How to Save Second Life in Seven Easy Steps

Second LifeTomorrow, Second Life creator Philip Rosedale will give Linden Lab’s corporate strategy presentation to the company’s customers, at the most perilous time in the virtual world’s history. A darling of the Internet industry only three scant years ago, Linden’s profitability has been eroded by company efforts to turn SL into a real world business platform and improve the complicated user interface — both of which yielded negligible results, and worse, a massive layoff of Linden staff (including the top executive and CEO who led that drive.) Newly returned to Linden Lab as “interim CEO”, Rosedale says he’s pushing a “back to basics” crusade that will fix the nagging technical problems that beset Second Life. Which is a good start. But as someone who’s been writing about Second Life for seven years (first as a Linden contractor, and then as an author and blogger), saving Second Life in today’s Internet will require quickly growing its userbase. Here’s how:
With about a million unique users who log in every month, Second Life is hardly dead; what’s more, several hundred thousand new accounts are still reportedly created monthly. The problem is few stay, and those who do rarely spend much money on Linden Dollars (the world’s virtual currency) or buy SL land (the company’s main revenue source.) Fortunately, there’s a number of fixes with a reliable track record that could improve this, and which the company could implement relatively easily and cheaply:

Add an Achievements/Leveling System to Second Life
Overwhelmingly, most new Second Life users quit because they generally have no purpose or motivation to explore the world, find the incredible amount of user-generated content in it, or interact with the existing userbase. An achievement/leveling system matched to L$ rewards and pinned to exploration and interaction would immediately increase user retention, while encouraging noobies into the far richer experience of Second Life that lies beyond the initial learning curve.

Partner with a Prepaid Card Service
While Second Life has some of the highest ARPU rates of any freemium virtual world, it needs many more customers to keep the internal economy of user-generated content thriving. Already popular with the largest virtual worlds and social games, a prepaid retail card for Linden Dollars would quickly create those.

Add an “In-World Now” Display
Linden Lab has been fighting a losing battle to create a viable search engine to expose all the great user-made locations in Second Life. One short term solution is easier, and probably more effective — a list of locations which contain other users currently online. Most people don’t care to find pretty locations that are empty; far better to show them all the places that are full of people. That’s how Habbo does it, and Habbo’s fricking huge.

Greatly Improve Text Chat
In a study by two University of Michigan academics, chat was found to be the primary predictive factor for keeping new Second Life users engaged. Not making money, or exploring the world, but simple text chat with fellow SL users. The problem is that Second Life chat, especially within groups, is dodgy and unreliable. If there’s one feature that needs the most attention, therefore, it’s this one.

Point-and-Click Movement
Incredibly, moving in Second Life still resembles a first-person shooter, hardly the most user-friendly UI metaphor for casual social gamers. To capture the mass audience who’ve embraced the most successful full 3D PC games, like The Sims 3 and World of Warcraft, Second Life needs a navigation option like theirs: Point-and-click.

Heavily Promote User-Made Machinima
Linden Lab has unsuccessfully tried to promote Second Life as a place to hold business meetings, while largely ignoring the most powerful real world application of SL: Machinima, which has already been used in several Hollywood movies. That’s SL’s real world killer app, and should be promoted to film schools, indie filmmakers, and others interested in a cheap and powerful platform for 3D animation. (And all that machinima only serves as a great visual promotion for Second Life itself!)

Hire a Game Industry VP With Design Background
Here’s another surprise: Linden Lab has never had an executive with a background in the game industry that’s heavy on design. (Programming and marketing, yes; not the same thing) But it’s game designers who’ve already learned how to solve a lot of the problems Second Life faces. Above all, hiring a game designer means Linden Lab will have made the most important realization about its own product: Niche real world applications aside, Second Life is still essentially a game, and needs to be fun before it is anything else. But doing that will require getting out of what I call the Dwight Scrhute Echo Chamber.

Of course, there are many more features that need fixing and adding, but I believe these are the easiest to implement that’ll gain the best immediate results. Failing that, I fear the most interesting and inspiring user-generated community I’ve ever written about will flounder into irrelevance, instead of becoming what it could and should be: a central hub of the social Internet.

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  • and you think LL listens to any of this?
  • Good ideas all around, Hamlet. I disagree with Tinsel about Achievements and point-and-go. These are interface conventions that have become standard in the industry in which SL competes. I could see an Achievements system implemented by one of the many community gateways as a HUD. The Emerald Viewer already implements double click auto navigation.
  • Jenny
    Earning money has online never been this easy and transparent. You would find great tips on how to make that dream amount every month. So go ahead and click here for more details and open floodgates to your online income. All the best.

  • Ada Radius
    Just fixing bugs in 2.1 would be huge. I have to log into 1.23 or Emerald to do the most basic things, like land search to buy land, set and deed land to group, change roles in groups, find the attachment points that are blocked by the sidebar layout. And fixing the Jira so that non-techies like me can report these things easily.
  • Ms Georgianna Blackburn
    @Gary Kohime - "Don't dump people onto a help island, wherein, there is no contact with an existing group or social network."

    I AGREE ! We all know the stats show that the first minutes/hours are important.

    To all other... I don't have anything to add that hasn't already been said. I prefer NOT having achievements and treating SL like a game. Maybe LL can do a spin-off, but we have worked HARD to be taken seriously by real life business, and while yes, I understand the latest trend in education is gaming, once the game is over, then what?

