Showing posts with label comment. Show all posts
Showing posts with label comment. Show all posts

Monday, March 8, 2010

Are Virtual Worlds (And MORPGs) Being Replaced by "Farmville"?

At my workplace, I’m the only one that I know of who plays Second Life. One other coworker plays a Massive Online Role-Playing Game (not World of Warcraft). What has been getting the attention of the workplace are Facebook games, such as “Farmville” and “Mafia Wars.”

Recently, the rise of these games has started to get some talk. Second Life has started to grow again recently, but only slightly. World of Warcraft, after going strong for years, has had it’s growth slow to a crawl. But the Facebook games, and other web-based games, continue to attract many more users by the month.

Fans of Virtual Worlds and MORPGs once pondered their game getting out-competed by others in their field. Now users of World of Warcraft and Second Life are pondering what was once unthinkable, their favorite online hobbies being replaced by these simple little time users. Even WoW’s owner Blizzard expressed worry in their annual report

We also compete with other forms of interactive entertainment, such as casual games like iPhone applications and other mobile phone games, and games developed for use by consumers on social networking sites. Future increased consumer acceptance and increases in the availability such games or other online games, or technological advances in online game software or the Internet, could result in a decline in platform-based software and negatively impact sales of our console and hand-held products. ... may also render products such as "World of Warcraft" obsolete.

For those used to their entertainment becoming more sophisticated over time, it would be a major step backward in digital evolution.

So why have these little webgames gotten so popular? Why are players spending hour after hour on them that one would normally associate with a MORPG or virtual world? For one, they’re not too difficult to play, normally one just needs a few minutes at most to figure out how. Second Life, movement controls can be a bit awkward for beginners, and even if you don’t plan to own land or build, it can take a while to get the hang of things, and even old timers don’t know everything.

Also, webgames are pretty cheap, people able to log onto them for nothing. Although one can play Second Life as a free player, getting Lindens through contests and jobs, more often people find it quicker to go ahead and put some real money into their virtual experience. And for those whom want to own land, the costs can add up to a lot.

Developers are attracted too. The little games don’t take as much time to make as virtual environments. And even if it’s just money through ads, investors can expect quicker returns.

... while there is plenty of energy being put into new kinds of alternate-reality games, interactive narratives, and other so-called "transmedia" productions, none so far, at least, offer what was available as early as 2003. ... Second Life is [pretty much] the last man standing when it comes to full 3D robust virtual worlds.

So is our number up? Are we going to have to resign ourselves to a future of “Farmville” clones, the days when we could build virtual forests and castles as far as the eye can see a thing of the past?

Not necessarily.

Virtual words and MORPGs have been around for a while, Second Life will be celebrating it’s seventh anniversary in a few months. And as good as they are, none of us can refute they have had their share of bugs and problems. So the less enthusiastic might be inclined to take a break.

The global recession has been particularly hard, some predicting the United States and other countries will experience a “lost decade” as Japan did in the 1990’s. People losing their jobs, and accepting new ones that offer only a fraction of their old pay. And for those who still have their old jobs feel the pressure to build up a cash reserve just in case. With this economizing, the $15 a month for WoW, or a larger amount for a plot of virtual land and home in Second Life, like other forms of entertainment cash, they become targets for the budget chopping block.

Then there’s the audience of these little games. Much of it is young children and teenagers, the latter whom are too young to be playing Second Life, and the former too young to be playing games as intense as WoW.

Eventually, those taking a break will be inclined to come back for more, perhaps sticking around if the things that bugged them the most happen less often or are gone. Like all recessions, this one will end, and people will have more cash to spend for their online entertainment. And the kids will grow up, and be looking for something more sophisticated.

The question is, will Linden Lab be innovative enough to take advantage of the new demand when it happens, or will it simply lumber along, and allow young new competitors to take the lead and leave it behind.

But somewhere, we’ll be able to have our castles and forests.

Bixyl Shuftan

Sources: CNet, Activision/Blizzard Annual Report

Friday, December 11, 2009

Opinion: A Few Thoughts on Mass-Marketing Second Life



Earlier this fall, another online newspaper wrote a few articles on the subject of mass-marketing Second Life, starting with “Only Mass Adoption of Second Life will Best Address All SL’s Major Challenges.” According to the writer, Second Life had around a quarter million unique users every month. Hardly a bad number, but compared to the millions across the planet visiting virtual words, pretty small.

Among my friends and family in real life who use computers, none of them use Second Life, although a few have given it a try. Among those I’ve met on the Internet, a few have come here and still come by. I myself came here because an online friend kept talking about it. But only a fraction of my ‘net friends I met elsewhere moved on to here. Talking to my friends in World of Warcraft for instance, only a couple ever heard of Second Life. So the writer of “Mass Adoption”s claim that most looking for virtual worlds were passing SL and going onto it’s competitors were quite believable.

So why isn’t Second Life a bigger presence online? My friends gave me a couple reasons. One described a very frustrating first impression, crashing right after first logging in. She decided it just wasn’t worth the trouble. One of SL’s drawbacks is that it needs a fairly new computer to go about, especially in popular places. If one’s on a budget, it may mean Second Life becomes a taxing experience full of lag and crashes, or perhaps out of reach altogether. Such people may turn to places such as Gaia or Runescape.

