Link: This is going to be BIG! - 10 Reasons to Go Short on Second Life.
I had a little g-chat with Charlie O'Donnell last night, and the conversation turned to Second Life. He pointed me to this article which, interestingly, he wrote almost exactly one year ago. I felt compelled to "respond" in some way, so here are my comments on his comments about Second Life.
1. Second Life is not, and probably will never be, mobile.
In a world where I can blog and read blogs, take and send pictures,
play games, consume and even download music and videos wherever I am,
how appealing is a technology going to be if it forces me to sit home
behind my PC?
I'm wondering about this one. I've seen the PSP - the Play Station Portable by Sony - and although I'm no hardware techie, it seems to me that some version of a portable "player" that is wifi enabled and has the right software capabilities could handle Second Life. Maybe a device devoted solely to SL versus a PSP that uses discs of various games. I'd think Linden Lab would be exploring this already - some secret R&D project developing a portable SL device so we can take our Second Life with us. And if it has Web browsing capabilities, the rest of our main online "needs" are covered.
2. There are no microchunks of a virtual world.
You can't link to an event that already happened, or tag a place, or share it with someone who doesn't have the software.
Ironically, last night Charlie sent me a link for UpNext.com, a company doing 3-D Web rendering work. They currently have a beta of New York City with over 55,000 buildings. You can "fly" through it - not interact but get a semi-immersive travel experience. This could be the "Web" version of Second Life to demonstrate and share sims and parts of sims with the non-SL-enabled public.
In terms of sharing inworld events, take a look at SLCN.tv. They are producing digital, web-based television shows of regular inworld events and although watching them is not the same thing as "being there," isn't this how the majority of the public consumes events in real life? Television is...television.
3. Second Life is a benevolent dictatorship.
To me, the fact that a very small group of people basically dictates
what goes and what doesn't in this market... a group of people that is
not beholden to the residents by law, is a political risk.
This is a good point, and the risks were once again proven by recent events - namely the $3 million Linden heist last week. Linden Lab's intervention - or lack of intervention - in these incidents remain to be seen but leads us to #4.
4. Second Life is a business.
Linden Labs has taken venture capital investment and those firms are
going to look for an "exit" at some point over the next four years or
so. Maybe Linden Labs will be profitable enough to go public. In that
case, the founders could remain at the helm, but they'd still have the
pressure to grow revenues which may be at odds with the authenticity of
the service.
Spoken like a true venture capitalist, but this is something that SLers rarely consider as they live their Second Lives courtesy of Linden Lab who is a business with corresponding business issues. If you put all your eggs into the Second Life basket and Linden Lab goes belly up or changes their business model or Fill In The Blank, you are at their mercy and your Second Life could easily go Ka-Put.
This is one of the reasons why I'm actually contemplating buying a PC - to be able to try other 3-d virtual worlds and attempt to carry over my current avatar identity - or a semblance thereof - into those spaces. I've heard anecdotally that Second Life really is the best one right now, but they aren't the only one and if something happens to them, what happens to the virtual you?
And as an Internet consultant, it serves me well to be familiar with a variety of virtual worlds to better serve my clients.
5. Diminishing returns for brand participation.
Right now, you can gain a lot of PR buzz by participating in Second
Life... probably enough buzz to justify the investment in development
for whatever you build to put in there. But, how long will that last?
A year after Charlie wrote this, the buzz continues and seems to be getting stronger and much more mainstream. I just heard that CNBC is doing a story on Second Life soon. Newsweek did a cover story already (the cover was Second Life only on the International Edition).
As larger corporations spend larger dollar amounts to develop larger branding campaigns within Second Life, the media - and eventually the general non-SL public - can't help but notice.
