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Second Life: Interface, infrastructure and growth woes continue

Ian Lamont, Kristen Nicole03.31.2008
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Comments 6

Service: Second Life

What it is: A social virtual world, accessed through a desktop application. Unlike virtual worlds driven by gaming (World of Warcraft, Tabula Rasa, EverQuest), Second Life focuses on the social and creative aspects of interacting in a 3D, computer-generated environment. Another differentiating factor: A self-contained virtual economy where "residents" can buy and sell virtual goods and services.

Failings: Where to start? Second Life was the darling of the technology and business press in 2006, but the rose-colored glasses came off last year. Problems range from awkward, error-prone meetings to a terrible UI. Many new residents try out the world and never return, and growth in new residents and concurrent visits has started to level off. There are also a host of unanswered questions relating to in-world business practices, foreign laws, taxation, and ethics. Parent company Linden Lab has recently experienced some high-level executive turnover, and is currently searching for a replacement CEO.

Turnaround potential: Linden Lab is aware of many of the technology limitations of the world, and is working overtime to architect a stable technical foundation that can scale to hundreds of thousands of concurrent user sessions. In addition, Linden Lab has opened up the Second Life platform, which gives developers and external organizations a chance to build out niche applications and simulations. This could widen the appeal of the virtual world, and make it more attractive as a platform for social networking, gaming, marketing, and commerce. Lastly, Second Life remains the most recognizable social virtual world on the Internet, and continues to tap a growing popular interest in virtual reality, massively multiplayer online games, and 3D modeling.

'Net views:

Eric Rice: "Not only do I predict they'll be faced with multiple competitors, they are facing a possible shift in the video game industry.. MMO functionality in an FPS gameplay world. Cheaper engines."

LessThanNickle: "I've been running Second Life for a year now, and I have to say that it is one of the worst apps ... every "upgrade" seems like a downgrade ... what baffles me is that Second Life is a cash cow: where is the money going? Certainly not in the application ... there should be NO problems."

Management: Phillip Rosedale, Founder and CEO; John Zdanowski, Chief Financial Officer; Robin Harper, VP Marketing & Community Development; Joe Miller, VP Platform & Technology Development. Funded by Mitch Kapor, Catamount Ventures, Benchmark Capital, Ray Ozzie, Omidyar Network, Globespan Capital Partners, and Bezos Expeditions.

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Comments

Goodness. The real measure of the success of Second Life is concurrency, not new registrations. Concurrency is the number of simultaneous logins and that has been growing reasonably steadily.

As for the claim that there are too many bugs, that is obviously the case, but in fact, the LIndens are doing a miraculous job there: WoW doesn't support LInux. Neither does EQ. And there's no feedback mechanism in place where complaints can be heard directly by WoW developers. Linden Lab hosts in-world meetings weekly with a larger portion of its programming staff to hear complaints and suggestions.

Also, few of the other virtual worlds out there are open source, and none inspire developers to develop compatible alternatives implemented in different languages.

FInally, none of the other virtual worlds have assigned themselves the lofty goal of becoming an internet standard. There are high-ranking engineers at Linden Lab whose job is to ensure that interactions between the LInden Lab hosted "Second Life" become 100% compatible with the worlds hosted by rival organizations so that teleport between worlds (and eventually walking between them) becomes commonplace.

To suggest that Second LIfe will die is to ignore that it is growing in ways that no other world is even trying to.


Yes, Eric Rice is correct that there will be better and faster FPS MMORPGs appearing that will appeal to a wider audience. It's always the case that there will be more people interested in shooter games and destroying monsters than in the harder job of constructing societies with homes, businesses, non-profits, and educational institutions in an open-ended world like Second Life. There will be other competitors in the virtual world business but it seems unlikely they will achieve very quickly the same complexity and density of capacity and features involved in a 3-D, interactive, persistent, user-generated world with a real economy.

Competition and change for Linden Lab due to the emergence of competitors and their own growth is a good thing as it will compel them to focus more on policies and governance, first of themselves and then of the world.

Prokofy Neva


SecondLife is doing something that few other virtual worlds are attempting, and it's not about gaming. To analyze it using the same yardstick as one uses for WoW or other FPS MMORPGs is missing the point in a laughable way, and does no credit to those glib critics/commentators who do so.

Re: Second Life was the darling of the technology and business press in 2006
>> SecondLife fell victim to the overblown expectations of media-created hype (prompted, no doubt, by a degree of effort from Linden Labs itself.) Many of the breathless predictions for SL were created by those who make a living making breathless predictions, and not by Linden Labs or SL residents. In a way, the media put on its own rose colored glasses and then removed them. It seems silly to judge the success of a venture by the rise and fall of pundit feedback about it.

