Posted: Wed Dec 12, 2007 2:47 pm
Got an email from a family member today who met with a web person for...well, I honestly don't know...but here's the email I got from them after the meeting:
Now this is from someone with ZERO computer expertise so I'm positive there is something lost in the translation, thus I won't even begin to comment on the "investment opportunities". However, let me address what I can only assume are membership (paying accounts) figures.
(Sidenote: I'm pretty sure "ADVARS" is "avatars".)
Second Life was launched in 2003 and they claims "millions of citizens". 12-14% of "millions" in a good profit. However, one wonders if "millions" is truly accurate. I created a character there once and played it twice, am I counted among those millions? I'd bet a paycheck that I am.
And 12-14% to 85% in 5 years? Again, this game has been around since 2003, we are days from 2008...that's 5 years. What exactly have they done that's going to increase their membership by that amount?
Let's face it, this is the computer age and games don't get more popular as they get older. They start to show their age and people start to get bored and leave. In Second Life's case, we're not talking about the most user friendly game.
In fact, I'd call it a pyramid scheme in MMO form. Follow me here... You've got a really, really small percentage of Second Life's population that can actually write code to create items. These are the only people who can make cash (real or virtual) in that game. Yes, there are exceptions such as men/women willing to cyber for cash, but you get my point in terms of who has the true cash earning potential. Everyone else is at the bottom of the pyramid. Sure, there's the promise of millions, you've heard the stories, but what percentage of those "millions" of subscribers actually make any money let alone enough to be life altering?
How is that game not like a pyramid scheme?
Other MMOs don't vary much from Second Life except you know what it is when you go in. You're paying for a theme and for consistency. You're playing for an experience, not to hope for a good time. Another negative for people like Cakedaddy is that corporations have a HUGE presence in Second Life. There are no McDonald's in World of Warcraft.
And the difference between WoW and SL? SL claims "millions" with 12-14% paying members, while WoW has 9 million members and a 100% rate of subscription.
I think Second Life will exist for some time as a "niche" product, but I think they're delusional about how big they can become. It's been 5 years, an eternity in this business. If it hasn't happened by now, it's not going to happen.
Edited By Leisher on 1197488894
I met with the web guy from BG. Geek like you Any how, he told me about a 3D site that is ripe for investment – www.secondlife.com – he said at this moment there is an estimated 12 to 14% membership and within the next 5 years that figure will swell to 85% or more. He told me the opportunities are endless i.e. offering services or product the 3D people (ADVARS) will need. I’d like you to look at the web site and give me your opinion.
Now this is from someone with ZERO computer expertise so I'm positive there is something lost in the translation, thus I won't even begin to comment on the "investment opportunities". However, let me address what I can only assume are membership (paying accounts) figures.
(Sidenote: I'm pretty sure "ADVARS" is "avatars".)
Second Life was launched in 2003 and they claims "millions of citizens". 12-14% of "millions" in a good profit. However, one wonders if "millions" is truly accurate. I created a character there once and played it twice, am I counted among those millions? I'd bet a paycheck that I am.
And 12-14% to 85% in 5 years? Again, this game has been around since 2003, we are days from 2008...that's 5 years. What exactly have they done that's going to increase their membership by that amount?
Let's face it, this is the computer age and games don't get more popular as they get older. They start to show their age and people start to get bored and leave. In Second Life's case, we're not talking about the most user friendly game.
In fact, I'd call it a pyramid scheme in MMO form. Follow me here... You've got a really, really small percentage of Second Life's population that can actually write code to create items. These are the only people who can make cash (real or virtual) in that game. Yes, there are exceptions such as men/women willing to cyber for cash, but you get my point in terms of who has the true cash earning potential. Everyone else is at the bottom of the pyramid. Sure, there's the promise of millions, you've heard the stories, but what percentage of those "millions" of subscribers actually make any money let alone enough to be life altering?
How is that game not like a pyramid scheme?
Other MMOs don't vary much from Second Life except you know what it is when you go in. You're paying for a theme and for consistency. You're playing for an experience, not to hope for a good time. Another negative for people like Cakedaddy is that corporations have a HUGE presence in Second Life. There are no McDonald's in World of Warcraft.
And the difference between WoW and SL? SL claims "millions" with 12-14% paying members, while WoW has 9 million members and a 100% rate of subscription.
I think Second Life will exist for some time as a "niche" product, but I think they're delusional about how big they can become. It's been 5 years, an eternity in this business. If it hasn't happened by now, it's not going to happen.
Edited By Leisher on 1197488894