A recent article in “Massively” spelled out what many residents have kept saying would happen if the Lindens didn’t get their act together. More people are moving on from Second Life than moving in.
Second Life’s “User Concurrency” reached 88,000 in Spring 2009, and then began to slowly fall. Officially, the reason is Linden Labs new policies against bots used in camping and gaming. It’s also been thought that after several years, most computer users inclined to give Second Life a try already have. However, this decline comes after a number of questionable decisions by Linden Labs, the Openspace/Homestead controversy, “Age Verification” rules, the end of the Mentor Volunteer group, and others.
Of these decisions, the Openspace debacle may have been the most damaging to Second Life’s numbers. One former SL resident explained that with the new rules and prices, a number of his favorite places closed down, “if the really cool areas with your friends go, then you have little reason to go back.”
By all means, it’s not too late to turn back, but given the Lindens’ past history, people can be forgiven for looking to see what else is out there.
It’s interesting that Massively compared Second Life to Everquest, saying the Metaverse had just about reached the same number of users at the MORPG’s peak. Everquest had been the top game for a few years, then it declined. The arrival of a better game, World of Warcraft is recognized as the big reason, but one gamer pointed out another. The makers of Everquest kept making changes to the game that gradually robbed the game of it’s social aspect, the shrinking number of players finding it harder to meet up to trade or team up. A one-two punch that sent Everquest into a shadow of what it once was.
So far, there is no “Second Life killer” on the horizon that would do it what WoW did to Everquest. But already the actions of the Lindens are driving people to look for new pastures, even if it means abandoning open-ended virtual landscapes and going back to games.
Bixyl Shuftan
Source: Massively
Second Life’s “User Concurrency” reached 88,000 in Spring 2009, and then began to slowly fall. Officially, the reason is Linden Labs new policies against bots used in camping and gaming. It’s also been thought that after several years, most computer users inclined to give Second Life a try already have. However, this decline comes after a number of questionable decisions by Linden Labs, the Openspace/Homestead controversy, “Age Verification” rules, the end of the Mentor Volunteer group, and others.
Of these decisions, the Openspace debacle may have been the most damaging to Second Life’s numbers. One former SL resident explained that with the new rules and prices, a number of his favorite places closed down, “if the really cool areas with your friends go, then you have little reason to go back.”
By all means, it’s not too late to turn back, but given the Lindens’ past history, people can be forgiven for looking to see what else is out there.
It’s interesting that Massively compared Second Life to Everquest, saying the Metaverse had just about reached the same number of users at the MORPG’s peak. Everquest had been the top game for a few years, then it declined. The arrival of a better game, World of Warcraft is recognized as the big reason, but one gamer pointed out another. The makers of Everquest kept making changes to the game that gradually robbed the game of it’s social aspect, the shrinking number of players finding it harder to meet up to trade or team up. A one-two punch that sent Everquest into a shadow of what it once was.
So far, there is no “Second Life killer” on the horizon that would do it what WoW did to Everquest. But already the actions of the Lindens are driving people to look for new pastures, even if it means abandoning open-ended virtual landscapes and going back to games.
Bixyl Shuftan
Source: Massively
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