That said, as an Internet consultant, I told Charlie that I'm getting a very strong deja vu feeling about Second Life. It reminds me of the early days of the Web circa 1994 and 1995. Big companies being convinced by ad/marketing agencies to spend big dollars to test out a still unstable, unproven marketing platform. Kudos to the companies taking the risk because although they will mostly lose, they are paving the way for the rest of us. Can anyone say "Pathfinder?" (Read about how Manpower has committed $500,000 US to their foray into Second Life.)
There are smarter, cheaper and more effective ways of marketing inworld right now, but as long as big companies have big egos and bigger pockets, there will always be this influx of mega-spending before the bubble bursts and things settle into a more reasonable, rational reality.
6. Requires 100% attention.
You can't casually browse Second Life... you're watching it.. it's full
screen on your machine... your character needs to walk around to
experience more. It's very different than an IM window you can put
away in the background when you're doing other things.
In the same way you don't need to watch TV with your full attention or you don't need to listen to the radio with your full attention or even, in way too many cases, talk on your cellphone with your full attention, you do NOT need your full attention for Second Life. Even though it takes up your full screen, you can change preferences to switch it to Window view and then toggle between SL and anything else you want on your computer.
Case in point: On any given day, I've got SL in the background as I am:
- Working in PhotoShop creating signs and tshirt designs for my SL projects
- Checking my emails
- Twittering
- Working on an article in a word processing program
- Talking on the phone
- Working on a client project (Web-based work)
- Cooking a meal
With the sound on, I can hear when I get an IM in SL and pop back over to see who is contacting me. I can hear someone typing if their avatar is near mine and speaking to me. And if my avatar is dancing at a club or party or attending a concert, I can listen to the music without having to toggle back to SL full screen.
The only time SL requires my 100% attention is when I am hosting an event and that usually only lasts about 1 hour. Otherwise, even when my avatar is face-to-face with someone and having a conversation, each of us are usually also carrying on an IM convo or two in the background. This can send up a bunch of red flags for the purity of the interaction, but we're in a multi-tasking world and SL isn't any exception.
7. Lack of context.
The idea that you can be anyone you want and do anything is really
cool... conceptually... but with no guidence, no schedule... no
context, users find themselves lost over overwhelmed.
The beauty of having a Second Life is that you have the tools and capabilities (based on your skills inworld, of course) to create your own context. Because Second Life is not intended to be a game with rules and a "theme," you decide what your life inworld will be about.
I immediately decided that I would find a way to make enough Linden before I ran out of the initial $50 US that I put into my PayPal account and hooked up to my SL account. If I couldn't be entrepreneurial or savvy enough to start the Lindens flowing and I ran out of cash, I'd quit Second Life.
Within two months, I had steady income, a place to live (an apartment), an office and a growing identity within some circles of SL. I became an organizer and host of events that I conceptualized like a show & tell event, a cafe chat, a writers roundtable discussion and a live music TV show. I started a tshirt design business and opened up a tshirt stand to sell my designs (and soon am opening up a new tshirt store with The Traveling Avatar). I became a business reporter for SLNN.com specializing in real world companies coming into SL.
When I go into SL each day, I have a purpose. I have a destination. I have projects in various stages of completion. I have friends and colleagues whom I look forward to seeing. I have a new place where I'm living that I built myself on land given to me by an inworld friend. I'm helping other people find nice places to live and to set up their own businesses. My time in SL is never wasted, even when I'm just exploring other sims.
My Second Life has as much context as my First Life - I just can do a lot more in a shorter amount of time with better tools in my Second Life.
8. Digital world with an analog business model.
When you have a world where all of the items are user created, I just
can't imagine that the future will offer adequate protection against
the free distribution of these items.
Protection of what we create can certainly be an issue within Second Life just as it is in real life. Major real world brands are even looking at Second Life as a new threat (see my article about how Herman Miller dealt with brand infringement in SL). There are many ways business in Second Life is analogous to real world business.
