Susan Wu, of Charles River Ventures, doesn’t think so. She mentions the standard litany of problems with Second Life: high barrier to entry (in terms of using the interface and creating anything), closed standards, and so on. When I take the dropcloth off the giant crystal ball that inhabits my living room, I see a number of big problems for SL. Keep in mind that despite my pessimism and snarkiness about Second Life, it is growing at a healthy pace, though it’s still not profitable as far as I know. Nothing like the pace Linden or their media fluffers trumpet of course, but it is growing.
1. Scaling of business process.
Philip Rosedale, Linden’s founder and CEO, has claimed that technologically, Second Life is “perfectly scalable.” Is it? There’s really no way for an outsider to know if Philip is being unreasonably confident, but claiming that anything you do is perfect sets off my BS meter a little. Everything has practical limits, and scale always means new frictions are created. This is hardly a problem unique to them though, and the folks on Linden Way are smart people.
2. Media backlash.
Second Life is a media darling currently, with new stories (that are mainly puff pieces) appearing frequently. What happens when the journos do a little digging and discover SL’s underbelly? In particular, I’m referring to the ‘ageplay’ that goes on there. Essentially, users create avatars that look like children, and cyber with adult avatars. I don’t care what people want to do sexually among consenting adults, so I don’t object to this….but I find it takes a real application of will to avoid defaulting to the condemnation point of view that most of the public would almost certainly subscribe to. I don’t know what Linden’s official stance on ageplay is, but I’m told that it’s tolerated (which I applaud, if reluctantly). Were Linden to engage in a blanket “hands-off” policy that might fly as a defense to at least some portion of the population, but they do seem to censor some content, such as Nazi imagery (link is to SL’s Police Blotter, so the Nazi reference will end up getting pushed off it unless you’re reading this within a week or so of my posting it).
Actually, I don’t know Second Life well enough to intelligently comment on the specifics of how they handle what censorship (fairly limited I gather) they do engage in. Any Second Life devotees that care to explain what their policy is vis a vis the tolerance of ageplay but not of Nazi symbolism, for instance?
(And while the issue doesn’t seem likely to get much press, Tony Walsh at Clickable Culture comments on Susan’s post as well, and asks whether Second Life’s enormous energy requirements would render it ecologically unsustainable.)
3. Competition.
Second Life is thus far the most popular of the real descendants of text MOOs, like the now-famous LambdaMoo. It’s the first graphical virtual world that has been able to come close to replicating the capabilities of a text MOO, and of course has also gone places that MOOs never had a reason to go: the commercial realm. However, everyone including, I’m sure, Linden itself, recognizes that the implementation of the idea has resulted in a service/product that doesn’t really live up to expectation. Second Life could be a victim of its own press. All the attention has no doubt whetted the appetite of more than one venture investor, and Linden has no monopoly on creating creaky technology. A polished competitor could bury it, though the barrier to creating polished competition to Second Life’s capabilities is hardly insignificant.
4. In-world Terrorism
Sounds pretty dramatic, I know, but Second Life, like the MOOs it is descended from, is very susceptible to user-based attacks on the fundamental service it operates. Further, due to the nature of what it provides, it’s not always able to pre-emptively stop these attacks (which involve things like self-replicating objects that overload the servers) without also disabling a valuable portion of user functionality. To those of you familiar with Achaea, this can be summed up as being something analogous to Achaea’s PK system: We don’t hardcode restrictions on PK in order to stop PK offences because by doing so we would be restricting legitimate PK as well as griefing PK. The big difference, though, is that you can’t use PK to bring down our servers.
What if an organized group of users, with access to wide ranges of IPs around the world, decided they’d had enough of Linden’s courting of major corporations, and aim to disrupt the world until Linden complies with their demands. If Blizzard (which has far more resources than Linden) can’t keep gold farmers off their servers, is there any reason to believe that Linden could keep similarly motivated in-world “terrorists” off their servers?