    Does anyone have stats on the retention rate in Zynga games? I tried a whole bunch, and yep, eventually got bored and moved on.
  • Ivy Lane
    I like the idea of a reward system, and even better let's center that reward system around SL History. Let's teach new users the history of this world, it would be interesting, educational and offer those users with achievement mindset a way to learn and grow in the world as well as come to appreciate the world. I totally agree with listings of where people are, when i was new it was definitely how I grew and learned to enjoy SL, I knew where to go to socialize and find people, make friends and learn how to do more stuff in world. I was never lonely in those days.... even now as an experienced user I often find myself lonely with time on my hands when I am not working and wishing for a way to know "where all the people are".
    I seriously noticed the lack of designers early on when I attended a hiring party for LL, and saw that designers didn't seem to be appreciated or wanted. It's a sad thing and would definitely benefit LL to consider a design person, or team to help make the world more user friendly, and full of deeper and deeper layers to maintain resident interest.

    The other thing I see missing is real world marketing. The machinima is a wonderful tool that could be utilized I have another, I presented to Philip himself that i have not heard back on. It's an idea that would promote brand loyalty in the next generation through marketing. Something I think LL really needs to consider if they wish to continue to survive as we all grow older.
  • C3
    why not BRING BACK GAMBLING... Disney via Playdom/Harrahs now endorses Poker Gambling Online ( real poker- play the man- online poker- the machine plays you-crooks) and Congress and barney Frank have been paid off well by the new/old media lobby, and gambling is now legal and to be "regulated"-cough cough like banks were..lol ... online.

  • Gary Kohime
    @ Hamlet

    #1: Achievements System: Bah Humbug, this is NOT a game, it's already a social network; that's primarily made up of artists. But, it also has non-artists. We do not have to compete to be likable. People will gravitate to what interests them. <see below="" groups="" on="">

    #2. Pre Paid Card Service: Granted the current closed world economy might serve a purpose to those that stay here and really get into SL. What really needs to happen is to not allow or to be a leader in 3D content that can be obtained by the masses. Meaning, to those that are not in-world, yet. Your lagging behind other efforts in this respect. Content creators, you or we need to make/have a portal where we can sell our goods from the 2d web. Its obvious that Second Street isn't making an effort that way. Marketing has to be spread out, not kept inside of SL. We have to make our goods available to purchase and importable to other virtual worlds (Open Sim). Furthermore, look at the current ruling on DMCA by the Library of Congress? This, in my view, could be applied to virtual content. Bottom line, LL has managed to keep its doors closed to those OUT THERE, and focused to much to bring them in, when really its about reaching out to the world. Instead of making HTML just available on a prim, why not have it reversed? I don't mean turn virtual worlds into a browser, per-se. But, we need a concept that makes a natural movement from 2D Web to 3D, or is that 3D to 2D? Portal anyone? Take a lesson from Augmented Reality, why not use it to our advantage, create a virtual world content layer?

    #3. Search: Search is king, this sort of applies to #2, above. Open the content, events, groups, etc., etc., findable via current working search engines? <more below,="" i="" on="" think?="" this=""> :)

    #4. User Made Machinima: Its an art, its great in its own right, it can be a promotional tool, it can be part of or a leader in drama (although this is different from emotional drama) LOL, anyway.. umm..in movie making. Enough said.

    #5 Text Chat: Text chat in SL is a convenience inside a virtual world, like the telephone was to RL in the early days. Text chat is not integral to the virtual experience. I'm not sure what you might improve, unless your trying to re-create IM'ing like Yahoo Chat, and all the rest. That is old school, in the way of chat rooms. VIrtual Worlds are not chat rooms. The virtual experience is an off shoot, a metaverse of RL. Don't let the past drag you back, create the path to virtual worlds by making it easier to use and all the rest of the ideas that have been said, ad infinitum.

    #6 Game VP: this is a pretty good idea, but, I don't think a VIP Gamer is going to understand what WE are really about. Although, it may be the best choice, since there isn't a whole lot of Virtual World VP's out there. I'm still torn about bringing in Mesh support, only in that it will eliminate the 'small guy/gal' from being able to really contribute to great content. If we are going to support mesh, then there needs to be a software tool, that is easy to use and cheap. But, there is something to be said about rezzing a cube and making something from it; even perhaps enhance sculpting more.

    @ Bettina, what about MEGA's? I'm aghast that you didn't mention it? LOL :) Why won't LL support them already, enough is enough on fighting a losing battle, just let the people create!

    @ Himoff, You left us, abandoned us, and you were one of the biggest leaders, promoters or virtual play. Because you couldn't make money, you left. So, don't preach to the choir, be the example. You've managed to isolate yourself, why don't you bring it back and embrace your own traditions, which many were our own. This is not a personal attack, I respect you greatly and many that have worked for you. I just don't think abandoning ship is or was the answer, it made it worse for SL and for your company. What's the answer to making money, well, if I knew, I'd be rich, frankly I don't want to be rich, life is too short, I want to enjoy life. Simplicity is where the beauty is, and you have been or were proof of that. Smarter Avitars, what's that mean?

    Groups is key to ALL of this, this is the heart of Social Networking. Don't dump people onto a help island, wherein, there is no contact with an existing group or social network. There are thousands of groups in SL. Why not work this where groups, on a rotational basis, or some equitable system where noobs are introduced to SL via the Group experience? I know this is workable...its has to be..it really is the important. Look at the history of the Internet, look at Facebook and the like? Look at MMO's, they are a group...I mean..am I wrong?

    Gary Kohime</more></see>
  • "It's NOT a game, it's already a social network; that's primarily made up of artists"

    Actually, almost the exact opposite is the case. There's a very small number of artists, but most users treat Second Life like a casual social roleplaying game (clubs, fashion, sex, etc.). along with more explicitly game-like roleplaying (steampunk, vampires, etc.) Look at the top 20 most popular places of SL in June, they're *all* in either of those categoies:

    http://nwn.blogs.com/nwn/2010/07/june-top-20-sl-sites-.html
  • The argument of "is Second Life a virtual world or a game?" boils down to a matter of opinion. Every one of us Residents are in Second Life for a different reason and view it according to our own beliefs and experiences. I consider Second Life to be a virtual world - some consider it to be a game. One could say we are both right.

