1. Proposal
1.1. Exhibits are physically present in any location - not required to be in a particular location
1.2. Core concept
1.2.1. Independent database/list of exhibits and their locations
1.2.2. This is the core of the event, rather than the core being their physical presence in a parcel and the database being a description of that
1.3. Movement between exhibits
1.3.1. Must be done via landmarks/llMapDestination.
1.3.1.1. Slightly awkward - but no more awkward than having to TP within a large event.
1.3.2. Descriptions etc can be added to the database to give people an idea of what the event is.
1.3.2.1. Textual description
1.3.2.2. Tags
1.3.2.3. Images
1.3.2.3.1. Textures
1.3.2.3.2. Links to web images
1.3.2.4. Further information
1.3.2.4.1. Notecards
1.3.2.4.2. Links to web pages
1.3.2.5. All this can be delivered via a HUD or attachment or static item.
1.3.3. Mechanisms
1.3.3.1. Static item in exhibit
1.3.3.1.1. Allows movement between this and other exhibits
1.3.3.1.2. Registers and maintains exhibit with database
1.3.3.1.3. Maybe...
1.3.3.2. General HUD or attachment
1.3.3.2.1. Basically similar to static item
1.3.3.2.2. Does not create a new exhibit (obviously)
1.3.3.2.3. Must work out which exhibit it is currently in
1.3.3.3. Web pages
1.3.3.3.1. Can have above functionality for moving directly to a parcel via secondlife:// links
1.3.3.3.2. Sub-pages for exhibits?
1.3.3.3.3. Given the inworld browser, might eliminate the need for a HUD at all
1.4. Time limit
1.4.1. It _can_ be time limited, but it would be done deliberately.
1.4.2. As long as people have their builds up, the event can go on.
1.4.3. On the other hand - if they lose their builds for some reason, the event stops
1.5. Parcel vs sim(s)
1.5.1. Good
1.5.1.1. Not dependent on having obtained a large space, which is always difficult
1.5.1.2. Reduces lag, if places are separated
1.5.1.3. Does not restrict content on a lag basis
1.5.1.3.1. If you have an empty enough sim to build in, you can make your exhibit as script- and texture- and sculptie-heavy as you like
1.5.2. Bad
1.5.2.1. Requires that people have access to enough space to build on
1.5.2.1.1. The main problem for SL builders
1.5.2.1.2. "Land donations"?
2. What is an "event"?
2.1. Large number of small exhibits on a central theme
2.2. Exhibits may be subgrouped
2.2.1. Charity Clothes Sale -> Hats / Shoes / Frocks
2.2.2. Victorian History -> Political / Social / Technological
2.3. Usually time-limited
2.3.1. Is this because of the resources necessary?
2.3.2. What is the point of time limits, if there is no need to have them apart from if enough of the exhibits can't carry on?
2.3.3. "Critical mass" of exhibits needed to say that an event is open
2.3.3.1. Below this limit, it is effectively "closed"
2.3.3.2. Exhibits can be moved/rehoused/restarted elsewhere
2.3.3.3. Allows for a "rolling event"
2.4. Can be publicised with a central entry point
2.4.1. This doesn't have to be a physical place
2.4.2. Could just be a list of sims, folder of landmarks, or device
2.5. Easy to move between exhibits and see what exhibits exist
2.5.1. Normally done by geographical location with traditional model
2.5.2. Simply move to other exhibits
2.5.2.1. Quick
2.5.2.2. Easy to see what exhibits exist
2.5.2.3. Easy to bypass uninteresting ones and move to something else
2.5.2.4. With increasing event size, the above becomes harder though.
3. Current problems
3.1. Events in one sim are laggy
3.1.1. Puts visitors off.
3.1.2. Sometimes, the whole thing just dies.
3.1.2.1. Unpredictable
3.1.3. Requires lag-maintenance
3.1.3.1. Restricts what people can build
3.2. Require permissions and awkwardness
3.3. Impermanent - time available for is determined by sim owner/finances, rather than by individual.
3.4. All exacerbated by having contiguous sims
3.4.1. More cost
3.4.2. More lag (overlooking other sims)
3.5. Expensive or reliant on sponsors
3.5.1. Getting the money together for full sims, even rental, in a group is awkward