July 30, 2011

The Five Big Fails

“There is no failure except in no longer trying.” ~ Elbert Hubbard

Note: I wrote this entry a few months ago and abandoned it, but did not delete it. Sometimes, despite recognizing the need for critical evaluation, it’s exhausting feeling trapped in a cycle of negative feedback. However, I remain firm in my belief that in order to support a person, product, platform, or service you have to hold it to the highest possible standard. In this, Second Life and Linden Lab continue to fail in critical ways that harpoon their potential longevity. I want Second Life to evolve and endure, but I don’t see that happening with the sycophantic and sentimental input that seems to predominate the other voices that often speak about it. The tightrope is taut between the walk from objective critic and caustic loon. That is why I always try to take some time before posting something of this nature. I did it with fashion posts — I do it with every post. This post was kept as a draft and unintentionally published the last time I came back to reconsider it. Rather than remove it and the comments, I will leave it as-is and add my thoughts on four and five as time allows. Generally I only like to make minor grammar revisions once a post is live, but as this one was published while incomplete, I’m making an exception.

1. Search
It is nearly impossible to find anything in SL if you don’t know exactly where it is to begin with. Why we have a search field at all is bewildering. You might as well just have a rollover that says “use Google to try and find a blog that wrote about what you’re looking for and good luck to you.”

Search is the one thing on this list that has actually gotten worse since I joined SL and that’s why I’m placing it above Communication. Let’s put aside the fact that the search mechanics are antiquated enough to make you miss Asking Jeeves. On top of poor search-ability that doesn’t seem to have any effectiveness with partial words or common misspellings (or capitalization or punctuation…), SL search results are easily gamed, poorly sorted and offer no value. This state of affairs is frustrating for users, but it’s devastating for mid-level storefront shops that don’t have the time to flog all day and spam all night (or the money to outbid the stores who produce poor quality crap, but know if they pay enough to get their stuff at the top they’ll be able to perpetuate their mediocrity). This is discouraging to new businesses who have few means of getting their products noticed or even shuffled fairly into the mix, and it’s crippling to event hosts and planners who have to spend insane amounts of time, effort and lindens in the hope that their event will generate enough word of mouth to make a dent in the noise.

What is most dismaying is that there’s really no motivation for Linden Lab to fix search as its constant failure assures them that more and more consumers will lean on the Marketplace to find things, which, of course, generates more income for Linden Lab. Unlike many others, I don’t think this situation was arrived at intentionally via conspiracy (when you have incompetence and indifference firmly in place, conspiracy is unnecessary), but it does seem like search is doomed to be kept low on the priority list totem pole.

2. Communication
So you want to develop a social platform? Excellent. Step one, make sure there is no easy way for people to communicate with one another.

Oh? Is that wrong?

YES! Yes, it’s wrong. Dear code monkeys: group chat has been broken for years now with constant lagging chats, failure to connect errors and other oh-so-fun hijinks.

For years. We could have connected every SL user to one another via tin can telegraph by now.

On the communication front, we have open chat that is limited to ranges land owners have no control over, voice chat that only works for Linux users if you offer up your first born to the dark side, (where we can disguise our voices — thanks for making that a priority), instant messaging that doesn’t allow for off-grid communications in any meaningful way, and the previously mentioned group chat that barely works for anyone. As for conference calls, I haven’t been able to make one of those work in voice or text since Halloween two years ago.

And then we have the clusterfuck that happens if you put too many avatars in one area together so they can communicate in the same place at the same time.

It is inexcusable that entertainment venues have to set up obnoxious relay chat devices with public channel listening scripts so that their guests on one side of the room can chat with people on the other side of the room. As a parcel or SIM owner, we should be able to set the range of our communications based on the purpose of our build. It’s shameful that our only means of cross-sim communication (group chat) fails a majority of the time and lags the rest of the time. Most of all, there is the format-sinking fact that nearly all communication seems doomed to being limited to SL-only. By now, there should be some way to incorporate tweets, facebook, skype and/or gchat to or from the grid as a matter of course. How can you have a metaverse hub that doesn’t communicate with the rest of the verse?

If we were just starting out and it was 2003/2004 and social networking was still making the rounds okay, but it’s 2011 and this isn’t working. For anyone.

Finally, as communication goes, we have the uberfail of ways to get messages/notifications when we’re offline. Those of us who are members of any active groups either have to turn them all off when we log or awake to a mailbox full of spam that caps our offline message limits. If you’re a marketplace seller, there is no way to turn on/off sale notifications per item which means that freebie you put up to be a nice person has become it’s own personal spam gift from the interwebs. Why can’t I opt to get only personal IMs when I’m offline?

