Why Didn't Second Life Become a Hit?

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Over on Lockergnome, Guyfromdenmark wonders why Second Life never became a hit. When it was first launched, he (and many of you, really) thought that it would be a HUGE deal. It pretty much just fizzled and died, and our Denmark friend asks the community their thoughts on what happened.

Second Life is a free program that lets users (Residents) interact with each other through avatars. Residents can explore, meet others, socialize, take part in individual or group activities, and create or trade virtual property and services with each other. Second Life is for adults over the age of 18, while Teen Second Life is for the younger crowd (ages 13 – 17).

Nothing really “happened” to it other than being overrun by people addicted to porn and gambling. That covers about 90% of the galaxy, right? It was a fantastic platform, so long as you knew how to use it. Second Life, in my opinion, was the victim of overload.

Everyone was all into Second Life. Some of us were looking at it going “Dude… seriously? It’s an avatar.” I went on record with these same thoughts years ago. I was fairly certain back then that it wouldn’t be a huge hit. It’s still around, to be sure, but it’s not the be-all, end-all that people thought it would become.

I don’t hear much about it in my regular news feeds, and I rarely hear of anyone logging in there. I can’t say anything “happened” to it other than people realizing that it wasn’t really all that exciting in the first place. It was new and different, yes. It just wasn’t revolutionary.

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