What would it take to make Sansar thoroughly engaging? Sure, Linden Lab can update the graphics and make it much easier to load and navigate the game, which I imagine they’re doing right now. But what would make it stand out from the previous grid? What would draw in new users, as well as ones from SL?
This is an ongoing list that readers are welcome to add to. If you want to suggest a feature here, please do so in the comment section! Maybe someone from the Lab will see it and think it’s a good idea, too.
Optional ‘survival’ mode.
I know–how Minecraft of me. But that is part of the charm of Minecraft, isn’t it? Not just the health option to turn on with a land parcel, but actual monsters that might crawl up out of nowhere and try to attack you–unless you fight back with weapons compatible with the basic survival-mode system.
Players could either turn off the survival mode, the health mode, or both for a peaceful parcel. Those looking to create something with enhanced RPG settings could turn on both for a uniquely themed sim.
Physics for store-bought items need to be sound so that monsters cannot phase through walls, forcing designers to get this part of their designs right. A custom spawn area in the land parcel options can make sure monsters don’t spawn in the wrong places.
If you worry about player-killing happening in your sim or parcel, turn off the option under land settings and you’re good to go.
Embedded crafting and cooking system.
Those monsters you just killed gave you phat lewtz. Take them to either a kitchen set you just bought from the official Linden Labs store, or a secondary market kitchen either crafted by someone who’s forged one, or a designer who purchased scripts from Linden Labs to put into their kitchen furniture. Now you can use your kitchen for creating a variety of meals.
Designers can submit new meals for the Lab to permit selling. The designers then sell recipe scrolls through their store, which needs certain materials to forge the item on a kitchen set. Or, they could purchase script packs to place into ‘pre-cooked’ items.
Let’s talk about forging beyond cooking. Swords, guns, fishing rods–you name it. Having it all embedded in the new game engine lets you enjoy Second Life on a level you never knew existed. Weapon sellers can take the same two options for selling combat items.
If selling items for combat systems isn’t an appealing option for you, opt out completely. Designers can sell unscripted items as normal in the game for decorative purposes, or use their own combat systems with the help of custom HUDs.
More games and grid-wide high scores.
I took a trip to IMVU recently to check out what it was like. A feature I absolutely loved, was the gaming area. Users could either pay a monthly fee to become a premier member and win coins to cash out, or they could play for free and win nothing. Both types of games extended IMVU’s enjoyment beyond just socializing with other people.
Here’s a video showing off the gameplay:
If the Lab wanted to, it could divide up arcades based on users who are age-verified and who aren’t. Since some states don’t allow skill gaming for its internet users, it could section off those players to non skill gaming arcades. Regular arcade games would cost to play or need a paid pass to get in–but you can’t win Lindens from them. Skill gaming could sell passes too, but definitely need age verification to win money.
Vendors who want to buy space to sell their games in the official gaming areas can rent them from the Lab. Even if users could apply for a skill gaming region on their own, buying space in the Lab’s arcades would no doubt increase their sales.
I think this post is long enough, so I’m interested in your thoughts. Is there a feature you hope Project Sansar will have, but you haven’t seen it yet? Let me know in the comments, and suggest your own ideas too!