    From the Linden Lab website:

    Second Life is a 3D virtual world created by its Residents (people like you) that's bursting with entertainment, experiences, and opportunity.

    From the wiki:

    Second Life's status as a virtual world, a computer game, or a talker, is frequently debated. Unlike a traditional computer game, Second Life does not have a designated objective, nor traditional game play mechanics or rules. As it does not have any stipulated goals it is irrelevant to talk about winning or losing in relation to Second Life.
  • Bronxelf
    Im sorry but text chat is *essential*. Utterly essential, and right now it's busted, especially in regards to group chat which works intermittently and poorly when it does. Group chat is really necessary in cases of things like staff groups for clubs, for example

    Many people prefer text to voice chat, particularly those who are *not* at home alone and don't want to disturb the other people in their lives listening, essentially to a one sided conversation. Text chat is *essential* to those with hearing disabilities. It's *essential* to those of us who hate to use the damned phone in the first place(which is what VOICE chat essentially is.) It provides a *written record* of events, which many find important. It's not a simple convenience. It's key.
  • Text chat is also *essential* in any music venue, which is a big part of SL for many people.
  • Developing an achievement system for SL? Hardly news. SignpostMarv Martin has implemented one years ago:

    http://achievements.agni.sl.marvulous.co.uk/

    It really doesn't make any sense to do it for everybody, though. That would like forcing everybody to enter a RP sim when they start, just because there are hundreds, if not thousands, of role-playing groups and sims, some of them — like Caledon! — with over a thousand active participants.
  • LL has gradually lost the trust of the EDU community. Make it a game and it will only get worse.

    I know we educators account for a small fraction of LL's tier-based income structure, but we bring ethos to their product.

    When an admin. hears that Princeton pulled out of SL, that's a heavy strike against the platform. I'm not sure we can save this thing, which is why so many schools are setting up their own OpenSim servers or, for non-technies like me, looking for grids where we can build simulations, at a fraction of SL costs, and move content between grids and give it to colleagues.
  • C3
    Really, after 4 years of this circus. Enough is Enough.
    If there was a shread of ethics at the lab...and not the tao of irresponsability hidden in transparency.;) and behind writings like this.

    LL would finally DECIDE if LL wants to be a GAME(entertianment) MAKER, or if LL wants to be a MEDIA TOOLS PROVIDER/MAKER.

    and then they should FINALLY OFFER OTHERS PRODUCTS OR SERVICES that ACTUALLY ARE what they SAY they ARE.

    And of course allow ALL of those INVESTED in the OLD PLAN/ MARKETED to them under CA BUSINESS LAW... CASH OUT for the full VALUE of their EFFORTS that CREATED VALUE for this CORPORATION and its STOCK OWNERS.

    a silly suggestion eh? shame.


  • *looks at your list*
    *looks for things involving improving and simplifying the interface on the list*
    Aha, I agree with point-and-click navigation and improving text-chat. As for the latter, do you have a specific idea on how this can be better?

    As for everything else:

    Achievements: Second Life is about possibility, and freedom of choice. Achievements are the exact opposite of this goal. Secondly, Second Life is not a video game. It's a social network, yes, but social networks are not video games.

    Partner with prepaid card system: Not a bad idea, but I think cause / effect is reversed. I think that's something a virtual world does once it's popular as a consequence of popularity. Unless you can provide a reason that it drives popularity, I'm likely to remain in that thought process.

    In-World Now: Second Life shouldn't strive to be Habbo. It should strive to be the World Wide Web. The World Wide Web is far too huge and diverse for any one central "in-world now" - if you want to find things, you need search, be it Google or Digg or Amazon.com. Furthermore, Habbo is a niche - it's a game, not an open platform, and as I have said, SL is not merely a game.

    Machinima: I agree that machinima is the best way to illustrate the power of virtual worlds. I think you're on to something with it being a key piece of PR, one that really Linden Lab has moved away from - they used to do it a lot more.

    Hire a game industry design person for VP: Interesting. I've recently been saying that the solution for fixing Second Life has to be with iterative, tight-feedback design where users get to see and guide the product along the way. (Imagine viewer 2.0's great features but with a design that users can actually use easily.) I do agree that game design - specifically MMOG - would have, technically, much in common skillset wise, at least from a development platform.
  • JayR Cela
    Hi there Ron
    **Heavily Promote User-Made Machinima
    I think this is an excellent idea
    **Hire a Game Industry VP With Design Background
    another great idea / just look at all the damage done by M. Linden in just 2 short years
    **(Imagine viewer 2.0's great features but with a design that users can actually use easily.)
    yep :(

    JayR Cela :_)
  • Ron, what about Plurk, Foursquare, blip.fm? Those are not games either, they are social networks. My twitter feed is flooded with tweets of people being mayor of this or that other place. There are a bunch of SLifers on Plurk who don't seem to be bothered by their badge system. Quite the contrary, in fact. And we are not talking about the masses here, there are lots of smart, creative SL creators among those who use those networks.

    There is one fundamental problem whenever SL old timers start discussing about the future of SL. We always discuss it from our point of view, what we want SL to be, and we often forget that there are thousands of people out there who use SL in entirely different ways than we do.

    An achievements system may work for that people to get them more involved with SL, discover what it offers and stick around. From that even old timers can benefit.
  • Bronxelf
    I gotta say (again) though, Indigo, and you've likely seen me say this before(I just realized you may not know it's me- @damnedgoodesign). I freaking HATE the foursquare and blip stuff. If I could filter it *out* of my twitter feed, I would.

