It's good when media coverage around the latest Metaverse buzz acknowledges Second Life as an original innovator in this space. But that also means reporters from top outlets like the BBC briefly stumbling around in the virtual world, apparently on a laptop with no 3D graphics card ("It is more akin to the blocky and pixelated world of Roblox"), and then drawing the exactly wrong conclusion about what Second Life might teach Mark Zuckerberg:
Second Life's story also has more lessons to teach Mr Zuckerberg and others. At its peak, the site attracted negative headlines after high-profile virtual riots, Ponzi schemes based on the in-game currency and even issues around child grooming. Even in my short exploration this week, I caught glimpses of the moderation challenges that Second Life faces. Those would be amplified if a metaverse went mainstream… searching for "sex" took me to virtual strip clubs where I was offered digital lap dances in exchange for in-world money.
The "virtual riot" notion is rather overblown aside from the occasional attack on a far-right political headquarters, and none of the other negative examples seem very relevant — especially when you consider the fact that versions of them already all happen at a far larger scale on Facebook itself. We're talking about a virtual riot of a few dozen people in Second Life when Facebook was used to help coordinate an actual riot of thousands at the US Capitol? (As for child predation, it's a far larger, indeed mass market horror on Facebook as well.)
Or consider a Forbes story which pins the blame on Second Life failing to go mass market due to… Facebook:
For a time, Second Life made it seem like the metaverse—an idea for an immersive, 3D world originally conceived in a 1990s sci-fi novel—had finally arrived in our own world. It hadn’t. 2007 marked Second Life’s peak popularity. After that, its user count plateaued, then ebbed steadily lower, hampered by glitchy graphics, sluggish internet connections and the emergence of a new popular place to congregate online: Facebook. While Second Life still plods on today, reportedly with around 600,000 users, Facebook now has 2.9 billion.
This misses the fact that metaverse-nascent virtual worlds continued growing at this time — ROBLOX was launched in 2006, and was first eclipsed by the fast-growing success of Minecraft in 2010. Or that the most popular apps on early Facebook, after everyone got bored with poking each other, were social game worlds like FarmVille. And so on.
All that to one side, I'm fascinated how reporters keep drawing the wrong lessons from Second Life — and how that destines them to poorly analyze Facebook's prospects on making a metaverse.
For instance, while there are a number of factors that contributed to Second Life's user plateau, here are a couple that are rarely mentioned vis a vis Facebook/Meta:
- Second Life failed (and is still failing) to shift its focus to smartphones after the explosive growth of iPhone and Android.
- Second Life never succeeded (and is still not succeeding) at immediately explaining why it's fun and worth playing. (Beyond the very few people who make it past the many layers of installation/orientation.)
Facebook Meta's Horizon, from what we've seen so far (and from what insiders tell me), is still having trouble with the second challenge, and has already committed to being a VR-first (and not mobile-first) product.
But OK, maybe virtual lapdances are Zuckerberg's real problem.
Update, 10:00pm PT: Corrected the launch of Minecraft, originally stated as 2009; its beta launch of 2010, when it quickly became a viral hit. (Thanks, Matt Ball!)
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