I recently overheard several discussions and have seen a number of social media posts mocking virtual MMO world Second Life. Many declare it and its ilk dead. People are openly cynical towards it. Laughing at it seems like the hip and trendy thing to do unless you want to appear to be an idiot. And you're not an idiot, are you?
When Second Life first came onto the scene it was the shiny new toy with all the typical hype. You couldn't swing a dead virtual cat without hitting a marketer or interactive technologist that wanted to talk about Second Life. People ran to it like moths to a flame and then they got burned. I once heard Second Life brilliantly described as marketing's Vietnam. No one wants to talk about it or how bad things got screwed up there.
People spent tons of effort on research around it, heralded it as the next big thing, many even asked their employees to start playing it in a rush to become subject matter experts on it and figure out how to pitch their clients on creating branded virtual islands and experiences in this brave new 3D immersive world. And truly, the potential was staggering, nobody was wrong about that. But the results weren't what everyone had hoped for. Far from it. The technology and interface still had a steep learning curve for many users, there were numerous barriers to entry that made it unwieldy for many potential customers, the experience was still a stretch for the vast majority of mainstream users who were just beginning to figure out FaceBook, and the ROI for the required effort simply wasn't there beyond some immediate PR value. But more than anything, there was a conundrum around the openness and lack of control over the experience, namely that Second Life was (and still is to a large degree) rife with adult content, porn, virtual sex and many other things that most brands simply didn't want to be associated with or risk exposing their customers to as those customers struggled to navigate their way to BrandXYZ Island. So people left in droves, most corporations that had tested the waters began their mass exodus. Those that jumped on the bandwagon (who still had their jobs) shook their heads in embarrassment and apology vowing never to make that mistake again.
But here's the thing. They weren't wrong about the potential. People were simply overly zealous, reckless, and so anxious to be ahead of the curve to appear innovative and be early adopters that they just made bad decisions on timing and failed to do their homework. They invested far too much effort into something that was still far from being ready for prime time and the mainstream. They wanted to be bleeding edge and guess what? There was blood. And now people either talk about it hushed tones or openly deride it.
But did you forget the part where I said that it's full of porn, sex and adult content? That industry and genre of society is so all over it and advanced in its use of it that it's crazy. That's right. The same industry and users that were the first to embrace newsgroups, web sites, e-commerce, paid-subscriptions for content, cross-channel branding, and on-line video. And they are always months to years ahead of the mainstream adoption and monetization. They happen to have a user base that will go to great lengths to extend their experience and be willing to deal with early shortcomings of the technology. It's a multi-billion dollar industry that time after time leads the way.
Meanwhile, another massive industry, Gaming and Entertainment, has continued to embrace the technology. MMORPG's like World of Warcraft and many others plus the continually enhanced experiences offered via services like Xbox Live leverage incredibly rich and immersive interactive 3D gaming and social experiences. Project Natal from Microsoft even looks to change the game further by enabling more physical interaction without the need for a handheld controller to interface with games and virtual environments.
The technology continues to advance. The processing speeds to accommodate these environments continue to increase. The typical memory of average computers continues to increase. Broadband keeps getting broader and the average technical proclivity of users keeps getting higher.
Second Life continues to evolve with a large number of improvements for user experience and better content ratings to segment world areas that are more "adult-focused" from those that are not (a move which has even been protested by some of the Adult-Content focused current users of the platform). By some reports the amount of Adult content is even growing in lesser proportion to more mainstream content. And their parent company Linden Labs has been hard at work developing the Second Life Grid that enables companies and organizations to have and create private worlds that are independent from the mass Second Life world. Companies like Unity are doing amazing things to enable 3D games and experiences to be easily developed and require nothing more than a browser. More powerful game engines are coming out every day. And Windows Phone 7, coming out soon, will enable Xbox Live right from a phone.
So it's not that Second Life is dead. Far from it. It didn't want to go on the cart. What's dead is the spirit and vision from some whose egos were crushed because they were burned by being reckless in pursuit of the next big, cool thing. Note to these folks for the future: if it's full of little besides porn and sex it's probably not yet right for most brands. But you're crazy to not see that means it will eventually make its way into the mainstream. It just takes time. It's probably not going to happen tomorrow. But when it does, don't call it a comeback because it'll have been here for years. If you're smart, you're still paying attention to what they and others in this space are doing. And you are smart, aren't you?