Second Life Community Convention Recap
Second Life’s Community convention took place this weekend and attracted close to 800 attendees, several hundred more than last year.
Second Life Founder Philip Rossdale made declarations about the expected growth of online worlds over the internet, positing that these worlds are likely to be a far bigger phenomenon than the current World Wide Web. The Founder’s statements were contradictory in some areas as he spoke of Second Life’s relative newness on the one hand, and then simultaneously hyped the growth potential of the platform.
Second Life was covered in several press articles a few months ago in what for the burgeoning world amounted to a media blitz. Several companies rushed to setup shop in the Virtual World, but thus far these ventures have seldom converted to actual retail sales.
Second Life staff spoke about starting direct retail sales via the Second Life Virtual World, similar to web based e-commerce sites today. The potential for these types of arrangements are indeed exciting, as a company such as Nike can showcase their shoes and you can wear them on your avatar that could perhaps be made to your own body dimensions. Imagine checking out the interior of the latest car on the market and getting a virtual drive in the mobile before deciding to head down to your nearest dealer where the paper work could be prepared ahead of time for you. There are several businesses that could benefit from a realistic 3D Virtual World to market their wares, and if sales can be direct to the consumer it makes it much easier to convert that presence into real value.
I’ve tried Second Life myself, and while I found the concept fascinating I realised that in some ways it was simply too open-ended. I saw a need for some sort of World Wide Web based hub that could categorise and collate all these disparate areas of Second Life and allow one to go directly to these areas of interest. The very fact that Second Life is so open to full customisation and you can meet avatars where everything is custom made by the person controlling it, is a technological challenge in and of itself. It means that whereas in traditional MMORPGs every user has every texture and object in the game stored on their machines, in Second Life every object, every texture, every script may need to be downloaded the first time the user encounters it. This results in a very laggy, uncomfortable experience when first visiting a location. The game engine also shows its age, and the standard of graphics has been eclipsed by just about every MMORPG released in the last four years. This does, however, allow a wide range of machines to run Second Life, you don’t need the fastest 8800GTX graphics card to experience the world.
Already various educational institutions are considering using Second Life to train in Disaster Preparedness and enhancing the classroom experience of today’s internet savvy kids.
In my view the concept is an excellent one, however the technology or perhaps just general high bandwidth availability, has a ways to go before a fully customisable world becomes quick and easy to navigate through and is really accessible to newcomers.