I can’t help but wonder why, among the many virtual worlds, Second Life stands out for me. I’ve stepped into most of them and have many accounts that I no longer use but I routinely, almost daily, return to Second Life and carry on some sort of existence there. The ability to create almost anything keeps me trapped in the expansive world Linden built. If I am so trapped, why aren’t more people logging in, becoming ensnared? Why has concurrency seemingly flatlined? How is it that more people prefer the 2.5D experience of something like Habbo Hotel as opposed to the imerssive 3D world of SL?
It then occurred to me. It’s the same reason Wal-Mart is gigantic and immensely successful and art stores tend to be smallish and hard to find.
Most people don’t want to create anything.
Second Life, at it’s best, is a world of user created content. The content isn’t always easy to create and, mostly, it’s a multi-part, time consuming process. Generally speaking, time consuming doesn’t translate to entertaining. From my experience users logon, find a game they like and play that. Perhaps the only creation they want to dabble in is the creation of a new outfit from the plethora of shopping outlets in world. The various other worlds tend to focus on consuming. You gain experience or some sort of money and then go purchase things which you may use to furnish a room. These items may contribute further to your experience and may lead to more money which leads to more consuming. There are exceptions but almost every other virtual world works this way.
The slight image problem that SL has of an empty world with nothing to do has plagued the PR efforts of Linden Lab because most people want to be entertained and want an experience to unfold for them. SL is very much about going and making your experience. It’s hard to say if the global populace will ever flock to a world where the onus is on them to make it their own. I say this slightly in gest but maybe avatars should be given a level when they enter the world and for every interaction they earn some sort of skill points. To what end? It doesn’t matter but it gives a user an immediate goal. It’s very MMOG but isn’t that what the average user expects when they first land on OI? Let the urge to advance in levels lead them to explore the supposed empty world.
There are, of course, many things to do and places to visit and one could say that most SL entrepeneurs are not adept at marketing themselves to the new av’s dropping in on Orientation Island. And there are, of course, many people making things in world hence all the places for others to go shopping. Technical hurdles aside, for SL to reach truely awe inspiring concurrency there needs to be a central metropolis where users can zone out and play games, watch videos, consume, sit passively and watch an experience unfold before them.
Tags: secondlife, virtual worlds, creation, consumerism
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