good on them.

Posted: Jan 12th 2010 9:36PM (Unverified) said

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For SL, 'geeks' represent no more than the normal proportion for the general population, and anecdotally appears to be even lower than that.
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Posted: Jan 12th 2010 9:58PM (Unverified) said

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Anecdotally, I'd say the proportion of geeks is FAR higher, almost to the extent of being ubiquitous, but that may say more about the kind of people I hang out with than anything else.

Posted: Jan 12th 2010 9:59PM (Unverified) said

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(Granted, I define "geek" pretty widely.)

Posted: Jan 12th 2010 10:03PM (Unverified) said

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Point. I'm focusing mostly on software/technology geeks for my assessment.
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Posted: Jan 14th 2010 3:32AM (Unverified) said

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somthing i found interesting was that they verified that their database system has issues with corrupting things when they're copied from one place to another, but since the issue was there before they didn't put any effort in fixing it

Posted: Jan 16th 2010 12:01PM (Unverified) said

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As a rough approximation, you can say that *all* of Second Life's issues are problems getting data to where it is needed correctly and on time. Teleport Failure? Your avatar data did not get copied to the destination server. Group chat not working? Text and online status data didn't get to the right place. Inventory loss? Data got corrupted somewhere. Lag? Often data is too slow to get from the stored location to you. (Sometimes its your PC or internet connection, but often it is on the LL end). etc. etc.

Posted: Jan 27th 2010 9:00PM (Unverified) said

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That's very true. The problem with vehicles and border crossings is largely due to a delayed update on a vector position.
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Posted: Mar 8th 2010 8:49PM (Unverified) said

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Regrettably, only a few weeks later (5 March 2010), Charity Majors left Linden Lab.

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