Another friend was more of an avid gamer, “Sorry, but I miss the chance to go and kill something.” Core gamers may not find much appeal outside the combat areas in SL. And indeed those accessing the ‘net from Internet cafes, which in some places in the world is how the majority of computer users go online, tend to be limited in how much time they can spend, and more inclined to a virtual world that reliably gives faster gratification, such as WoW.

There are other problems. Second Life is often difficult for newcomers to operate at first, having a “high learning curve.” People do not always know how to get money. People may feel out of place in areas full of avatars unlike their own. There are the bugs, that have a habit of coming up at the most inconvenient times. There is the tech support, which can be what one radio talk show called “technical no-support.” There are the Linden policies, which occasionally seem to be designed to shoot themselves in the foot.

And of course, the ever-present lag.

I’ve heard numerous suggestions on how to make Second Life more appealing to the masses. Get a less laggy platform. Allow the option of point-and-click movement. Connect SL to a social network such as Myspace or Facebook. And of course, better customer service and Linden Labs listening to it’s residents better before making a policy change, and numerous others.

Of those mentioned, I’m not sure how feasible the first is (although I'd be singing haleuha if it happened), and the last seems wishful thinking given past history. The option of point-and-click I can see happening. Connecting to a social network I’m a little skeptical of. Some have policies against pages for “fake identities,” and rely a lot on teenagers for traffic whom are too young to use Second Life. One improvement they have made is their website, which has better allowed for residents to find things to do and places to see.

There is one factor I’ve heard mentioned very little. There is one thing being done by much of Second Life’s competition that it doesn’t do.

Advertising.

World of Warcraft advertises. I’ve seen their banners pop up on the Internet somewhere almost every day, even on Second Life’s Wiki. I’ve also seen their TV commercials. And it’s not just games that advertise. IMVU, a social networking place that gets some comparisons to Second Life, also advertises. But Second Life, to my knowledge, has never done any advertising.

In the business world, spending nothing on advertising is usually a sure way to keep your product virtually unknown. So why hasn’t Second Life done so? Possibly because when it was new, there was quite a bit of publicity about it. Science and gaming magazines wrote stories on it. The news did stories on it. It even made mentions on prime time television, notably the CSI “Venus” episode.

With all the free publicity, there was no need to advertise. So much like “Hershey” chocolate for years, Second Life hasn’t bothered with an advertising budget.

While Second Life still gets mentioned on the news, it’s not nearly as often as before. With Second Life no longer new, the mentions it gets in the media are smaller and less often. And it’s not always good publicity, such as the story of a couple whom met on there who broke up after the wife caught the husband with another girl on SL.

Ads needn’t be expensive to make. I’ve seen a mini-movie on SL’s website in the past that would be a good 60-second ad on the Internet, or possibly television, showing the things people can do to have fun in the Metaverse. Ad campaigns can also be done on a budget as well. Internet advertising would be an inexpensive way to get the word out to computer users.

On the other hand, being a longtime SL resident, the question comes to mind of “how badly can the Lindens goof this up?” Some ads can be rather annoying. WoW’s “Mohawk” ad makes me want to send a few Bloodelf arrows at Mr. T to shave it off. Some ads just make no sense, such as the “Hardees” ads with scantily-clad women eating burgers Then there are those that end up backfiring, such as the "Burger King" commercial with a cowboy and a midget, “Texas with a little Mexican,” that brought howls of protest that got the company taking down the ad and apologizing.

So when doing an ad campaign, the Lindens will have to use a little more sense than they’ve shown at times.

On the other hand, what if it works? Suppose a marketing campaign by the Lindens succeeds, and brings in thousands of visitors? We long-term residents will be having to deal with masses of newbie avs moving about. Hopefully Linden Labs will be able to direct them to places like Help Island and The Shelter, and encourage people to make a few more. Residents like myself will have to be prepared to take a little more time to help a newbie out.

But if that means that a few people I know in real life every day will know what I’m talking about when I mention Second Life because they go there too, it will be worth it.

Bixyl Shuftan


So readers, what are your thoughts about how to mass-market Second Life, or why it shouldn't be? Please comment below.

Tuesday, March 11, 2008

A word on comments:

We have always believed that our comments should be open to all and not moderated in any way but this has led to some abuse and a lot of spam.

Because of the damage some of these spam comments can lead to we have now turned the word verification feature on our comments on - this doesn't mean that your comments are now moderated but that 'spam bots' should be stopped (hopefully).



The only times we will step in and delete comments are :

*Overly offensive language

*Off topic/spam

*Press Releases or other advertising

*Too many links (we don't mind linking to something relevant to the article but it has to be relevant)
Please feel free to continue to comment we love to get feedback and the comments are a great way to get your opinions across.

JamesT and Dana

Monday, March 3, 2008

Reader comment:

After reading this comment on Alesia's 'View from above' we think its worth repeating here, Mandy has given several very good suggestions to help to solve the content theft problem hopefully LL will also read it and think these ideas are worth looking into:
Click to EXTRA EXTRA