By Bixyl Shuftan
Daniel Voyager recently posted his Second Life user concurrency Winter 2012 report on his blog, using statistics from the Second Life Grid Survey. The results were disappointing. While user concurrency itself had remained stable, the number of sims on the grid has been falling. In January 2012, the number of sims was about 31,000. By July, the number had dropped to 29,000. And now, the number of sims stands at 28,300. Almost three thousand sims vanished, or a decline of 11.3 percent.
The cause of this, Daniel thought the reasons were Second Life users spending more time outside the Grid and fewer people signing up. Listening to people and reading comments, I heard two things repeatedly: dissatisfaction with Linden Lab's performance, and a poor economy that just isn't getting better.
So where are the users going? Facebook has certainly done a better job at attracting a mass audience, but what Second Life users are looking for is a virtual world. Daniel Voyager thought that one big reason was people moving to the OpenSim worlds, such as Avination and Inworldz. But his observation isn't quite the same as mine. Among the people I chat with, a few mention checking the OpenSim worlds, but not that many. One gamer whom a couple years ago bought some space in Avination because of its friendlier policy toward gambling still maintains some places in Second Life. I've also heard comments that OS worlds are less stable than Second Life. A number who did talk about moving to Opensim were not doing so because of overall dissatisfaction with Second Life, but were Star Trek fans alarmed by CBS's moves against Trek-related items on the Grid and getting the impression it was time to consider moving on to other worlds as what they were doing might soon get them in serious trouble here.
Among those in Second Life who prefer nonhuman avatars (or in the words of a few "I don't want to look like a Ken doll"), the OpenSim worlds seem to have less to offer. In Daniel Voyager's comments, Pussycat Catnip commented her avatar was a furry feline, "When I can have that in an OS Grid, and a social community that is thriving, and a large continent I can explore around in, then I might start looking at an OS Grid seriously." Of her avatar, "I didn't make that furry, I bought it. Many folks don't have the time or expertise to make things like that. The people who do have not left SL."
So if not the OpenSim worlds, where have the people I've been talking to going? Massive Multiplayer Online games have been around since before Second Life, though their popularity seems to wax and wane. With the release of the latest "World of Warcraft" expansion, a number of my friends have been playing it more. They've also mentioned other games such as "Star Wars: The Old Republic," and "World of Tanks." But as popular as these games are, compared to Second Life, one's ability to express creativity is limited.
More recently, another kind of virtual world made an appearance: Minecraft. The graphics there were primitive compared to Second Life, but it did allow players to express their creativity in making buildings, gardens, and other structures. Not to mention for newcomers it offered clear short-term goals: don't get killed by the monsters coming out at night. While some Second Life residents will have nothing to do with this "8-bit throwback," overall it's been so popular, a number of communities on the Grid have been getting their own Minecraft servers, including the Angels/Sunweavers, the SL Newser office building's neighbors.
So what can be done to stop the decline, or at least slow it down? One response I hear again and again to the question is "lower the tier!" By making it less expensive for residents to get sims, more will put up their money for them. Simple supply and demand. Well, maybe not.
In an article in September, Hamlet Au brought up one noteworthy statistic: most sims in Second Life are owned by only a handful of residents. He stated of the 75 million US dollars Linden Lab made, half a million residents paid about three million for Lindens for various items while about 5500 residents paid sixty million for private land. And of those, just 500 paid 48 million, more than half of Linden Lab's revenues.
Hamlet thought it would be "a near suicidal gamble" to lower tier with this kind of arrangement, even if more residents were less able to pay. The majority of residents would probably disagree with him, and many who did had quite a few comments on the issue in several of Hamlet's articles related to the topic. Someone suggested, "replace those 500 high profile customers with 50,000 low profile ones." Hamlet's response was "Yes, but to get 50,000 customers … Second Life will probably need 500,000 or so more unique users, which will require growing the user base" with games and other attractions.
One land baron, Desmond Shang of Caledon, gave one reason shaking up the real estate market might not be good for Linden Lab's bottom line was what he called the "Rip Van Winkle" residents. These were residents whom almost never popped onto the Grid, but steadily paid their rent, content that their "happy place" was still around, "I've had to close a few regions over the years, and I can think of only two cases where a 'Rip Van Winkle' made time to pull up stakes and move to another location. The rest simply quit."
So if lowering tier isn't an answer, whether or not the Lab can't or simply won't, what is? Hamlet himself thought that Linden Lab would offer occasional goodies to encourage Premium subscriptions, but it was up to the residents to offer more substantial things to attract new residents. He brought up a zombie MMO that was making news in Summer 2012 and suggested that something similar could be made on the Grid, or perhaps a third party SL Viewer with gaming controls built in. Indeed, there is no shortage of combat sims in Second Life, such as Aria Clash and New Bastogne, and a number of role-play regions have combat built in as part of the action.
