WebProNews

Tag: Second Life

  • Second Life Still Going Strong

    Remember the video game/simulation Second Life? A few years ago, it was a big topic of conversation, as droves of people and companies looking to expand their marketing base scrambled to develop Second Life accounts and avatars. While it may have been viewed as an online version of The Sims, the social networking aspect made Second Life even more than the game that perhaps inspired it.

    Almost as quickly as its popularity rose, Second Life star appeared to be falling, at least in regards to it being used as a social media marketing tool for major brands and companies. When these reports started appearing, the assumption was Second Life would die a quiet death. In fact, two years ago, the company responsible for the game–Linden Lab–reduced its workforce, and saw the departure of then-CEO, Mark Kingdon. All things considered, the end of Second Life looked like an inevitability.

    Fast forward to 2012 with a new CEO is in place (Rod Humble), perhaps the reports of Second Life’s demise were a little premature. In an interview with GameIndustry.biz (via Rock, Paper, Shotgun), Humble’s responses reveal a very active user-base for the simulation, and, more importantly, the title is financially solvent, generating over $75 million a year in revenue:

    “I was taken aback by just how big Second Life was,” [Humble] recalls. “To be honest, it had fallen off my radar until I got the call offering me the position. And I looked at their numbers: this is a world that has got 1 million people logging in every month, generating well in excess of $75 million a year – it’s extremely profitable – and it was the kind of company and the kind of product that I had been thinking about going away and working on anyway, on my own. It was kind of a perfect fit.”

    While the existing user base is still going strong, Humble’s challenge is finding–and keeping–new users, who apparently find the game difficult to manage:

    “I’ve walked into big franchises before, and the very nature of big franchises is once you’re inside the Cathedral you tend to tune out things like the rickety stairs, the door that squeaks. So in the first year, just because the product had been out for a long time, I wanted emphasis on usability, service, and starting to get the basics right.”

    Thanks to the focus on usability, Second Life has seen something of a resurgence in new members, with over 20,000 signing up daily, about which, Humble says, “that’s not Facebook numbers, but 20,000 a day…. that’s a lot, right?”

    Considering the product was considered dead couple of years ago, such a resurgence is pretty amazing, and with the corporations focusing on other online marketing ventures, perhaps the stain of overt marketing attempts will avoid Second Life this time around. Considering Second Life’s bounce-back, the lack of chatter on Twitter about the game was slightly surprising. Personally, I’m wondering if Second Life’s scourge of flying penises are still scaring people away, or did they patch that particular feature?

    What say you? Is your Second Life avatar still going strong or have you abandoned it for other simulations? Let us know what you think.

  • Second Life Creator Acquires LittleTextPeople

    Second Life Creator Acquires LittleTextPeople

    Linden Lab, makers of Second Life, has been kind of quiet for a while. They broke that silence today with an acquisition and announcement of new products.

    Linden Lab announced their acquisition of LittleTextPeople, a game development studio that specializes in writing, programming and designing next-generation interactive fiction.

    Linden Lab is going to break from its one-trick-pony Second Life this year with several stand-alone products that will use LittleTextPeople’s technology in various ways.

    “It’s an exciting time to join Linden Lab as they prepare to roll out entirely new types of social experiences and products,” said Emily Short, Chief Textual Officer of LittleTextPeople. “We look forward to building tools and technology that will allow people to create their own stories in interactive mediums that have never existed before.”

    If you’re like me and wondering what LittleTextPeople is, the company explains itself:

    LittleTextPeople explores the gameplay possibilities of nuanced social interaction. The company’s core technology is a simulator able to model social practices and individual personalities. Combine the simulations with the expressive freedom of fiction and the result is gameplay that more closely resembles the rich emotional dialogue of a novel, rather than a fight scene in an action movie.

    From that, it seems like taking interactive fiction to the next level. I almost want this to turn into digital choose-your-own adventure novels. In all reality, it probably will be more like the visual novel genre that is popular in Asian countries, especially Japan.

    “LittleTextPeople brings a depth and breadth of AI and interactive story development expertise that is a great fit for Linden Lab as we launch multiple new products,” said Rod Humble, CEO of Linden Lab. “The result of this investment will be a new type of digital entertainment that modernizes the novel as a shared story-telling experience.”

    It sounds like Linden Lab is ready to step out of the shadow of Second Life. It was technically one of the first MMOs, but its problem is that it wasn’t really a game. It was more of a space for people to interact with each other. It looks like Linden Lab wants to change that with whatever they have got cooking with LittleTextPeople.

    I for one can’t wait to see what this interactive fiction partnership produces.

    For those who don’t know much about Second Life and what it does, check out this video:

  • Second Life Attempts To Make Rebound

    You probably have forgotten about Second Life (the virtual world from Linden Labs), right?

     

    Remember, that’s that virtual world that got a TON of hype back in 2005/6. It was on the cover of magazines. On CNN and other TV shows. It looked like it was going to be THE new thing of the decade.

     

    What happened?

     

    Well, a few things.

     

    1. Corporations figured out that they’d need to spend a lot of money to build an island in Second Life (Microsoft spent somewhere around $100,000 if I remember right back then) but soon they figured out that each island could only hold 100 people. Not a good ROI.

     

    2. It had game dynamics. Games are fun for a while, but eventually people get bored of playing games. That’s what happened. People who were very excited and evangelistic about Second Life eventually moved on.

     

    3. It lost its “new and shiny” patina. That’s most of why the press forgot about it. We only pay attention to new and cool stuff. Heck, just look at Techcrunch. Do you read about older technologies there? No.

     

    Anyway, one thing happened that I find very interesting: it continued to grow in users, time spent on the site, and dollars spent in it.

     

    On Friday I sat down with Mark to find out why.

     

    First, the users remained very evangelistic. Second, corporations like IBM found other uses for its islands and kept investing (they now use these islands for training and replacements of expensive conferences). Third, the technology has been steadily improving. Fourth, the company has found new ways to bring new users in and make the experience easier to get into.

     

    But he admitted that they had been pretty quiet and avoided doing more PR work until just recently.

     

    Why is that changing this week? You’ll see why tomorrow morning at about 11 a.m. on building43.

     

    But to tease a bit, I find that their new direction, the first part of which you’ll see tomorrow in the video I did with Mark, is interesting and represents a new life for Second Life and its host Linden Labs.

     

    To wrap this up, have you used Second Life lately? Even if you haven’t, see you on building43 tomorrow morning for more.

     

    Comments