{"id":6554,"date":"2021-12-06T00:30:25","date_gmt":"2021-12-06T06:30:25","guid":{"rendered":"http:\/\/blog.zoha-islands.com\/?p=6554"},"modified":"2021-12-06T00:30:25","modified_gmt":"2021-12-06T06:30:25","slug":"6-lessons-on-the-future-of-the-metaverse-from-the-creator-of-second-life","status":"publish","type":"post","link":"https:\/\/zoha-islands.com\/blog\/6-lessons-on-the-future-of-the-metaverse-from-the-creator-of-second-life\/","title":{"rendered":"6 Lessons on the Future of the Metaverse From the Creator of Second Life"},"content":{"rendered":"<p>Written By <span class=\"caas-author-byline-collapse\" data-id=\"m-0\">Andrew R. Chow<\/span><\/p>\n<div class=\"caas-xray-wrapper caas-xray-wrapper-type-cards caas-xray-wrapper-position-top\">\n<div class=\"caas-xray-pills-container\">\n<div class=\"caas-img-container\"><img decoding=\"async\" loading=\"lazy\" class=\"caas-img has-preview alignnone\" src=\"https:\/\/s.yimg.com\/ny\/api\/res\/1.2\/YwPurYxFcII6CTTzwOsfLg--\/YXBwaWQ9aGlnaGxhbmRlcjt3PTcwNTtoPTQyMztjZj13ZWJw\/https:\/\/s.yimg.com\/uu\/api\/res\/1.2\/YBFevQfbAIpYs_McNNIShQ--~B\/aD0xMjI5O3c9MjA0ODthcHBpZD15dGFjaHlvbg--\/https:\/\/media.zenfs.com\/en\/time_72\/1cbc47f92d6b5ffdadf7cbf5fdf57178\" alt=\"Second Life\" width=\"705\" height=\"423\" data-src=\"https:\/\/s.yimg.com\/ny\/api\/res\/1.2\/YwPurYxFcII6CTTzwOsfLg--\/YXBwaWQ9aGlnaGxhbmRlcjt3PTcwNTtoPTQyMztjZj13ZWJw\/https:\/\/s.yimg.com\/uu\/api\/res\/1.2\/YBFevQfbAIpYs_McNNIShQ--~B\/aD0xMjI5O3c9MjA0ODthcHBpZD15dGFjaHlvbg--\/https:\/\/media.zenfs.com\/en\/time_72\/1cbc47f92d6b5ffdadf7cbf5fdf57178\" \/><\/div>\n<\/div>\n<\/div>\n<div class=\"caas-body\">\n<figure class=\"caas-figure\">\n<div class=\"caption-wrapper caption-aligned-with-image\">\n<div class=\"caption-wrapper caption-aligned-with-image\">\u00a0<\/div>\n<\/div>\n<figcaption class=\"caption-collapse\" data-id=\"m-0\">Second Life<\/figcaption>\n<\/figure>\n<p><em>A screenshot from the virtual reality world &#8220;Second Life.&#8221; Credit &#8211; Courtesy Linden Lab<\/em><\/p>\n<p><i>A version of this article was published in TIME\u2019s newsletter Into the Metaverse. <\/i><a class=\"link rapid-noclick-resp\" href=\"https:\/\/cloud.newsletters.time.com\/into-the-metaverse?source=meta_onsite\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:Subscribe for a weekly guide to the future of the Internet.\"><i>Subscribe for a weekly guide to the future of the Internet.<\/i><\/a><\/p>\n<p>In 2007, Second Life founder Philip Rosedale <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theguardian.com\/technology\/2007\/may\/17\/media.newmedia2\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:made a bold proclamation\">made a bold proclamation<\/a>: \u201cThe 3D web will rapidly be the dominant thing and everyone will have an avatar.\u201d Considering the success of his creation, it wasn\u2019t an altogether far-fetched idea. Second Life\u2014a virtual world in which participants can explore fantastical landscapes and build their own mansions, forests and spaceships\u2014was reaching the crest of its popularity, with <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.cnet.com\/tech\/gaming\/counting-the-real-second-life-population\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:hundreds of thousands of active residents\">hundreds of thousands of active residents<\/a> and a <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theguardian.com\/technology\/2007\/may\/17\/media.newmedia2\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:self-reported $500 million in GDP\">self-reported $500 million in GDP<\/a>. Second Life appeared on the <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.bloomberg.com\/news\/articles\/2006-04-30\/my-virtual-life\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:cover of BusinessWeek\">cover of <i>BusinessWeek<\/i><\/a>; presidential hopeful and Virginia Gov. Mark Warner gave a town hall, with his avatar sporting a blocky suit and red tie. Brands like Reebok and Dell invested in virtual stores, preparing for a new era of sales and marketing. <i>Rolling Stone<\/i> <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.rollingstone.com\/culture\/culture-features\/inside-second-life-118659\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:referred to it\">referred to it <\/a>(skeptically) as \u201cthe future of the net;\u201d <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theguardian.com\/technology\/2007\/may\/17\/media.newmedia2\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:The Guardian proclaimed\"><i>The Guardian<\/i> proclaimed<\/a>: \u201cToday Second Life, tomorrow the world.