And why in 2.0 can we not turn off group chat?

3. Privacy

I’m trying to think of a social networking tool on the internet that doesn’t allow you to go invisible, and I’m coming up with nothing. Oh wait, there’s this one, it’s called Second Life. In Second Life, despite eight years of users requesting and requesting and requesting the ability to work or play without being stalked or harassed by others, there is nothing.

If you intend to have any time to yourself in Second Life, you must start your store or blog or whatever under an alt. And once your alt puts something out on the grid with its name on it, you will then need to start another alt. Because there is a segment of the human population that will suck the light from a firefly if they think they can make themselves shiny and they don’t care what it says in your profile or how much you beg them to let you get back to them tomorrow. They spent thirty-two cents on your sofa, damn it, and they messed up the texture when they tried to edit it themselves without taking a copy first and IT IS YOUR RESPONSIBILITY TO HELP RIGHT NOW!!!!! And because these types of people have spent what I can only imagine are entire lifetimes being avoided, they have figured out all the tricks to make sure they won’t be ignored short of boiling your bunny rabbit (and that’s only because they can’t mod-boil a no-transfer bunny). They know how to find your UUID. They have those attachments that show when someone’s online, even if their preferences try to block visibility. And they take great pleasuring in telling you that you can’t hide from them. And all of these people use the browsers that have these features built into the UI because “if everyone else is going to have it, I should, too.”

Then we have the merchants who collect your UUID from their vendors and add you to their non-group spam list which you cannot unsubscribe from. You get lovely little message all the time telling you that their newest piece of retextured junk is now ON SALE!!!! and when you IM them asking to be removed, you get dead silence. For some reason muting these people, their items, their dog and their grandmother doesn’t seem to help. Ways to combat this in SL? Zero.

I know that these are all communication issues, but privacy is a communication issue on many levels, so let’s just let them be different, mmmkay?.

4. Interface

I have tried for over a year to force myself to get used to the v2 interface. I have moved to exclusively using Firestorm when I log in these days, unless the repeated crashing makes it impossible and then I revert to Imprudence. The fact remains that despite the supposed performance improvements (which cannot be proved by me or most people I know) the SL v2 viewer interface is a clunker. Certainly part of this must be considered personal opinion, but there are also simple objective factors. On average I find that things which used to take me one or two clicks now involve more interaction. Dropping an item on a friend is frustrating. Organizing multiple IMs and dealing with group notices is a menace. Building is just a hassle.

I am the first to admit that my methods of using my camera controls is short bus, so I don’t include that or similar issues which I know are based on my lack of affection for hotkeys.

Although there is good reason to improve interfaces, they should be improvements to the existing structure, not change for change’s sake. The focus of changes should be ease of use and customer immersion, not sleek design over form and function. Most good interface architects know that you also make allowances for previous customers and existing users by providing revert mechanics to allow people to adapt over time.

I applaud the new features Linden Lab has been trying to provide. New LSL functions like TextBox are great. Being able to attach multiple objects on one slot is a great boon.

But the interface remains a clumsy fail, and Linden Lab seems content to allow TPVs to fix those problems rather than hammer out what their customer base really needs to be friendly with the main viewer.

5. Pricing

Filed under: Second Life,SL - Business,SL - Social Dysfunction by Salome at 2:48 PM

June 9, 2011

Consumer Rights in a Virtual World

“When people lack jobs, opportunity, and ownership of property they have little or no stake in their communities” ~ Jack Kemp

Eventually I’ll stop writing about this. But not today. I’m sick and feverish and unable to work, so prepare for one of those long-winded ones.

I used to think, with some inner sense of authority, that one of the major legal issues of the next decade will be consumer rights over virtual property. Over the last couple of years, I have remapped that in my mind to be: I *hope* one of the major legal issues of the next decade will be consumer rights over virtual property.

There is a worrisome nag in me that thinks people have become so complacent as consumers and dependent upon the next trend that they’ve abandoned the ability to advocate for themselves. As virtual products become more and more fundamental to our everyday lives, that’s a frustrating and somewhat terrifying prospect for the future of things I value like, say, free markets and democracies. When the general population just rolls over in regards to their own rights to privacy because Facebook is fun, a little slice of my hope for humanity dies. When they give no thought to their rights as consumers because a product or service isn’t physically tangible, the same happens.

