The transcript for Lab Chat #2
is out (+link to Lab Chat #1
Going by the Lab Chats for Nov and Jan, the important difference from SL will be:
SL's builds are limited by the tier, land space and prims(or LI).
SL's sims are laying on one grid and you can cross between them.
- Project Sansar will not have 'sims', they're calling them an 'experience'.
- Experiences aren't on a grid, there're no border crossings and no 'world map'.
- The same L$ currency will be used in PS.
- One account will have multiple 'personas' with a shared inventory. (Sounds unnecessary, unless avatars will have a unique name, friends and group list too)
- You can reserve your SL account name, for PS.
- Avatar limitations are removed by increasing levels of account verification (That fiasco again.)
- Experiences can force visitors into local avatars(i.e. a fish avatar in an ocean sim)
- Experiences can limit your inventory view to what's locally relevant (or so Ebbe suggests in session #2)
- Each experience will come with an associated webpage (limited, promotional content)
- C# will be the language of choice, with possibilities for others in the future.
- All objects(Mesh) will be imported into PS, the ingame creations tools will arrive after launch.
- Marketplace sales will be taxed by LL as a main source of revenue.
- VR will be compatible with HTC/Valve's Vive and Sony's Morpheus too, but no immediate plans for OSVR.
- No immediate VR support for Macs
- No client at all for Linux!
Some extracts from the talks:
From these vague articles, I'm going to assume PS will have different limitations to SL. Earlier on, Ebbe suggested the experiences will have almost unlimited space. But last week it was reduced to a very modest 4km x 4km. It's huge compared to an SL sim, but very modest by modern gaming terms, at least 16km x 16km would have been acceptable.
As it stands, you can fit about 16 sims across a 4km stretch. Like this map shows, the black hearted square is one complete sim and the red boundary is the estimated size of an experience.
An SL sim looks tiny in comparison so you might ask the need for anything larger! Because you have the freedom to build and publish complete games through PS, to an active audience. But to build anything on the scale of an MMO, will require you to purchase additional 'experience' and link them together. It's possibly why LL have reduced the space on offer from their earlier estimates of 'near unlimited'.
In brief, I think an experience will become profitable by allowing you to charge subscriptions to players. Or, you create the experience and lease out space to other builders. In an RP environment, the experience owner sets the rules and creates the central zone. Then groups of players rent large parcels of lands to build their space. And you potentially have 256 sims worth of space to lease out.
But, that's still limited to ~150 players per instance, and there's been no word on prim limits.
So this is where PS's limitations come in. Maybe to scale up your experience you'll need to buy additional prims from LL and pass on the cost. And maybe every experience will have a free instance, but those who become popular enough will need to buy additional instancing for their experiences too. I'm seriously speculating here, and I doubt the space of 256 sims will equal to 3,840,000 LI by default!
An intro to PS at 17:50 mins in, with the first glimpse of avatars and clothing.
Ebbe also appeared in these talks, but I haven't watched them:https://www.youtube.com/watch?v=nzQs-G7CCkQhttps://www.youtube.com/watch?v=qsmZP39PupI