\u201d<\/p>\n<p>Does any of this sound familiar? It\u2019s hard not to look back on the frenzy around Second Life in the mid-aughts and see parallels to the discourse around the metaverse these days. Rosedale and other Second Life optimists often used identical rhetoric to crypto idioms today: He called Second Life \u201cthe Wild West,\u201d compared its growth to that of the early internet and foresaw the \u201centire physical world as being <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theatlantic.com\/magazine\/archive\/2017\/12\/second-life-leslie-jamison\/544149\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:kind of left behind\">kind of left behind<\/a>.\u201d<\/p>\n<p>And then Second Life stopped growing. It wasn\u2019t uncommon for users to struggle for hours on-boarding into the world, only to find themselves wandering around <a class=\"link rapid-noclick-resp\" href=\"http:\/\/www.good.is\/post\/get-a-life\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:ghost cities with empty storefronts\">ghost cities with empty storefronts<\/a>. Reuters\u2014which made a big fuss of opening a bureau in Second Life in 2006\u2014pulled out about two years later; brands abandoned their posts. As we look back on <i>Second Life <\/i>a dozen years after its peak, it\u2019s less a transformative cultural lynchpin than <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.youtube.com\/watch?v=lDWOpts_Z3o\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:the punchline of a scene\">the punchline of a scene<\/a> in <i>The Office<\/i>.<\/p>\n<p>On the other hand, it would also be a gross misrepresentation to view Second Life as a failure. It was responsible for introducing millions of people into virtual spaces for the first time; for fostering incredibly tight-knit communities, especially for outcasts or <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.latimes.com\/socal\/daily-pilot\/entertainment\/tn-wknd-et-second-life-20181003-story.html\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:physically impaired people\">physically impaired people<\/a>; and for pioneering digital economies. A spokesperson for Second Life\u2019s parent company Linden Lab said that users have spent the equivalent of 500,000 years in Second Life, and that 750,000 monthly active users still inhabit the world: flying around, building and buying stuff, nurturing virtual families.<\/p>\n<p>So there\u2019s plenty that the current builders of the metaverse can learn from Second Life, both for better and worse. To look back\u2014and forward\u2014I talked to Second Life founder Philip Rosedale and Tom Boellstorff, an anthropologist who spent two years inside the virtual world at its peak and then wrote the book <i>Coming of Age in Second Life: An Anthropologist Explores the Virtually Human<\/i>.<\/p>\n<p>Here are some of their main takeaways from the Second Life saga.<\/p>\n<h3><strong>People will stay in virtual worlds, even without an explicit mission.<\/strong><\/h3>\n<div class=\"caas-iframe-wrapper\">\n<div class=\"caas-iframe default caas-loaded\" data-caas-lazy-loading-init=\"1\"><iframe src=\"https:\/\/www.youtube.com\/embed\/lDWOpts_Z3o?feature=oembed\" data-mce-fragment=\"1\"><\/iframe><\/div>\n<\/div>\n<p>As Dwight Schrute tells Jim Halpert on <i>The Office<\/i>, Second Life is not a game: \u201cIt doesn\u2019t have points or scores; it doesn\u2019t have winners or losers.\u201d It is this aimlessness that confounded many early users, and a similar criticism continues to dog recent conceptions of the metaverse. What is the \u201ckiller app?\u201d\u2014the feature that makes it indispensable to users\u2014critics ask. What is the point of a world that doesn\u2019t fulfill an obvious need?<\/p>\n<p>But Boellstorff and Rosedale say that this potential flaw is actually an essential reason that many people stuck around in Second Life. \u201cIt\u2019s often not that going into a virtual world is sort of fulfilling a pre-existing need,\u201d Boellstorff says. \u201cA lot of people check these things out because they hear about them, but then sort of discover something that they enjoy doing or a community they enjoy interacting with that they didn\u2019t know about ahead of time.\u201d<\/p>\n<p>Rosedale says this unbounded potential for creation was a key reason for Second Life\u2019s success. \u201cI think the reason why tens of millions of people tried it out was the promise of the ability to be creative and expressive in a realistic, lifelike domain,\u201d Rosedale says. \u201cYou need a toolkit that lets people build things live from kind of small parts: That has to be present in a metaverse to make it successful.\u201d<\/p>\n<h3><strong>People will spend money on digital goods\u2014but very few creators will actually make a living.<\/strong><\/h3>\n<p>Another common talking point against the metaverse is that people won\u2019t buy things that only exist in virtual spaces. Second Life emphatically proved this false: In the 10 years following its launch, Second Life users spent <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theatlantic.com\/magazine\/archive\/2017\/12\/second-life-leslie-jamison\/544149\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:$3.2 billion of real money\">$3.2 billion of real money<\/a> on in\u2011world transactions. Rosedale likes to say that Second Life contained the first NFTs: unique virtual goods that you could buy and sell. A dress designer could create a unique dress for a virtual ball, for example, so that its wearer would stand apart from their peers.