I like to think that Linden’s management would handle things with more competence than certain other governing bodies have handled terrorism, but it is difficult to see what they’d do with, for instance, a group of users that feels betrayed and is past the point of interest in compromise. How do you stop them without locking down the ability to affect the world that is the raison d’etre of Second Life? I know you’re all seeing the parallels to post-9/11 America, but Linden potentially has it worse. Terrorists can’t “take down America,” for example. They can hurt America some, but even dropping a nuclear bomb on an entire city isn’t going to “take down” America the way a flood of self-replicating objects, for instance, can take down Second Life. (It’s harder than the movies would have you believe to start a disease/plague that kills half the world, and you can’t stop it killing half of your part of the world as well very effectively.)
5. The Shiny Wears Off
I think this is the biggest risk Second Life faces, and it’s certainly not unique to SL. I just don’t think the platform provides intrinsic value to very many people who aren’t entertained by simply creating things in world. Thus far, as an entertainment product, it’s failed to really capture the interest of the public in the way a Runescape or World of Warcraft has.
I don’t think SL is looking to or capable of growing all that large on the basis of an entertainment/socialization product. But what is there beyond that? The commercial angle? Few people make anything beyond pocket change with Second Life, and from a non-SL user’s perspective, there is absolutely zero reason to create an avatar and enter Second Life to order a pair of Nike’s when it is simply easier to do it on the web. It doesn’t add any value to the process except for those who are interested in the process (doing it in Second Life) rather than the result (getting your shoes). Any of the big companies entering Second Life to make money in it (rather than to just generate a quick and cheap press release that shows the company “gets it” or some other cliche) are in for a disappointing surprise, I think.
And what is Wells Fargo or NBC going to think when people start asking them, “Why are you associating with a company that encourages paedophilia?” Those kinds of questions are going to get asked at some point, and Linden is not going to have an easy time defusing that bomb. People don’t tend to be all that reasonable where this subject is concerned, and I’m not sure they’re going to listen to the reasons for Linden’s toleration of it (which again, I applaud them for, but very quietly.)
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December 2nd, 2006 at 12:21 am
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December 2nd, 2006 at 12:38 pm
Taran Rampersad (SL: Nobody Fugazi)
Good points - the scaling of business process is clear; while the technology will permit for scalability (we assume, we hope, we trust Phlinden) - but Linden Lab has been running into a lack of people, as best as I can tell. This is demonstrated by the town hall meeting in November where Phlinden asked for employees - also a brilliant PR move. Reference this Official SL blog entry.
An interesting aspect of this is that 55% of the people within SL are from outside the United States, but the jobs appear to require being in San Francisco… and that could mean that the scalability of human resources is not on par with the userbase. Eventually, they will run out of people in San Francisco (they may already have).
Media backlash won’t come seriously just yet - too many advertisers in publications have press releases, and bills have to be paid. And as far as the age roleplay - if he age roleplay is between consenting adults, it’s as bad as a couple having one person in a cheerleader outfit. The trouble is that there’s no way to (1) prove that consenting adults are involved, (2) make people do it privately aside from heckling and jeering them. There could be good uses of child avatars, or at least more acceptable uses… but I am certain that I do not know what they are. That would have to be brought to the fore.
What may start happening is a backlash against the media - which has happened but hasn’t been done with a true understanding of the way the web works. Imagine if every real company’s press release were drowned in a sea of other content related to SecondLife - in truth, the problem has been the concentration of crud coming out of PR folks, which includes SL’s own PR folks (who have kissed and made up with their real world counterparts, apparently).
LindenLab does appear to be a victim of it’s own press. That leads to the human resource issues above.
The terrorism aspect is balanced (so far) with people actually getting to know one another. There will always be griefers, but the signal to noise ratio is pretty high when it comes to quality people. The trick is sometimes finding the right people, and that means the right people for *you*.
The shiney wearing off? Maybe. The comparison of WoW to SL is a good one; but then it’s a matter of how many people are interested in getting together to destroy rather than create. I’m sure WoW has productive quests (it has to), but the focus on creation certainly has developed a strong community within SL. That aspect says more about the global community than anything else, and even then WoW is handicapped - for example, Amazon won’t ship WoW outside of the United States. SL is freely available. The true shiney are the interesting people who do come into SL from all over the world. In that regard, SL has demonstrated a clear win. When everyone gets to know each other, that shiney period will be over in that regard.
