Lots of conversation last week around what it would take to upgrade 17 year old Second Life, with an intriguing point of comparison made by longtime virtual world user Jumpman Lane, who contrasts SL's performance with that of a 6 year old virtual world:
I just recently returned to Second Life after 3 years of playing The Elder Scrolls Online (fun game). I'll say this about the performance of SL vs that of ESO:
I really don't mind SL's issues, lag, whatever.
In ESO I [played] player vs player and it was a highly competitive environment. Death is frowned upon to say the very least. Killing someone involved tbagging, hours of arguing, 1v1's, and feuds that lasted YEARS.
But that's not why he's taking a break from Elder Scrolls Online for SL. Here's why:
I quit ESO and came back to SL due to PERFORMANCE.
ESO is a game that the better you got at it, the worse it played. Tiny often insignificant bugs, unnoticed by newer players completely ruined the experience.
I'm a Grade 2 Grand Overlord in ESO right [now]. It took 21 months to achieve that Alliance War Rank (the highest) on my PvP toon. It takes untold hours of theory-crafting (thinking up ways to create a viable "build" using all the tools available class, race, gear etc), testing, dueling, and actual FIGHTING in Cyrodill (PvP zone) to actually get good at that game.
THEN…then, because of constant quarterly changes, some bug gets introduced and you literally can not play the game as well as you could the day before an update was issued. I quit.
Occasionally, some bug or lag or SOMETHING will happen in SL and I'll go into an instant white hot rage (cause a bug will get you killed in ESO lol).
Yet, I'll immediately calm down because it's just not that serious in SL. I'm not going to end up cussing a guy out for the next 3 hours because of something that happened (I died) because of a bug in SL.
It's a bit of a relief. I'm calmer. And… I'm very happy to be back in SL. If performance is an issue in Second Life, I just don't see it as something I can't live with.
That's really a worthwhile point. The fact that SL is an open-ended virtual world without a traditional MMO structure, with experience points and character death and so on, means that bugs are not as often the infuriating deal breakers that they can be in an MMO. (Then again, ask SL players and content creators how bad the bug that broke the gacha system was for them.)
That to one side, Elder Scrolls Online has about 3 million monthly active players (extrapolating from recent figures), vs. SL's 600-700,000 MAUs. So while an MMO structure definitely makes players more likely to get enraged by a bug, it does seem to help bring in more players — and keep them there longer.
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