Showing posts with label Second-Life. Show all posts
Showing posts with label Second-Life. Show all posts

Saturday, April 21, 2007

The Second Life world is flat

Some folks have gone really excited about the "news" that Linden Labs is going to open source the back-end of Second Life. The amount of attention this non-news has gained, confirms my observation that Second Life is at the peak of the hype. Why? Because there really is nothing new or spectacular here in the story most bloggers and authors refer to. It comes down to Joe Miller, VP for platform and technology development at Linden Lab stating the following at VW07:
  • "We’ll be open-sourcing the back end so sims can run anywhere on any machine whether trusted by us or not."
OK. When? Under which conditions? How? Just this statement is not truly shocking if you ask me.
  • "We’ll be delivering assets in a totally different method that won’t be such a burden on the simulators."
If I understand correctly, the move is primarily driven by the lack of capacity for the back end run by Linden Lab.
  • "Very soon we’ll be updating simulators to support multiple versions so that we don’t have to update the entire Grid at once."
Again my question: when? When is very soon?
  • "We’ll be using open protocols."
Which ones? I heard rumors that IBM is having talks with Linden Labs on protocol developnment. With the WS-* disaster in the back of our minds, of which IBM was one of the key creators, we should not expect any added value really here. In fact if I were in a very cynical mood I'd say this is the kiss of death for Second Life, but it's Saturday so I am not :-).
  • "SL cannot truly succeed as long as one company controls the Grid."
The bottom line, although it should read that SL cannot survive as long as one company controls the Grid (please note the uppercase G here. As if we are talking about the Matrix. Would have been even more striking if also an uppercase T was used).

Dana Blankenhorn wonders out loud if open source can save Second Life. He invites people to share their insights. My 2 cents is that Second Life is nothing more than a finger exercise for really successful 3D virtual communities, which will not be mainstream before 2009-2012. Linden Labs have done some pioneer work in the area, and they and the users of Second Life (I refuse to use the term resident), including the big companies that have jumped on the phenomenon will have learned for their experiences. But they will come (or already have come) to the conclusion that the Second Life world is flat, meaning they can fall off at any moment.

Monday, March 19, 2007

Second Life on the hype cycle

What if you had to place Second Life on a Gartner Hype Cycle? In which Hype Cycle would you place it? Hype Cycle for Virtual Worlds? Hype Cycle for 3D Web UIs? And at which position in that particular hype cycle would you place it? Technology trigger? Peak of inflated expectations?

I would definately say at the peak of inflated expectations, as not a single printed or online chronicle has not written about it yet. If even Dutch grocery stores are opening a complete mall in Second Life, there is no room anymore for denial: Second Life IS a hype.
However, there are already some first signs that the hype may be beyond its peak. Although the State of the Virtual World on the official Second Life blog still show quite some impressive growth figures, there are also some things that indicate that SL hype is nearly beyond its peak:
  • All media have already written or reported about it, a second wave of attention from the media appears unlikely (people will pretty soon show signs of Second Life fatigue)
  • Only a fraction of users actually stay. Many people try, only few keep coming to Second Life
  • Some companies have already announced to close their virtual offices in Second Life after the first forms of child porn were found in Second Life.
  • And, as my colleague Ray Valdes mentioned: "Do you want to have a virtual press conference in a world where your public event can be disrupted by flying animated body parts?"
  • Some people claim that Second Life is mainly driven (or should I say: populated) by people looking to gamble or for some erotic pleasure (hey, that does not sound surprising for an Internet platform)
My 2 cents on Second Life and Hype Cycles is that:
  • Second Life should be placed in a Hype Cycle for Web 2.0, as I consider it a social networking platform / community
  • Secondly, I think it should be placed just beyond the peak of inflated expectations.
  • Finally, "Years to mainstream adoption" will be the red circle with the cross in it ("obsolete before plateau"), because I think another contender will take the crown from Second Life and will create a highly successful "virtual world"*
* If I had to place "virtual 3D communities" on the Hype Cycle (instead of its most popular current incarnation, Second Life), I would say it takes another 2 to 5 years before mainstream adoption.
Yes, I do believe that virtual 3D communities have a quite bright future, I just don't think that Second Life will be THE future virtual world of choice. Second Life will suffer from the the 'dialectics of progress', in fact you could even say that it will become a victim of its own success.