Thursday, February 15, 2007
More on Second Life user numbers
One of the ongoing marvels of the MMO blogosphere is how Second Life managed to become the MMOG with the best press coverage from conventional media, while being a relative flop as a game. Clay Shirky is analyzing the latest numbers.
There is an official Linden Labs post about user statistics saying "Approximately 10% of unique users have logged in for 40 hours or more." Which is a nice way of saying "90% of unique users have played Second Life for less than 40 hours". Or as Clay says, "The plain meaning of that sentence is that fewer than 200,000 people have given Second Life even a cumulative work week of their time, over the history of the platform."
40 hours of total lifetime is nothing for a MMOG. I spent more time beta testing Vanguard than that, and that was just to get an idea of a game which I ended up deciding not to buy. The only game I remember buying and playing less than 40 hours is EVE Online, and that was only because I realized too late that other players could (and did) gank me, and "pod" me, thereby not only erasing many hours of trade profit, but also losing me a week's worth of skill gains. Even games that in hindsight I would consider terribly bad, like Anarchy Online, I played for far more than 40 hours before giving up on them.
Given the huge difference in "stickiness", counting the number of registered users isn't a good method at all. Especially games where you can register for free often have much inflated numbers there. If they were honest, Linden Labs would just list paying subscribers (about 25,000), or concurrent users (about 10,000). Those numbers tell you a lot more about the significance of Second Life, especially if you consider that half of these are apparently journalists.
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I think the conventional media is more interested in the game as a social experiment, particularly since it has an exchange rate. The fact that people can actually supplement their income/make a living "playing a game" is a pretty cool idea. At least there is some kind of tangible return for your time.
That said, I definitely fall into the 90% that didn't even log 40 hours... and I don't know about you, but when you talked about the amount of hours spent playing bad games, I started to get the chills. I waste enough time playing good games! ;-P
That said, I definitely fall into the 90% that didn't even log 40 hours... and I don't know about you, but when you talked about the amount of hours spent playing bad games, I started to get the chills. I waste enough time playing good games! ;-P
40 hours is indeed nothing in the total time spent with an MMOG as they are today.
But Second Life with its connection to real money and content creation mechanisms are perhaps not as much a game as a virtual world experiment. There are not many options in this area AFAIK - possibly Entropia Universe also.
I am not sure that what we might consider regular MMOGs are even on the radar as being a related concept to Second Life by many media.
But Second Life with its connection to real money and content creation mechanisms are perhaps not as much a game as a virtual world experiment. There are not many options in this area AFAIK - possibly Entropia Universe also.
I am not sure that what we might consider regular MMOGs are even on the radar as being a related concept to Second Life by many media.
I find it somewhat sad that Second Life is not only monopolizing the Media coverage in the US, but it appears it does that in the entire world (French Media are crazy about Second Life and the Presidential Race)
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