    But I *totally* agree that we all look at it with that old-school eye, which is maybe the opposite of the point here.
  • Thank you for pointing that out, Axi. You have multiple personalities, it's hard to keep track of things :)

    I agree with you. I joined Foursquare, didn't care about it, closed the account and I am not thrilled about receiving all those Foursquare tweets. I use Plurk but the account there is just a mirror of what I tweet on Twitter, so I don't pay attention to their badge system. They are automatic, so they add up by themselves.

    Yes, these badge systems are just games. And the problem is...? Playing is a simple paradigm that everyone understand and one that suits many. Heck, SL is full of stuff I don't care for. Should I scream about it? No, I just ignore it.

    Hey, I hate football and I live in a country where everyone loves football. Should I emigrate because of it? :)

    None of the things I don't care in SL bother me or detract from my experience, or prevent me from thinking how unique and stimulating it can be. SL is a mirror of what RL is, you find the good and bad things. There is plenty of space for everyone to live their second life the way they want it.
  • Bronxelf
    Yeah, sorry about that. If SL would let me use my real name I would. Sadly theyre using my first name as a last name, so I can't.

    I guess I'm not being clear. The issue is that unless these achievements are things like "woo, 30 days inworld" or "woo paid account." or "woo owns a sim"- things that can be objectively monitored by a computer and not "voted" on by other people, then frankly, we already have plenty of those in SL and they cause a lot of problems. Think Bloodlines, and Hunger- how many people have been hassled by those systems? How many complaint tickets for these systems have been logged (I know that we logged complaints all over hell and creation about Hunger players on Cursed.). What bothers me is how Im having a hard time thinking of achievements that promote not only content creation, but how they promote content creations of others.

    What happens from where I sit is you bring in a bunch of people whose goals are the badges. It increases body count sure. But Im more about quality over quantity. The problem I have is that once you set people on a course to try to gain these badges, they badger *everyone else* in their pursuit, to the benefit of *no one* but themselves.

    (oh for the record: @damnedgoodesign @djbronxelf @bronxelf @cathaiku. There. That's all of em.) :D
  • I have never joined foursquare, blip or plurk. I am sure they are wonderful apps since so many people use them. However, when I am following someone on Twitter and they start with the location updates, I stop following them. It really makes for a lot of feed to read through.
  • Bronxelf
    I never joined blip. I think the blip feed is incredibly annoying. I got a plurk account, could never make it work with my computer and never once used it. I don't use foursquare- I utterly *do not get* the point of foursquare at all.

    I also refuse to get a facebook account, so clearly I'm in some kind of freak minority here.
  • "what about Plurk, Foursquare, blip.fm?"

    Plurk, Foursquare, and blip.fm are all third party applications. I have no problem with individuals making achievement systems for Second Life. I do have a problem with it being embedded into the SL browser as if it's an essential part of the platform.

    "There is one fundamental problem whenever SL old timers start discussing about the future of SL. We always discuss it from our point of view, what we want SL to be, and we often forget that there are thousands of people out there who use SL in entirely different ways than we do."

    I don't know about you, but I've been working full time with virtual worlds - a great deal of that Second Life - for the past 4 1/2 years. During that time I interact with loads of end-users, I've done new user orientations, helped create marketing campaigns for end-users, worked with focus groups of people new to Second Life and done research into what makes them like and not like Second Life. So, no, I really *don't* forget the people who use SL differently.

    "An achievements system may work for that people to get them more involved with SL, discover what it offers and stick around."

    Yes, and it *may* crash and burn, too. So until someone provides me compelling evidence why it will *probably* - or better - *almost definitely* be an improvement to SL, and not ward off other people, then I can't see why I would support Linden Lab spending time implementing it.
  • Ron, I certainly do not dispute your competence with virtual worlds. In fact, I am familiar with your work. But I don't think it takes a lot of focus groups to know a well known fact: the people who get involved in more substantial ways (building, creating content, organizing events, etc) is a small minority.

    This is a constant in most social activities on the net, in fact. I worked 12 years as a community manager in what is now a defunct "online system", as they were called at the time, and it was a well know fact that only 10% of its membership engaged in any substantial activity. What was the most popular activity? Chatting.

    The main point here is not *knowing* how people use SL, it's to find out *why* people don't use SL. Why the retention rate is so low and how this people can be encouraged to use SL more and stick. Few people enter SL knowing what they want to do with it, the vast majority enter SL, try it and say: ok, cool... what now? 95 out of 100 of those who join leave SL without having a clue of what it really is and what it has to offer.

    I am not sure to understand what you mean with "Plurk, Foursquare, and blip.fm are all third party applications" in this context. And I don't see the difference. An achievements system works for other social networks. I don't see people stumping their feet because Plurk sticks all those cute badges on their profiles. The thing is, of all the objections I have seen against an achievements system I didn't see one that was convincing. They all focus on: SL is not a game, SL prides itself on freedom to create, explore, express yourself. Ok, but... how do we explain all this to the people who leave and don't have a clue? Can you see a pattern there? What we pride so much about SL is what we accomplished because we sticked around, learnt the ropes... in short, the old timers, the committed ones, those who want SL shaped their own way.

    Have 10 of those 95 people who leave to stick around, contribute to the economy and be part of SL in a meaningful way and I bet an achievements system will get lots of support.