Desmond himself thought there was "no easy fix" to the problem, "Lowering tier to match demand might bring back growth, but it would take a lot of lowering before growth came back. And it might not return." Could anything else bring back growth? Not mentioning Hamlet's ideas, he felt "there are several (options), but few are legal," mentioning gambling was done away with, and some of the early growth was financed by "bank scams and ponzi schemes." He agreed with Hamlet that lowering tier was a risky move, but as numbers continue to drop, he did feel the option would be "someday ultimately necessary."
For now however, any talk of lowering tiers is pretty much ignored by Linden Lab. And it's up to the residents for an alternative solution for the Grid's shrinking numbers.
Sources: Daniel Voyager's Blog, New World Notes
Bixyl Shuftan
Showing posts with label tier. Show all posts
Showing posts with label tier. Show all posts
Friday, December 14, 2012
News & Commentary: Second Life's Declining Sim Numbers
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Friday, February 17, 2012
Spaceport Alpha/International Space Museum Sim Goes Offline, But Will Return
The Spaceport Alpha sim, noted for being home to the International Space Museum, was recently taken offline. According to Daniel Voyager, it and Spaceport Bravo vanished from the Grid sometime in mid-Janurary. These two sims, along with NASA CoLab which closed sometime in early February 2012, were part of the Sci-Lands region in Second Life, aimed at the promotion of astronomy and other sciences. The ISM wasn't owned by NASA, as some people thought, but run by a volunteer group.Hamlet Au talked with Katherine Prawl, whom was involved with the ISM since the start in 2006. She and others involved could no longer get enough money together to pay the tier. With the discount for nonprofit sims gone, they tried a different tactic: going to the US Internal Revenue Service to get a nonprofit tax exemption. Not surprisingly, the IRS turned them down. They felt the museum was ineligible since it had no real life presence.
"After nearly six years, Spaceport Alpha, home of the International Spaceflight Museum, together with Spaceport Bravo (a year younger), disappeared from Second Life. These sims represented the completely volunteered efforts of over 100 talented and committed residents, as well as contributions from many more hundreds of supporters."What happened? How could such a highly-acclaimed and beloved destination just go black? It goes back a few years, to the decision to apply for US tax-exempt status as a 501(c)(3) corporation. After nearly a year and a half of work, incorporating, filling out forms, answering questions, and of course paying fees to the government as well as to Linden Lab, the IRS decided not to grant the tax-exemption because the museum only existed in the virtual world, without a "real life" physical presence. (This was in spite of our having a "real life" corporation!) Subsequently, Kat Lemieux (Kat Prawl IRL) resigned as president and was replaced by Paradox Olbers (SL name). Kat became Treasurer, but later resigned that position as well when she went back to grad school and didn't have time to do the job.
"Things went along pretty well for awhile; Paradox managed to find donors who funded the sims for over a year, but then he had some personal problems (N.B. - I don't feel comfortable explicating that without Paradox's permission, although he did tell me what was going on. It's serious), and the payments to Linden Lab lapsed for months. The first we knew about the problem was around Jan. 13th, when the sims went offline. I tried to log into the land-owning alt's account, but it was disabled for non-payment. At that time, the amount due was over US$1,000, far beyond the means of the now-defunct corporation or the willingness of any of the planning group to pay."
Daniel Voyager noted that the Sci-Lands region used to be quite large. In July 2010, it was almost 70 sims in size. Since then, a number of these science-based sims have dropped off the Grid. With the ISM being a draw, in a sense this represented the loss of one of its more valuable ones.But there is some good news, at least for the near term. On Wednesday, Katherine Prawl announced that a donor made it possible for them to bring the ISM back on, "as soon as some payment issues are settled." Problem is, they'll need more funding for later. Katherine expressed confidence they should be able to for a while, mentioning "help from several quarters."
Both Daniel Voyager's Blog and the New World Notes articles had a number of comments. Someone called the loss of the ISM no real surprise, "We're not even flying our own astronauts to the International Space Station any more." OpenSim fans suggested exporting the ISM out of Second Life. Trouble was, the ISM group doesn't have permission to copy the various builds and move. And of course the problem of OpenSim having only a tiny fraction of the traffic Second Life has. It would be preserved, but few people would see it. In a sense it would go from a themed exhibit in a museum to placed in the archives. Katherine expressed interest in Hamlet Au's suggestion of a "Crowdfunder" style project, like the recent one that worked very well for Bryn Oh. Beyond that, the comment chatter went a few ways, including pointed fingers at Linden Lab for letting this and other good sims fade away.
So it looks like the ISM will be coming back, at least for now. While the problem of sims going dark still persists, at least this one will still be around.
Sources: Daniel Voyager, New World Notes
Top pic from Daniel Voyager
Bixyl Shuftan
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