December 2nd, 2006 at 6:28 pm
Matt
Keep in mind that while Amazon may not ship WoW out of the US, it’s highly available in most parts of the world. The Chinese userbase of WoW, for instance, is huge.
December 2nd, 2006 at 7:03 pm
Taran Rampersad (SL: Nobody Fugazi)
Yes, but then I believe that WoW also requires more bandwidth than SL. And while the Chinese userbase of WoW is large, a lot of that can be said to be simple business (farming).
December 2nd, 2006 at 7:15 pm
Matt
I’m not positive, but I’d be surprised to find out that WoW requires more bandwidth than SL. In WoW, most data is stored client-side. In SL, that data is streamed real-time, which is one big reason why SL is able to allow for such extensive free-form building.
Also, while there are certainly thousands of farmers in China, simple laws of supply and demand dictate that they cannot make up a major portion of the 7 figure Chinese WoW-playing population. At most, 5-10%, and even that seems on the high side to me.
December 3rd, 2006 at 10:52 am
Cael
A few metrics checks against both over the span of one hour reveal that SL uses on average 4000% more bandwidth than WoW.
Hope this helps.
December 3rd, 2006 at 12:10 pm
PlayNoEvil
Not surprising, Blizzard has been bandwidth efficient since Battle.net. This is yet another example of good engineering. I would also bet WoW is much more server CPU efficient and it is certainly more server efficient per concurrent user.
This is also seen by SL’s inability to add more private islands quickly - after all, these should just be additional SL servers that should be pretty standard now.
The existing Denial of Service attacks against SL have been pretty serious and, unfortunately, routine (so much so that neither Tony Walsh at Clickable Culture nor I cover them regularly anymore - it just isn’t interesting). SL has avoided a publicity backlash related to these outages, so far.
Linden Lab seems to focus on the use of the FBI for its response to these events. There has not been much indication of a strengthening of its technical infrastructure to resist attacks or effectively identify the culprits.
It is actually surprising that no one has created a politically provocative Denial of Service attack with a clever visual element. Such an attack, especially if it could be played in video on the news, would get a huge amount of press.
Escort services and furries in SL are a huge portion of its economy - something that doesn’t get any attention at all in the mainstream press.
December 3rd, 2006 at 11:57 pm
Damion Schubert
I can’t believe you didn’t mention the real threat Second Life faces: Jack Thompson wandering into a Gorean enclave.
December 4th, 2006 at 4:31 am
Andrew Crystall
Taran,
I’d point to Eve Online as a “scaleable” single-world game which has been having general lag problems whoch have been getting slowly worse for several years because the infrastructure can’t handle the playerbase.
Also, San Fran? They have to get people to move to Iceland!
PlayNoEvil,
Also bear in mind that B.net’s simple minded network protocol was also extremely easy to reverse engineer, something which plagues Wow to this day. Yes, it’s an economy of scale, but it does mean that there are quite a few hacks developed which should never have worked in the first place.
December 4th, 2006 at 10:07 am
PlayNoEvil
Andrew -
My understanding of Eve’s performance issues has to do with loads in several systems. The scalability of Eve has been overstated. They do a clever job on the low-end (placing multiple systems on a single server), but not so good on the high end (splitting a single system into multiple servers). I do have a bit more info on my blog from some conversations with some Eve folk.
Reverse-engineering of a protocol should not mean it is unsecure (the code is on the client and so will be compromised eventually). I was simply commenting that they have designed a very efficient protocol from a performance perspective. Security, is, as always, another discussion.
December 5th, 2006 at 4:08 am
Juha
“Not surprising, Blizzard has been bandwidth efficient since Battle.net. This is yet another example of good engineering. I would also bet WoW is much more server CPU efficient and it is certainly more server efficient per concurrent user.”
It’s not a question of one team being able to engineer better than the other. Fundamentally the problem the two teams are solving are different (as Matt already hinted in his answer).
In terms of content, WoW is solving an easy problem where the content set is known in advance and can therefore be distributed to clients a priori.
SL is working on an unknown content set and therefore has a much more difficult problem to solve. Comparing WoW and SL bandwidth usage is an apples to oranges comparison.
December 7th, 2006 at 1:07 am
Cael
But it was mentioned (erroneously) and therefore the answer was relevant. I never trust user-experience, hard stats work much better.