  • "the people who get involved in more substantial ways (building, creating content, organizing events, etc) is a small minority. "

    Right, except I wasn't touting my experience simply, "I use it more, I know it better" (that's a totally different argument). I was saying that very distinctly I pay attention to why people do, and probably more importantly, *don't* use virtual worlds. I've talked with plenty of folks who:
    - have tried Second Life and got turned off by it
    - have not tried Second Life and have explained reasons why
    - are casual users of Second Life and aren't builders, etc.

    What I read from you is that you believe I'm trying to put forward essentially, "What's best for builders, is best for SL", and I want to make clear, in case I haven't been - I'm not saying that.

    ---

    "An achievements system works for other social networks."

    Perhaps I need to invent some new teminology. There are central hubs of social networking - like Facebook, Twitter, MySpace. And then there are peripheral social networks that, more often than not, would not be nearly as popular if not for the reliance on working with these central social networks. Things like Plurk, Foursquare, and blip.fm are examples of this. Foursquare by itself doesn't really interest many people, compared to embedding it into other primary, central feeds, etc.

    I suppose it's debatable as to what is central and what isn't. But here's the other thing - Foursquare is designed *as a game* and not as a social media platform. Something like Facebook or Twitter are designed as *communication applications* for social media. The aim is different. So it boils down to my original point - that Second Life's focus is not a game, but as a communications medium. (We can debate that, and I will say that my primary argument is that SL will lose the "game" competition to traditional MMOGs. Instead, it has a nice market share for the social, immersive market.)

    "Ok, but... how do we explain all this to the people who leave and don't have a clue?"

    That's a fantastic question. It's no silver bullet solution, either. A combination of better PR, better brand management, outreach and education to media, better orientation of new users, and I'm sure other things - can all improve how we educate newbies.

    "What we pride so much about SL is what we accomplished because we sticked around, learnt the ropes..."

    Hmm, I'm not sure I fully agree. I pride a lot of things in Second Life -
    - I see handicapped people watch their handicap be mitigated or even erased.
    - I see educational outreach for "not possible in real life" situations, or where geography makes it difficult to visit a place in the physical world.
    - I see people who join SL and discover they have hidden talents that they never before considered.

    I think your argument on "old timers" is based on the assumption that the "old timers" don't know what people who leave SL actually want. Or need. Etc. You may be correct in many cases, but I would disagree with lumping me into this category.
  • >> What I read from you is that you believe I'm trying to put forward essentially, "What's best for builders, is best for SL", and I want to make clear, in case I haven't been - I'm not saying that. <<

    No, I am aware of it. What I say is not directed to you in particular. This is a public conversation for the benefit of those who care to read these comments.



    >> I suppose it's debatable as to what is central and what isn't. But here's the other thing - Foursquare is designed *as a game* and not as a social media platform. Something like Facebook or Twitter are designed as *communication applications* for social media. The aim is different. So it boils down to my original point - that Second Life's focus is not a game, but as a communications medium. <<

    However, even Twitter and Facebook have a basic form of an achievements system, which is given by number of followers, number of posts, number of lists. And I don't think these detract from the value of the message, what people communicate with the tools at hand. Even SL has a basic form of an achievements system: rezz day, how old an avatar is. This is the kind of information most tout when showing their commitment to the medium.



    >> That's a fantastic question. It's no silver bullet solution, either. A combination of better PR, better brand management, outreach and education to media, better orientation of new users, and I'm sure other things - can all improve how we educate newbies. <<

    Of course, these are all things which are important and should be pursued. But, an achievements system is complementary not antagonist to such initiatives. And, most of all, it's a simple paradigm that everyone is familiar with. Probably even one that is easier to implement than educating new users. I think it does offer some challenges to make it effective but it can be a tool of immediate understanding, something people are familiar with and that could offer that incentive to get involved.



    >> Hmm, I'm not sure I fully agree. I pride a lot of things in Second Life -
    - I see handicapped people watch their handicap be mitigated or even erased.
    - I see educational outreach for "not possible in real life" situations, or where geography makes it difficult to visit a place in the physical world.
    - I see people who join SL and discover they have hidden talents that they never before considered. <<

    Well, of course Ron. There are things we all share and are proud of. And the list could be even longer. I recapped things in a few words because I am writing a comment here, not a novel. :)



    >> I think your argument on "old timers" is based on the assumption that the "old timers" don't know what people who leave SL actually want. Or need. Etc. You may be correct in many cases, but I would disagree with lumping me into this category. <<

    No, I say "we" for argument sake. We as in a group of people, a vocal minority if you want, who often debate in and outside SL on its present and future. We as committed users who want to see SL thrive. I believe that we need to think outside our collective view of what is good for SL and see it from the point of view of those people who approach SL and "don't get it". I think that this thinking outside of the box of our own interests is sometimes missing.
  • "However, even Twitter and Facebook have a basic form of an achievements system, which is given by number of followers, number of posts, number of lists. "

    Very sad but very true. I have actually had people ask me how many followers I have or how many posts I have made. My response? If that is your concern, don't bother with me. I do not tweet to create a number. Nor do I care if anyone follows me.

    I think there are many people who see life as a competition. Perhaps that is what it takes to get them through the day.
  • "No, I am aware of it. What I say is not directed to you in particular. This is a public conversation for the benefit of those who care to read these comments."

    "No, I say "we" for argument sake. We as in a group of people, a vocal minority if you want, who often debate in and outside SL on its present and future. We as committed users who want to see SL thrive. I believe that we need to think outside our collective view of what is good for SL and see it from the point of view of those people who approach SL and "don't get it". I think that this thinking outside of the box of our own interests is sometimes missing. "

    Well, I certainly agree with this sentiment. That's a big part of why I blog and tweet and comment about virtual worlds on the web.

    ..

    "even Twitter and Facebook have a basic form of an achievements system, which is given by number of followers, number of posts, number of lists. "

    That's a stretch. A reeeaaal stretch.

