"Lost Gardens of Apollo" - a classic from SL's prim era
Veteran Second Life builder P. Gibbs wrote a really interesting rant on the state of Second Life creation today in comparison to Minecraft now and SL in its pre-mesh era which is worth excerpting here, because it expresses some key challenges Project Sansar faces now:
Just let me get some things out of the way. I love SL, you really gotta like something to spend 8 years of your life logging in daily on it, learning to create, perfecting your modeling, learning a new programming language and everything else that comes along with it to be a successful builder. I am a user and I create content, I love to visit other people’s sims, check out their own creations and pretty much the whole experience with "be what you want, do what you want".
But as it helped me grow as a creator (it drove me to study 3D Studio Max, Blender, Photoshop, Gimp and a bunch of other softwares for years) it didn't follow along the growth rate, and every minute studying just helped me to notice how harder it was to make something nice for SL than anywhere else. If you ever work with UDK, Unreal 4, even Unity, you will know that it's much easier to get something there to look and behave as you intended than it is in SL, and that is hell to content creation.
PG goes on to compare this to creation in Minecraft: