I'm seeing a few established brands who's work has been steadily degrading, using meshes or base meshes found online, weak textures. Things a couple years ago you would never see in their stores. Makes me sad.
Something else along these lines is with so many events less and less creators are doing normal releases and only making new things for events. It's sad and i too think some of them should slow down and maybe
That's what I think. I'm not bashing events... I'm shaking my finger at content creators that are pushing too far just to make flood of $L, and letting the quality of their brand suffer in the process.
I kind of agree - not that the amount of quality stuff has gone downhill but there's definite signs of "event fatigue". Same batch of creators showing up but not having much new to offer... we're saturated.
ehhhh I think the two arguments are the same... I don't think "event fatigued" creators are putting out their best efforts, almost by definition. There is "nice" stuff out. but hardly "fucking amazing"
I think I am seeing signs of demand for high-end content - just little waves at the moment. But ... there. We are having a DW show in a couple of weeks where we'll be talking about this with designers.
Kriss_Lehmann: That honors you. I'm pessimistic. I believe most customers in SL are not able to recognize quality or don't care. Good enough is good enough for them. They will buy no matter the quality.
Personally, I look at the MP every few days to check certain searches. When stores released, it was great to see it and have something to reference back to when a designer doesn't offer a texture in the product
Where they used to be about making the best things they could so they would be more attractive than their competition, they have focused more on just "making that release date" because they know if it's...
"not being there in 3 months" is why events work, certainly do on me. All too often if it's just a regular store item I'll get the demo and have the store waiting as my "inventory" I might never need hehe
I completely agree, which is why despite it seemingly being the status quo for marketing a store, I won't do a billion events, and I'm pretty fussy about the events I do actually participate in. I want to be
And I have noticed the quality degradation too, which is very unfortunate to see. It's little things like rigging done very quickly or texture quality has decreased, but it's enough that it's noticeable.
I was actually saying that to someone the other day as I nitpicked at some of my textures. I tend to make things very well because if I am not happy with it, I'll hate it and get the urge to get rid of it.
vitanijun: I think it is totally worth it, for you, never mind whether people notice or not. I nitpick too, it takes me twice as long to texture because I nitpick so much - but I'd rather put something out
I had to cut back on events severely for health purposes, not only was it an insane pace but i found it very stressful to push things out that were 'good enough'. Strangley enough, my income did not suffer.
If you have one item or a set of items at an event, people go there with X amount and spend it over a spread of creators. If you focus on your homestore, the demographic that shops there will impulse buy
I've let myself fall into doing too many events, and felt like I wasn't always putting something out that was my best. Which, I'm not proud of. I've pulled back, and am finally working on an actual mainstore
As a consumer, I have event fatigue. I find myself thinking, "Oh, all the usual suspects... again," and feeling kind of bored, wishing they'd just release at their stores. Particularly when people do cheap
versions for the event and then charge double later on, it's just annoying. And I do think certain stores really do push the "good enough." I know I certainly see plenty of designers here on plurk going, "Oh,
well, again, this isn't about the good and evil of events at all, or event versus mainstore releasing. I'm more concerned about not putting yourself in so many events that you don't leave time to truly work.
i agree with the quality point kriss, but i think creators who are known for quality will not compromise on it even if an event is concerned, they may kill them selves and not sleep some nights (aracde lol)
well, zaara, that' kind of what caused me to start this thread, because I AM seeing people that I only knew for quality putting themselves in every event and the things that they do now are... not great
If you can make a convincing argument about how rushing your work is better, awesome. If you can actually BE in 8 events and be at the top of your game, good for you. I don't think it's realistic though.
I keep hearing people say people don't purchase at mainstores anymore and it is just not true. I still do way way way better at my main store than at events. I do events (my limit of mthly events is 1-2)
yeah but if you make quality at your mainstore and no one buys it, yet they buy it at events, that says something about why all these people think they need to cram themselves into 2938742398743 events.
well it kinda is Kriss because people are making the argument that they have to be in events to make any money, which leads them to be in several events which leads to rushing which leads to low quality
I don't know. I'm in some really good events, and I make decent sales - but I haven't made a single in store sale with the new store, and with my old store, I think I could count main store sales on one hand.
Business in SL is Business, period. If you aren't selling from your mainstore, you push your mainstore. There is no majic button for quality content, and there is no magic button for long term brand recognition
I'm directing these comments at people who sacrifice quality for quantity. There is no argument in the world that will convince me that intentionally putting a ton of low quality work out will help someone as..
and not settle for putting out any less, just because they have too many deadlines to make. There is no universe where giving yourself more time to work and releasing the best you can do is better than ...
The time I used to spend on creations has gotten very limited. I've also started mulling over more regular store releases and stop doing as many events just to have releases there. The deadlines make things too
because you feel rushed over said deadlines. =) Im really quite glad that you and a few others have voiced your opinion on this. The amount of events has grown in SL and like you said, loads of creators are
someone told me privately that they feel guilty and sometimes feel pressured into agreeing to another event, but that's when you have to draw the line. If you can comfortably join another event, great.