<\/p>\n<p>Rosedale says there was a key distinction between Second Life\u2019s one-of-one goods and NFTs, however: Speculative value wasn\u2019t at all a factor in Second Life. \u201cI\u2019m very proud of the idea that there is an intrinsic value\u2014for a coat for your avatar or a motorcycle\u2014that\u2019s driven by the creativity of the designers,\u201d he says.<\/p>\n<p>These unique digital items made up a very small percentage of Second Life\u2019s overall economy, and only a scant few made a living off creating them. Boellstorff is skeptical of recent utopian digital visions in which most independent creators are able to thrive through selling digital goods. \u201cIt\u2019s similar to something like YouTube: You have a relatively small percentage who really make income from it, and a lot of people who are just consumers, or some people who sort of informally make stuff that they don\u2019t sell to make money,\u201d he says.<\/p>\n<h3><strong>Ease of use and technological challenges remain a huge roadblock for mass adoption.<\/strong><\/h3>\n<p>In a <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theatlantic.com\/magazine\/archive\/2017\/12\/second-life-leslie-jamison\/544149\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:2017 article about Second Life\">2017 article about Second Life<\/a>, the <i>Atlantic<\/i> reported an estimated 20% to 30% of first-time users never returned to the platform. Many found the world extremely difficult to figure out. Reuters \u200b\u200breporter Eric Krangel <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.businessinsider.com\/2008\/11\/why-reuters-left-second-life-and-how-linden-lab-can-fix-it\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:wrote\">wrote<\/a> that the Second Life had a \u201cmonster learning curve,\u201d a convoluted user interface and an oft-crashing server. The company also struggled to build a viable mobile version during an era in which smart cell phones were becoming ubiquitous.<\/p>\n<p>While Second Life itself has resolved many of those issues thanks to technological advancements, any virtual world hoping to win over a mass audience still has to overcome huge barriers to entry. Rosedale says that his current company, High Fidelity\u2014which specializes in spatial audio for apps like Clubhouse\u2014ran recent studies on metaverse technology, and found that \u201cpeople don\u2019t want to be a cartoon avatar while wearing a VR headset,\u201d he says. \u201cWe concluded it was an extraordinarily difficult thing to get, like, regular people at work to want to become a cartoon avatar with very little in the way of facial expressions. It\u2019s really stressful for people to do that, and most of them won\u2019t.\u201d<\/p>\n<p>(Meta, Facebook\u2019s parent company, is investing heavily in creating <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theverge.com\/2021\/10\/28\/22751177\/facebook-meta-codec-avatar-real-time-environment-rendering-neural-interface\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:photorealistic avatars\">photorealistic avatars<\/a>; Microsoft\u2019s avatars remain <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.theverge.com\/2021\/11\/2\/22758974\/microsoft-teams-metaverse-mesh-3d-avatars-meetings-features\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:cartoons\">cartoons<\/a>.)<\/p>\n<h3><strong>Virtual worlds might always struggle to appeal to certain demographics. <\/strong><\/h3>\n<p>Rosedale notes that the current interest in the metaverse arose from of a singularly strange moment of the pandemic in which everyone was trapped inside their homes. He says it\u2019s much harder to get certain people excited about spending the bulk of their time in virtual worlds in normal circumstances.<\/p>\n<p>\u201cIf you live a comfortable life in New York City and you\u2019re young and healthy, you probably are going to choose to live there. If I offer you the life of an avatar, you\u2019re just not going to use it very much,\u201d Rosedale says. \u201cOn the other hand, if you live in a rural location with very little social contact, are disabled or live in an authoritarian environment where you don\u2019t feel free to speak, then your avatar can become your primary identity.