But there are some important ways that business is and can be different in SL:
- Cost of entry is ridiculously cheap
- The ability to replicate anything in SL is incredibly fast
- The ability to build anything in SL - such as a store - is fast and cheap
- Placing your branding across sims is fast, easy and relatively inexpensive
- Anything you do in SL often takes less time, less money and usually less effort
With speed, ease and affordability comes new sets of issues and potential problems, but as an entrepreneur, I'm digging business in SL.
9. Reach.
No matter how many registered users you have, getting less than 20K
simultaneous users online really isn't very much. By comparison, many
of the online MMOGs get more users than this on a regular basis, with
World of Warcraft peaking at half a million users online at the same
time.
There is no denying that at any given time, 20,000 to 30,000 users inworld isn't a major branding hit, and the reality of SL's fragmented set up means that you really can't even reach all of those users at once unless you had placement on the log-in page.
Factor into that limitation the technical inability to have more than 70 avatars comfortably in one specific area to attend an event. Sure you can have cross-sim events happening simultaneously or videocasting capabilities so those on partner sims can "watch." But unless you are in a continuously high trafficked area, your brand exposure - inworld at least - is miniscule by major corporate marketing standards.
Some of the most trafficked areas are probably the orientation islands which means you are branding newbies and companies like Ben and Jerry's and CSI are creating orientation portals to do some early branding. Smart if done well although it could really misdirect a person's overall SL experience if they ride in with a brand dictating their initial impressions.
That said, there are smart ways to do your branding inworld, and the smartest is not to build your own island. There are way too many islands out there right now that are grossly underutilized that could be leveraged for a song to become branding tools. There are many inworld events happening now that could become very affordable branding venues with built-in, loyal audiences that companies can sponsor versus creating their own events.
And of course, let's not forget that still anything happening in SL has a great chance at getting a strong PR buzz in the real world which harkens back to my comments on #5. The Web had it's buzz-worthy hey day for over 6 years and even now has experienced recent media revivals with blogging and then social networking.
10. Escapism vs. Reality.
The promise of social networks is that you've got digital self
expression going on in unprecidented volume. That makes them
interesting to both users and marketers alike... because of their
ability to connect you with real people based on real and authentic
things about themselves. Throw blogs in that category, too. Second
Life is more of a fantasy. Even the name says it. This is not your
life... it's your other life. You cannot be yourself.. .you have to
change your name. It's not me and it's not other really other people,
either.
This is an interesting commentary that is hard to address in a few paragraphs. Suffice it to say that yes, the volume is not there in Second Life in its current incarnation and it may not be all about Second Life eventually but about our Virtual Life across multiple virtual worlds.
But I do not see Second Life as my fantasy. Sure, I am not using my real name (there are people who do and I'm still trying to figure out how they all got it - coincidence in many cases but can you pay to buy your real name?) But using the Cybergrrl name is just reviving an old brand identity that was synonymous with me in the early Web days. And I'm very familiar with being myself while being called by the Cybergrrl name.
For me, Second Life is not a fantasy but an augmentation of my First Life. I can do things in Second Life that aren't affordable or easy to do in my First Life like open up a store or organize and host events where people from around the world can attend while I sit in my dining room in Alaska.
While many people may use Second Life as a fantasy and remain behind the cloak of anonymity their avatar affords, I'm very transparent about who I am and not hesitant to tell people my real name in the right settings. All someone has to do, however, is search for my avatar name on the Web and follow the breadcrumbs to my real life sites and blogs.
Charlie goes on to say: If I'm a business, I want to make sure I'm connecting in a sincere way
with real people as well.... not sponsoring a fantasy. That's the way
I personally want to live online as well.
I totally agree. That is why I advocate transparency, ESPECIALLY in my business dealings in Second Life. My avatar is an extension of me and operates with the same high level of work ethics, honesty, integrity, reliability and savvy. My avatar is a clear reflection of me so I will not compromise and do something in Second Life that would reflect poorly on the real life me. My avatar is merely a tool for me to create and participate in a new communications platform. She is me.