    "But, an achievements system is complementary not antagonist to such initiatives. "

    No, it's completely against. When you're trying to educate the public how SL "isn't a big game of sex and roleplay" and that there's more to it, having a built-in achievements screams, "ZOMG THIS IS A GAME!"
  • >> That's a stretch. A reeeaaal stretch.

    Yes, it's a stretch, but how far from the truth?


    >> No, it's completely against. When you're trying to educate the public how SL "isn't a big game of sex and roleplay" and that there's more to it, having a built-in achievements screams, "ZOMG THIS IS A GAME!" <<

    It's interesting that you say that, because gaming is considered by some educators as a new viable way to educate people. There have been a number of posts around on this topic lately. It makes sense, playing games is a simple paradigm that everyone is familiar with. Everyone knows that playing games is the simplest, most enjoyable form of learning.

    The way I see it, a badge system should be complemental and beneficial to the community. Things that should encourage people to contribute to the economy, participate to art events, build, etc. And add a couple of things just for fun. If it was a system to measure people's popularity as it used to be, then no, I wouldn't like it. The challenge is how to implement something that can measure such activities in a way that is easy and automatic.

    Anyway, just for fun, I'll add a small anecdote: some days ago I posted some comments to debate the views of someone who slashed SL on his blog. This guy is an avid gamer who used SL for 30 minutes, found no purpose in it and complained the UI sucked. We exchanged some opinions, I offered some tips. Then, a friend of the guy posted this comment:

    --------------------------
    Second Life fails at both the game level and the simulation level. By not specialising in anything in particular, it’s sort of just a shallow playground compared to real life, limited by what the programmers give you (God’s been programming for a great deal longer, y’know), and on the other hand, its inferior to real games as well because it doesn’t focus on creating a singular, focused complex environment. The devil’s in the details. I mean, that’s why we have genres. If I want to conquer the world, I play a game like Civ. If I just want to play in a small squad of troops and shoot down some enemy soldiers, something like Call of Duty. By focusing on a goal the programmers give us a more interesting playground to play in. Second Life wants you to do the work, but you have to remember that you’re still, really, stuck with what the programmers give you. At best its a cumbersome computer-assisted role-playing software or a movie-making software for people without better resources (or perhaps skills).
    --------------------------

    How do you expect to educate people at using SL with views such as this?

    P.S. Just found this, interesting reading: http://www.psfk.com/2010/07/how-gaming-can-change-the-world.html
  • "Yes, it's a stretch, but how far from the truth?"

    Ah ... very? There are quantifiable numbers in almost everything we do. This is different from, say, "XBox Achievement: Kill 20 Zombie Nazis" popping up on your screen. The "Achievement" part, in essence, has to do with the stating of specific goals of numbers that are usually not part of this normal set, and then rewarding the user with a badge.

    Another way to look at it is that Achievements are micro-levels. Just because there are quantifiable numbers, doesn't mean I "level up" because I paid my rent 6 months in a row, etc.

    "gaming is considered by some educators as a new viable way to educate people."

    Well, it's hardly a new idea. But realize educators look at almost everything and try and see how it can be used in education. But just because gaming belongs in the set of "Things that are examined for use in education" doesn't make them *better* than other things. There's a simple comparison - video games have far, far less traction as educational tools than say, the world wide web used as an educational tool. Virtual worlds thus get more traction with education if you treat it like the web, not strictly as a game.

    "Everyone knows that playing games is the simplest, most enjoyable form of learning."

    No, I don't think everyone knows or would agree with this statement. Back up this claim with some studies, please.

    "The way I see it, a badge system should be complemental [sic] and beneficial to the community."

    *Which* community? The goths? Furries? Clubbers? Musicians? Artists? Casual social people? One of the problems I listed earlier is that there is no strong, central "Second Lifer" community - outside of "hey, I use virtual worlds". The communities in virtual worlds are diverse and often contradictory in goals and desires.

    Now that doesn't mean achievement systems for individual communities wouldn't be a fun / interesting / useful thing. But they need to be driven by the specific communities, not attached to the Second Life browser as a whole. As I stated earlier, I'm not opposed to third parties making achievement systems, and I suggested that I wouldn't be opposed to a achievement-system-tool being built into say, the group system (and tied to Avatars United), so that groups could make their own.

    "... someone who slashed SL on his blog. This guy is an avid gamer who used SL for 30 minutes, found no purpose in it and complained the UI sucked. We exchanged some opinions, I offered some tips."
    "How do you expect to educate people at using SL with views such as this?"

    Let me take a look.

    "... By not specialising [sic] in anything in particular, it’s sort of just a shallow playground compared to real life"

    First, I avoid the false dichotomy of "virtual world versus real life". Real life includes computers, the Internet, and thus, virtual worlds. I prefer "physical world". I think that comparison, right away, helps us better think about virtual worlds not as some alternate-universe-fantasy-world (as the name "Second Life" screamingly implies), but as an extension of the Internet.

    " limited by what the programmers give you" (God’s been programming for a great deal longer, y’know)"

    Didn't this statement clue you in that this person views Second Life as a completely alternate reality? Also, his logic is flawed. Assuming God as the meta-programmer, we don't exactly have access to all of the programming tools available. *chuckles* For that matter, by his argument, the perfect virtual world is a robust programming language. "Hey, kiddies, you can program anything you want with C++. Have at it!" This commenter just doesn't make a sound argument here.

    "its [sic] inferior to real games as well because it doesn’t focus on creating a singular, focused complex environment."

    This is why I've said Second Life will never compete with MMOGs. It shouldn't try, because that market is already over-saturated.