<\/p>\n<h3><strong>Identity is tricky, and so is rule-making. <\/strong><\/h3>\n<p>While Rosedale had the unilateral ability to shape the world of Second Life as he saw fit, he tried to be as hands-off as possible, adhering to principles of decentralization. This led to some amount of nefarious activity: reports of<a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.wired.com\/story\/second-life-plagued-security-flaws-ex-employee-says\/\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:underage sex simulation, money laundering\"> underage sex simulation, money laundering<\/a>, and copyright and trademark violations.<\/p>\n<p>\u201cThe question of what kinds of moderation is needed for us to equitably co-exist in a metaverse are yet unanswered,\u201d Rosedale says. \u201cThere are things like getting identity right, so you\u2019re not doxxing a person by identifying the real person behind the avatar\u2014but the avatar or the pseudonym of the individual is sufficiently stable so there are consequences to their actions and they\u2019re going to behave well. But we are simply not there yet on the internet: We don\u2019t have identity systems yet that would enable strong governance.\u201d<\/p>\n<p>Boelstorff believes that Second Life\u2019s subscription model\u2014in which people pay to own land\u2014has helped ward off the worst tendencies of ad-driven companies like Facebook, which was shown to have <a class=\"link rapid-noclick-resp\" href=\"https:\/\/time.com\/6116354\/facebook-employees-deprioritized-misinformation\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:prioritized profit over tamping down on misinformation\">prioritized profit over tamping down on misinformation<\/a>. (The tech pioneer Jaron Lanier also has argued that many problems would be fixed if Facebook and Twitter <a class=\"link rapid-noclick-resp\" href=\"https:\/\/www.fastcompany.com\/40557452\/the-case-for-paying-to-use-google-and-facebook\" target=\"_blank\" rel=\"nofollow noopener\" data-ylk=\"slk:switched to a paid model.\">switched to a paid model.<\/a>) \u201cThe subscription model of Second Life is one reason that you don\u2019t have misinformation and anti-vax stuff,\u201d Boellstorff says. \u201cNone of this metaverse stuff going forward has to be a particular corporate ad-driven model.\u201d<\/p>\n<h3><strong>The metaverse doesn\u2019t need to be ubiquitous. In fact, it shouldn\u2019t be.<\/strong><\/h3>\n<p>When asked why Second Life failed to keep growing, Boelstorff bristled at the question. \u201cThis hype of the Silicon Valley capitalist model is so overwhelming in the sense that to attract venture capital, you have to really sell yourself as the next iPhone or the next Facebook\u2014that you\u2019re going to transform the entire world,\u201d Boelstorff says. \u201cI think it just has such a warping effect in terms of agenda setting. There\u2019s potentially some really good stuff about being online more and more, especially for folks who are disabled, or for climate change in reducing cars on the road. But I never shade into this like, \u2018We\u2019re all going to be living in the Matrix\u2019 kind of thing.\u2019\u201d<\/p>\n<p>More than a decade after Second Life\u2019s peak, Rosedale concedes that he conceptualizes our move into virtual worlds with less inevitability than he did in 2007. But he says Second Life shows that there\u2019s still a huge appetite for virtual exploration, especially as the technology improves. \u201cAllowing somebody to be really expressive and creative in an environment that\u2019s lifelike is an incredibly powerful offering. I think that\u2019s why we all tried Second Life,\u201d he says. \u201cAnd I think that we will eventually get there\u2014but it\u2019s still a long road because the difficulty of it is considerable.<\/p>\n<p>Have A Great Week From All Of Us At Zoha Islands And Fruit Islands.<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Written By Andrew R. Chow \u00a0 Second Life A screenshot from the virtual reality world &#8220;Second Life.&#8221; Credit &#8211; Courtesy Linden Lab A version of this article was published in TIME\u2019s newsletter Into the Metaverse. Subscribe for a weekly guide to the future of the Internet. In 2007, Second Life founder Philip Rosedale made a &hellip; <a href=\"https:\/\/zoha-islands.com\/blog\/6-lessons-on-the-future-of-the-metaverse-from-the-creator-of-second-life\/\" class=\"more-link\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":6567,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[2,3,4,5,6],"tags":[],"_links":{"self":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts\/6554"}],"collection":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/comments?post=6554"}],"version-history":[{"count":0,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/posts\/6554\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/media\/6567"}],"wp:attachment":[{"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/media?parent=6554"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/categories?post=6554"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/zoha-islands.com\/blog\/wp-json\/wp\/v2\/tags?post=6554"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}