Re: A terrible UI.
>> Says you. As an application developer I know how difficult it can be to create a decent interface, especially when confronted by the sheer weight of features constantly emanating from the company in response to user demand, and I think Linden is doing a yeoman's job. It's also true that users don't like change, so it's natural that users grown comfortable with one UI solution would say that "every 'upgrade' seems like a downgrade." In fact, things change, so it's probably wise not to take change personally. What you dislike may easily be someone else's favorite feature. And if you don't like it, wait a while because it will probably change.

The point of SL isn't the interface anyway - it's what you can do with the world itself, and *that* is compelling on many many levels. There are important sociological things going on in SecondLife - I like to say that there are at least a thousand masters theses waiting to be written about SL, which I would daresay is less true for most other MMORPGs, and has nothing to do with interface.

Re: Many new residents try out the world and never return, and growth in new residents and concurrent visits has started to level off.
>> Fair enough. But compared to what? In 2006 and 2007 SL saw large growth numbers fueled by media hype - now that the hype has calmed down those numbers have changed. Are we saying that unless SL grows to encompass the entire Net that it is a failure? Or that unless it's growing like a rocket that it's worthless? The number of households with PCs is "leveling off," but I don't think any of us would consider personal computing a failure.

There are also a host of unanswered questions relating to in-world business practices, foreign laws, taxation, and ethics.
>> Again, nothing untrue there. But why is this a problem? There are unanswered questions about foreign laws, taxation and ethics in *every* aspect of the Net, and will continue to be for our lifetimes. Linden has made a tremendous step forward on business practices with their Grid program, and the publishing of standards has made it possible for groups who want to depart from Linden's rules to do so.

It is wise to be wary of critics. Glib "who's up, who's down" articles like this are no credit to their authors, or the editors who frame discussions this way. As one critic once said about his profession, "In many ways, the work of a critic is easy. We risk very little yet enjoy a position over those who offer up their work and their selves to our judgment. We thrive on negative criticism, which is fun to write and to read. But the bitter truth we critics must face is that, in the grand scheme of things, the average piece of junk is more meaningful than our criticism designating it so."


Thanks for all of the comments. I will try to address/answer some of them below:

Lawson: Concurrency is also faltering. I remember early last year Linden's CTO predicted Second Life would reach 150,000 concurrent users by year's end, and it didn't happen. Regarding your comments about Linden's response to bugs and getting feedback from the community, I tip my hat to them for taking this attitude but would also like to note there are still many, many people who are disappointed with the pace of improvements and the system for vetting suggestions. Linden's stated support for standards is wonderful, but it's still not possible to transfer objects and avatars between worlds.

Prokofy: We are on the same page when it comes to competition, but I respectfully disagree with your statement, "it seems unlikely they will achieve very quickly the same complexity and density of capacity and features." The history of computing technology is littered with examples of former high-flying companies with super product lines being knocked off their pedestals by upstarts or more capable competitors in an extremely short period of time. This is such a relatively new field that examples are hard to come by, but in the computer graphics domain, SGI and id software are two trailblazers that were dethroned in this manner.


Aeolus: I agree that the creative potential of SL is one of the things that makes the world so attractive. As for your comment about the interface, it may not be the point of the world but it is certainly an aspect that plays a huge part in allowing residents to exercise their creativity and interact with the rest of the world. I've been an SL resident since 2006 and the interface has barely improved since then. As long as it does not function well, it will continue to be a major drag on the world, and will likely be one of the main competitive disadvantages for SL.


Linden Lab's CTO just resigned, BTW, so citing him on this issue is kinda odd, IMHO. I would say no-one but Cory believed that 150,000 concurrency figure simply due to the horrendously overloaded Second Life instant messaging service, which grew something like 10-fold in less than a year and without instant messaging, the social aspect of Second LIfe, which most people agree is the most important part, doesn't exist. Some relief is on the horizon. Linden Lab is currently testing a new architecture to handle how avatars' computers interact with the entire Second LIfe grid and with the individual simulators, and this change should eventually bring about at least temporary relief from the instant messaging woes. Long-term relief will only happen when a radically new design for instant messaging is devised. Research by LL and confirmed informally by researchers at IBM, says that no current form of instant messaging will handle the "scary numbers" that will exist when virtual worlds come into their own, so the problem may improve for a while, then the numbers will exceed the ability of any current IM solution and we'll be left with another high-water mark for concurrency that won't be exceeded significantly until the next round of IM improvements is made. It won't be until a "real" solution to the IM problem is devised that concurrency in any virtual world or system of worlds will approach what all estimates suggest should be 10's of millions of online simultaneous users chatting away in a single inter-connected 3D system.

L.


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