“Coming for the Content, Staying for the Community” Started With Video Games (Or Maybe Religion?) But Will Define Media This Decade [new blog post] https://t.co/cDfzgnidyc
— 👨🏻💻☕️ (@hunterwalk) October 19, 2020
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Here's a really interesting new blog post by founding Linden Lab team member Hunter Walk, who helped drive a lot of the early decisions around the launch of Second Life, including the very naming of Second Life. (More on that here.) After leaving the Lab, Hunter went on to become a bigwig at YouTube/Google and is now a renowned Silicon Valley VC. From the vantage of those experiences, he believes “Come for the content, stay for the community” is the principle that will drive successful online platforms.
But notably, he believes Second Life didn't get that sequencing right:
Working on the virtual world Second Life at the time I had the proverbial “front row seat” to what online interaction could look like down in the future. It was, or rather is, a fully user-constructed shared virtual world. Think Minecraft but like 100x less successful! Although to be fair, (i) Second Life is still around and profitable and (ii) many of the design choices we made were quite influential on later products. Anyhow, we over-indexed on the community and left the content largely up to the inhabitants which was only appealing to a limited number of passionate users (about half a million). I spent about three years as part of that team and the notion of “staying for the community” lodged itself deep in my cranial matter.
In other words, Linden Lab should have created more content that would draw in a mass audience, rather than leaving that up to the SL creator community.
But what does he think SL's content focus should have been?
That's "the Billion Dollar Question" he replies to me in a follow-up tweet, observing that "Minecraft, Roblox seem to have gotten it right". And in terms of mass user numbers, there's no arguing with that.
Speaking for myself, I'd say Minecraft succeeded because it starts with a survival/exploration game before introducing sandbox creation tools, while ROBLOX succeeded because it has game/achievement/user rating mechanics that encourage recurring gameplay. The good news is Second Life is still profitable enough to create and add both gameplay content and gaming mechanics, and only then introduce the world to a new generation of gamers. (A mobile app would also be key, but getting the game experience right is even more important.)
Anyway, read all of Hunter's post here. Also, more Walk wisdom in these posts:
- Linden Lab Changes Second Life's Logo But Still Needs To Change Second Life's Name — Here's Why
- Avatar Height, Hunter Walk, And How The Prisoner's Dilemma Of User Choice Has Crippled The Second Life Economy
- Founding Linden & Top VC Hunter Walk Wonders If Virtual Worlds Need To Be Ultra-Realistic To Go Big
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