    "I mean, that’s why we have genres. If I want to conquer the world, I play a game like Civ."

    Funny he should say that, but the Civ games have diplomatic, science, and space victories that have little to do with conquering the world. I take his statement to mean he's looking at games through a very narrow viewpoint, and it doesn't speak well for his overall argument if he's misunderstanding how different people play games.

    Lots of gamers don't get the value of virtual worlds. But then again, people didn't get the value of Facebook, at first. Second Life far closer resembles Facebook in its goals and uses than it does Call of Duty.
  • Bettinatizzy
    I'd like to suggest one more step to your seven. Linden Lab does a terrible job of promoting what residents are doing to the real world. When was the last time you saw a press release issued by Linden Lab on how the platform is being used by the residents to .... (fill this spot in with some of the fabulous stories on distance learning, business, art, education and more)?

    And it's not just a matter of issuing a press release or preparing a blogpost... LL needs to pitch the media on these cool things.

    Down with REACTIVE PR!

    Get PROACTIVE, Lindens :)
  • Bettinatizzy
    Money. How to get Lindens was a HUGE problem for me when I first joined SL. LL would only let me buy X amount, this despite the fact that my credit is excellent, my bank account funded, and I have a credit card, debit cards, as well as a PayPal account. But LL didn't clue me in on how I might take real cash and convert it to Lindens easily. I haven't checked recently but I sure hope they fixed that.

    Also, three years ago a dear young friend in England didn't have a credit card and he had a heck of a time converting his British pounds to Lindens.

  • M.M.
    Been a citizen since 2005, been in TOP 10 most popular places, been in love, been hated, been adored. 2 years of my real life were virtual. It's been an amazing experience, but..... It's over thank god.

    The idea of Second Life was brilliant. But Lindenlab was incapable of turning virtual SL into a RL company. In 2005 I offered help and expertise for small specific area that LL did not cover that time (international content), answere was: "We can manage that ourselves".

    SL was a great chance. LL didn't let it happen. Sad, because there were many ambitious, creative and skilled citizens. We were not more than allowed to pay and build.

    I enjoy my real life, more than before.

    M.M.
  • Nickola Martynov
    All of these are good ideas, but I particularly like the first one - giving new users something to do while they adjust to the environment.
  • An incremental step or a rush to back basics won't make a significant difference. Chasing the 2D web around is waste of time. Go for more immersion, more realism and smarter avatars. If Phil had guts more than reactive jerking around, he would finally opensource the server-side. But really there is no chance to restore trust with the techie early adopters that first fell in love with the SL metaverse vision. LL will need a better vision now than "make money."
  • Robert Thomas / Dizzy Banjo
    I have to agree with Jon here. I think implementing adjustments or minor adjustments wont make a significant difference. Although I'm not sure that is a bad thing - if SL is happy to be what it is now and grow very slowly. Its not a very exciting route though :)

    I think what SL really needs right now is an injection of new ideas into the fundamental use case. The world is a very different place to it was in 2003. SL brought something incredibly fresh and new back then. Something that fitted the worlds behavioural patterns of computer use. This trailer really sums that up to me : http://www.youtube.com/watch?v=KHH2CAE9Y6o . It presents a vision of something wonderful that doesn't exist yet - but could.

    I think this vision of the iPad from Apple is similar : http://www.apple.com/ipad/gallery/#ad It has little proved substance - but it aspires to a possible future - something that inspires.

    To be clear, I'm not saying that SL should necessarily have anything to do with the iPad, rather it needs some new ideas, which make it fresh and more valid to a marketplace which increasingly consume the internet in an asychronous non-immersive mobile way.

    As Jon says - this could be by moving in the opposite direction by going even more immersive. Or it could be something completely different.
  • Two words: OPT IN

    Add all the bells and whistles you want, but the moment they become mandatory, I'm outta there.
  • Raven Haalan
    I'd broaden promotion of machinima to include increased stimulus and focus on a great many forms of creative expression (art, sculpture, fashion design, architecture, etc) as a retention strategy. Machinima is great as a way to "export" the SL experience as a bite sized experience to draw folks in, and is superb as a marketing hook, so I buy it from that perspective.

    Love the other points. Thumbs up.

  • Ohh 2beme
    The only way to save SL is to make it a real life social networking environment. As a B2B platform, it makes no sense. As a former SL resident (for almost two years), I basically stopped using it when I stopped making friends there. I also couldn't get any of my friends in other online environments to join because, well, they just didn't get it. I think if I could have found a way to bring those people into the experience, and not have to find an entire new group of friends in SL, I would probably still be there.
  • Like it - while we know it's not a game environment, oldies will recall that an early version of the platform did have a rating mechanism in the profiles. You had 4 dimensions upon which you could rate another avatar (my old brain doesn't recall all of them, but I think one was 'helpfulness' and another 'avatar form'). In any case, I agree with Wagner's assessment here. I'd add something around making live events attendable by hundreds, not dozens (sigh, sim crashes, lag). One thing we know is that the live music, arts, fashion, talks, etc. draw crowds. That coupled with the real time updates of 'People are Here Now!' would I think help highlight the action, not the emptiness.
  • rikomatic
    I think these are all excellent suggestions. Agreed that some kind of fun achievement / reward system to keep people engaged after first registering makes sense. Lots of other MMOs and virtual worlds do that to good effect. And it gets them into the SL economy.

    Lots of folks that I bring into SL remark that "there are no people there." So being able to immediately see where folks are at from the web, and then teleport there, makes a lot of sense.

