What went wrong with Second Life? Bryan Ogden has an intriguing take in that post of the same name last week:
The thing that killed SL IMHO wasn't a specific technical feature… It was web-based shopping for stuff. And point-to-point teleportation. It was an attempt to make SL convenient and consumer friendly.
Why? When I first got to SL it was mostly new adopters and mall-based shopping – in order to find new content you had to move an avatar in the world.
I built a theme-based store and a community formed around the items I sold. For a time I was in the top sales categories. I advertised using the in-world ad system.
But then the entire ecosystem and economics changed from immersive in-world participation — to buying stuff on the web devoid of community, or an engagement with creators.
Bryan relates what happened next to what's happened when small local businesses in the real world were forced to compete with Internet-based retail giants:
The same problem we are facing with Amazon and other massive online retailers [IRL], we faced in SL and it didn't go well.
Small creators who gave great service and friendships and immersion were wiped out by commercial designers (and real life brands) who were skilled at moving inventory at volume – and presented the same products and services you could find at major brands.
This is why SL got reduced to lowest common denominator – and why there was a brain drain.
SL was a small town place of fantastic creativity – that got run over by marketing people and venture capital – who drove governance and meta world issues for a grab at maximum profit. These people killed the goose that laid the golden egg.
I don't quite follow how real life brands hurt the SL economy. Back in the golden age for RL marketing in SL, I never tired of pointing out that SL-based brands performed better than RL-based ones. (How many people even remember Armani's failed attempt to launch its brand in Second Life?)
That to one side, I think there's something valid to this Amazon-versus-small town stores analogy. At minimum, removing the sense of immersion and the thrill of immersive exploration certainly hurt Second Life's sense of community engagement. To the point where it now feels mostly like an online shopping mall combined with fashion photos mostly meant to encourage… more online shopping.
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