SL first time user solution

During a recent update meeting about Project Zero, Second Life's new cloud-streaming option, Linden Lab asked community members for ideas to improve new user onboarding, which remains the virtual world's most vexing, unsolved problem. I.E., roughly 99% of new user sign-ups never, ever return.

But then Charlotte Bartlett of Scarlett Creative posted this detailed onboarding proposal to the official Feedback site, and it's one of the best group of ideas I've ever seen. You should go here to read the whole thing and consider giving it an upvote, but it's so good, I'm excerpting it at length here:

First 30 seconds:

“Pick Your Vibe”

Ask ONE quick question: "What excites you the most?"

Exploring Virtual Worlds

Roleplaying

Fashion and creating an Avatar

Architecture and Interior Design

Travelling by Land, Sea and Air

Earning Money

Creating

Socializing & Hanging Out

[The over 18's stuff]

etc etc

This lands them immediately in a theme, with pre-made avatar & environment, eliminating the "nothing" of 30 seconds.

After they answer, and are in their themed journey:

Use a guided AI NPC (voice & chat): "Welcome to Second Life! You chose [Theme]. Let's get you set up in 10 seconds!"

Instant Gratification Rewards

First Reward Unlocks Instantly: As soon as they click to do something, they receive a free item or currency.

Example: "Boom! 500L$ just for starting—let’s use it!"

Use Haptic Feedback (mobile) & Sound FX to reinforce the reward dopamine hit. 

Next 30 Minutes:

Engagement & Retention

Objective: Keep them entertained, engaged, and socially invested.

Gamified Onboarding (Micro-Tasks & Challenges)

Instead of dumping them into a complex world, give structured, engaging mini-challenges.

Loops via Instant Achievements

Mini-Leveling System: "You just hit Level 2 in Style my finding how to adjust your shape! Here's your reward!" (they figured out how to detach Charlotte's house they put on their bottom).

Badges & Social Validation: "You just got 5 likes on your avatar first selfie on PrimFeed!"

Timed Mystery Rewards: Every 10 minutes for the first hour, they get a free randomized reward and linden dollars if they keep playing and interacting.

***

"My thoughts were perhaps having some focus on new users, who may be younger generations, having more familiar elements could help some stick," Charlotte tells me, when I ask about her inspiration. And her proposal definitely does make Second Life look and play like a modern life sim game.

Which is exactly why it's so good: It works with gamer's expectations, not against them. Put a version of this new user experience on Second Life's iPhone/Android app, along with Steam — it's mind-boggling SL is still not on Steam — invest $10,000 or so on advertising, and it's likely SL would gain a huge influx of new users.

As for whether Linden Lab would ever implement something like Charlotte's proposal, that's another huge question. My sense is the company is so culturally opposed to making Second Life play like a game — even if that only happens in the first-time user experience — there would be massive internal resistance to dramatic changes like this. But as Second Life's active user base keeps slowly but steadily dropping, my hope is they consider a Hail Mary like this.

More later. Meantime, go here to read, review, and consider upvoting Charlotte's proposal.

Hat tip: Salt Peppermint!

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4 responses to “Has Charlotte Bartlett Solved Second Life’s First-Time User Challenge?”

  1. Mondy Avatar
    Mondy

    As someone who loves Second Life, and I wish I was wrong, I think if LL did put Second Life on Steam the reviews would be Mostly Negative.
    Steam users are just…different.

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  2. sirhc desantis Avatar
    sirhc desantis

    Yeah OK, if they concentrate on this ‘stuff’ maybe it will stop them fucking up stuff that was working fine – latest case being the LSL wiki. But hell, if they don’t want us creating shite then we can always find somewhere else to go. Oh I forgot, they have the toy Lua nonsense which is still in whatever state.

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  3. Wagner James Au Avatar
    Wagner James Au

    if LL did put Second Life on Steam the reviews would be Mostly Negative.
    Yeah that’s a concern but there are ways to anticipate that and manage expectations. Also, I just checked VRChat, Resonite, and inZOI on Steam, and they’re all in the Mixed review category. But even then (based on the number of ratings), Resonite has been downloaded around 50K times on Steam!

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  4. Penny Patton Avatar
    Penny Patton

    These are all good ideas, the problem is none of these ideas are new. They’re all things that many in the community, particularly those with expertise overlapping with the design of a user experience, have been calling for since at least 2005, and probably longer than that.
    Again, great ideas. Would go a long way towards making the onboarding of new users more successful. LL won’t do it. They have been adamant about this for over 20 years and they continue to stand in the way of features that would be necessary to make this all work.
    LL has this problem, where they believe SL is completely unique, and unlike anything else that has ever been done, or ever will be done. So they absolutely refuse to look at similar platforms to see what works and what doesn’t. It’s an ego problem, and goes straight to the top of LL’s management structure.
    As for Steam, I actually thing I understand why SL is not, and likely never will be, on Steam. You see, Steam takes a cut of every in-game purchase made in apps available through Steam. A hefty 30% cut. If SL were to be added to Steam that would mean every single content creator would see Steam taking a 30% cut of their profits. I’m not sure if this cut would be taken at the point of sale, in the form of linden dollars, or if it would be taken at the cash out phase, where Steam would take 30% of your money every time you attempted to cash out. In either case, I don’t see content creators being very happy about this.
    It is a risk with a potential reward however. Sure, Steam might be taking a large chunk of change from content creators, but it could also drive more customers to those same content creators. Because of this, it might be worth it. On the other hand, SL still has a disastrous onboarding experience, with most new users logging out and never returning. Putting SL on Steam won’t fix that. I’d argue LL needs to fix this problem before even considering putting SL on Steam, and as I said at the beginning, LL will not do this. It’s not that they can’t, they simply won’t. Too much ego.

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