    Connection to the larger social web is key to making SL add value for people, particularly young people. Walled gardens can't grow.
  • Thanks for reminding folks that Second Life *did* have an achievement/leveling system at launch, from about 2003-2005! Just a poorly implemented one. But it did increase retention and engagement. Which is why I suggest hiring a game designer who can create a much better one.
  • Bettinatizzy
    No one has remarked on the most startling part of this article: It's title! I do believe that's the closest you've come to admitting that Second Life is in deep trouble.

    I liked the rating system and was sad to see it go. I believe you are talking about something quite different. I can't see that it would hurt, but they'd have to include rating in addition to an achievement system.

    I still think user profiles have useless areas, such as the Skills/Languages page. Folks don't really use it and these are wasted fields.
  • Looks like you will get your wish Wagner. Amanda Linden just tweeted: workinginworld
    RT @gwenners: @workinginworld Achievement System: http://bit.ly/aE4qqt It's definitely something that we're looking at.
  • The Achievement system idea is laughable. This isn't WoW, it's SL. Newcomers should be introduced to a virtual world, not a video game.

    The "in-world now" thing is also ridiculous. What about all the worthwhile places that don't have mass crowd appeal? A better solution would be to fix search so it gives places by relevance, not by traffic. Not everyone comes inworld to find dance clubs and concerts, you know.
  • Axi Kurmin
    I hate the idea of acheivement and leveling also. It's *not* a game for an awful lot of people, and making it into one further trivializes their experience.

    I also agree that "in world now" is terrible as well. More people is more lag. Sure, if we want to default to extroverted attention seekers, then great. But there's a lot of more introverted explorers too- more people does not necessarily mean better, more beautiful or more interesting.
  • Onyx Plutonian
    Good ideas all around, Hamlet. I disagree with Tinsel about Achievements and point-and-go. These are interface conventions that have become standard in the industry in which SL competes. I could see an Achievements system implemented by one of the many community gateways as a HUD. The Emerald Viewer already implements double click auto navigation.

    I can definitely see Pre-paid cards as paying off for the Lab. And, yes, despite the Lab's attempts to deny it, SL does compete with other MMO style games. In this tiger's humble opinion they have spent too much energy trying to market themselves as a business collaboration/distance learning platform and have lost sight of the fact that SL is actually a playground for artists, a performance venue for musicians, commedians and the like, and most of all a social network.
  • Wagner? Hamlet? Hmm... :)

    Some good points in your post. Point-and-click movement would have to be an additional option because it would not suit everyone. I have tried it in Blue Mars (admittedly, some time ago so I don't know if it still works the same) and I hated it. It is not the best option when moving in constraint places.

    I think that an achievements system would be a good improvement. I know many oppose such a solution, mostly long time residents, but we should not forget that SL can be many different things to many people. While hard core users don't think of it as a game, many new users do. An achievements system could be an effective way to get them more involved. It works very well on many social networks and socialization is one of the main factors for less committed users. I am all for it. Hey, it must be my past as a girl scout... :)
  • Nat Merit
    Tiny Dancing's take on a Second Life achievement system is pretty much spot on: http://kanomi.blogspot.com/2009/07/achievements-for-second-life.html
  • Turning Second Life into a third-rate Farmville would be corporate suicide, and place LL in direct competition with Google's next move. Not a train you want to step in front of, even if Zyngo wins.

    An "achievements" system will do nothing but drive more content creators out...a resource in increasingly shorter supply.
  • Bettinatizzy
    Maggie, I don't understand why content creators would be adverse to an achievements system. I think most content creators would just like to see more users/buyers/appreciators/fans for their work.

    What content creators really need is the right creation tools and for LL to provide a platform that performs well (fewer bugs, functioning group chat, etc.). Mesh imports will help creators immensely but will pose many new problems that I think creators will happily contend with.



  • Content creators would be adverse to an achievements system because at best it wouldn't have anything to do with their content, or (much, much worse) force an artificial corporate-controlled purpose orthogonal to the creators concept onto their content.

    A massive distraction in either case.

    Think "themed Lego sets" or replacing sketch pads with coloring books. With the colors already printed on, so you can bring them up with wet Q-tips.
  • Bronxelf
    Thank you for saying this. I was trying to find a way to articulate it and you just did it perfectly.
  • I have been in Second Life for the past 3.5 years (half your time) and I agree with all your suggestions except two.

    The "Achievements System" and "Point and Click" are for games, not virtual worlds. Let's leave them there. Or in a best of both worlds scenarios, give Residents a option of turning them on or off with the default being an off. I am not in Second Life to play games. However, I do respect those gamers who come into Second Life.

    I think your suggestion of having a Gaming Industry VP with Design Background is excellent. Perhaps then we could get a more refined focus on user generated content.

    Your best point is "...there are many more features that need fixing.." Linden Lab needs to fix existing before adding new.

    We need to have a Linden employee who can step out from behind the veiled curtain of "united front/no dissent allowed" and be an advocate for residents without fear of recrimination from the Lab.

    Bottom line, Second Life is what you make of it. For me it has been, and continues to be, an amazing experience.
  • Menolly
    @ Tinsel unfortunately we did have employees who were willing to step out from behind the veiled curtain, people who actually used SL themselves (a lot of them don't) but most of them were in the 100 who were removed.

    Wagner, your article is great. I can see value in all of the things you have said. I agree with people that drawing everyone to where most people are would cause more lag in that area BUT being an ex SL Mentor I also know that one of the most asked questions from new people is where are the people?

    Second Life has grown SOOOO big since I originally joined in 2006 that it is overwhelming to many. They go to places listed in search and find noone there...

    People don't join SL to look at pretty landscapes and amazing buildings, they come here to experience people in pretty landscapes and amazing buildings. They NEED to find people to have a reason to stay. After they have found others the exploring will begin.

    Just my two cents worth.
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