My first life IS second life. I made that decision to make Botanical my job, and my content my art. When I've let myself slide It's directly affected my income, and I've learned over time to never put potential
I do wish more creators would realize this. Gaining reputation is important.. as is getting your name out. But there are a ton of other people selling similar things. The best way to differentiate is to compete
As a consumer and event owner, I have event fatigue. We Love RP was a niche event and now everyone makes their own fantasy event. It's worse with mainstream even. I do like some certain events and shop
Well, like I said way back ago... I'm not trying to say events are better or mainstore releases are better. I'm just encouraging people to maybe cut back on what they participate in, to focus on their creations
Aye, I guess bottom line is.. one shouldnt be dependent on getting in as many events as possible. A good brand isnt built overnight. SL has always been strongest in the word of mouth aspect of marketing hehe.
And events are NOT necessarily moneymakers. Ours isn't. But I have noticed the very exact same thing lately. It's not about comparing stores, it's about what designer XY would be able to create if they didnt
Actually.. its not that people care about the marketing.. the marketing is utilized to put your name out there and nothing more.. so it has little to do with something like the atmosphere in the store..
Again, this isn't about events versus mainstore. It's about content creators giving themselves more time to create to the best of their ability by cutting down on how many event deadlines they need to make.
which honestly as a longtime consumer.. I have always LOVED well-crafted shopping experiences with stores. If the way a location looks is enough for someone to bring a friend back.. a creator may have gained
It doesn't matter if your brand is based around a mainstore, or it's based around event only releases. Cutting back on the number of deadlines you have so you can put 100% into your product. That is the point.
from a consumers perspective: i honestly miss going shopping with friends and not having to worry about not being able to get into sims, or the super lag. i just wanna buy what i want or shop the stores i like.
the core of your creation is yourself. and you have to be good to yourself and continue to improve. So you're not only getting better, you're also making the grid better. Two cents, after 300+ messages here lol
I mean.. I'm not going to set 6 deadlines for my main store, so why should I join 6 events where that will happen. I'm more than happy with 1 or 2 events, and either plan store releases, or have items set aside
the department store comparison is actually pretty spot on.. i honestly dont even know what a lot of designers mainstores even look like anymore D: yet these are designers i love, but they only do events
That's possibly along the lines of what I mean about giving yourself more time to make things that are memorable, but it's probably more of a statement on how events have trained the consumers of SL...
So many good points while I've been away working haha. thumbs up =) I wholeheartedly am glad that you brought this point up in such a manner Kriss, cause really I am more motivated to get off my tush and..
do something about it with my own store and brand. I like all the input so far and the discussion surrounding it.. from so many different perspectives, event coordinators, bloggers, shoppers and creators alike.
also tired about the whining about templates. Unless a desigenr does EVERY part of a creation themselves, there is no need to belittle template users. A templat eis no different from using a bought texture.
As for blogging, you don't HAVE to sign up with an event to blog items you like in it. The most precious blogs to me are from people who have bought and liked my things enough to tell people about them.
Agreed Kriss, It really touches me more to see my creations bought and blogged because that means a blogger truly liked the work rather than felt obligated to blog it cause they were an official blogger etc.
i am half of the mind to start an event just for texture people. everybody buys the same template and the event showcases the amazing quality work and drastic differences one can do with the same template.
and shove it in the faces of "original mesh" snobs who might make a interesting shape for an object, be snobby they made the object, and do not so great texturing but think they are better than template users.
I don't take the "original mesh" tag very seriously. I think it was originally intended to advertise "I made this all by myself" but I've seen too many examples where I know where the mesh came from online.
I've definitely realized this the past couple weeks lol. I'm in one monthly event, but over committed this summer and ended up pulling out of some for both sanity and because I didn't want to release another
half-assed item. As a perfectionist, it KILLS me when I look back at things I've released and they are just AWFUL and were put out because I didn't want to let an event down. I'm finding it better to slow
I've noticed this in taking a month or 2 off for various reasons this year. It affected my short term severely.. but long term, it played out ok.. the other day I looked at my sales.. and I realized I was..
Just like to say again that the original statements aren't to point fingers at events, or specify preference of mainstores over events. It's about content creators spreading themselves too thin with events
THIS: "the thing that scare me with events is, that i sometimes dont remember what designer had what. i sometimes just remember what event it was from. which says a lot about what it does to your own brand"
I went to an event last weekend and bought items...although to me they were nothing like what the theme asked for yet I still liked them anyway and bought them. I thought I would get flack for it but so far I
You also have to take into account the time of year. July seems to be horrendous for sales even at events. I have shoes out at an event that are discounted and have sold very few, and have arty donuts out at
VincentVile: This is why I do the Blender teaching. I couldn't learn from tutorials of monotone men who didn't explain a damn thing. I do charge for that though, but I worked hard for my 99.9% success rate
Its kind of a cycle though. I stopped releasing new things in my store because no one goes there anyway, so might as well just make for events [though to be fair, that's mostly because the past 10 months have
You should be in the exact number of events that you can comfortably put your 100% into, without needing to rush or miss deadlines. The extra time you gain means you can work longer on specific content and...
You could additionally use the extra time to start making "store exclusive" releases, prompting customers to start visiting your store to get items that the can't get an an event, perhaps seeing MORE things...
I push myself to make items for 3-4 events a month, but if I find I've some free time to make more I apply for more. While it keeps my items quality up, it also means I'm nit getting my store out there as much