It’s always harder to rebuild brand and value once the public takes a view that something isn’t worth defending. The “oh, it’s just a game” or “oh, it’s just a gadget” mentality allows corporations to take liberties with virtual goods they could never dream of taking with physical property. Given the amount of corporate influence in the political sphere these days (which doesn’t seem likely to lessen anytime soon) people have only themselves to trust in as advocates of their own rights. So what does it mean for a democratic republic when people will not behave in their own best interests and don’t teach their children to behave in their own best interests?

And how do you marry this tendency to abandon personal self-interest with the entitlement “I want it now” mindset that only seems to get worse as technology increases the speed with which “the new” is made available? At some point that feels like two trains speeding toward one another on the same track. I don’t know what the crash will look like, I just know it feels inevitable. And, let’s face it, “I want/deserve it now and I don’t care how I get it,” isn’t the best mantra for an advancing civilization. Leaving the morality aside, it tends to lead to other bad things like the fall of Rome and being on the losing side of wars.

By and large, my experiences with customer service in Second Life have been far more positive when dealing with residents and content creators than in dealing with the format itself. Smaller and more savvy content creators will almost always behave in good faith, despite dealing with a customer base that can lean a little over-entitled (Linden Lab’s dismal customer service history and policies are well established in my blog and others, no need to rehash). Just like the content available “in world,” the best examples come from members of the community and not from the platform itself (which should be setting a better example, but I’m trying really hard not to go there…again).

As big-name designers and design houses emerged, however, customer service standards in SL began to fluctuate more. For me, personally, Armidi was the first big example of that. The SIM was always packed with lots of active shoppers (not just traffic bots) and yet I never once got a response to numerous customer service inquiries (including delivery failures, accidental double-purchases due to SIM lag, mismarked/labeled products, among other issues). I’ve never known anyone who had a concern with Armidi that was ever addressed. As far as I can see, their policy was to put out their products and walk away. I’d have less of a problem with that, if they’d put a “shop at your own risk” sign out.

To be certain, providing good customer service in SL is difficult. There are often cultural differences and language barriers that can make interactions frustrating. When my texture store was in full swing back in the day, I developed an inner sense of “ugh” toward French and German inquiries — it’s much the same feeling I get when talking to someone who is obviously from Jersey — just because I knew the interaction wasn’t going to be easy. Consumers in SL often don’t understand the imposition of time custom requests impose upon creators and don’t hesitate to ask. I was frequently asked for custom requests that would have taken hours of Photoshopping, but for which the customer only wanted to pay L$250 or some other ridiculous amount. Telling these customers no, however gracefully, often led to rude responses. Other times, customers are just needy or crave attention and will chat you up at their leisure without bothering to ask if you are busy or expressing any concern for your own time. Still others will be hostile out of proportion to the situation when you just cannot do what they want, or cannot address something right away. Customer Service is a thin wire to navigate. It is an ironic axiom of SL, however, that often the people with the least to gain provide the best customer service experiences.

Second Life, as a platform and a community base, started out with the right mindset. They gave residents the groundbreaking SL permissions system (I like to think ithis was an idealistic gesture, although I’m sure there was the understanding that it would invest people into the platform). In the early days, sharing a creation was a pleasure because it was understood you were giving something that was yours, and I’m sure that mindset still exists, although the willy nilly tendency of people just to throw badly made crap into the inventory of others makes me wonder if that is completely lost. There is a difference in sharing something you invested time and care into and something you just want to throw at someone for attention, or in the hopes they’ll do something nice back. Too many people in the real and virtual worlds will never learn the differences in those acts.

But, I digress…

The early blogs at the time reflected the understanding of items as consumer products. One of the things I am most proud of when people stop to tell me about their early experiences with Linden Lifestyles is that they appreciated how we actually reviewed the products; we didn’t just plaster photos of ourselves up and call it a shopping blog. In fact, the way we took and presented photos on Linden Lifestyles was focused on making sure the product was presented truthfully so a consumer could get a realistic idea prior to purchase instead of aiming to make ourselves look like fashion icons. I don’t have any moral objection to fashion photoblogs, but it saddens me to see a million photos taken only to highlight the blogger’s photo skills or avatar slider settings while claiming to represent the products. They don’t want to be consumer advocates, and I understand that, but I do wish there was less “look at me” and more “let’s talk about the fit” in at least a few of the blogs.

Yes, I know there are many reasons for that. Consumers in SL can be taxing and hostile, but so can content creators. More often than not, unfortunately, content creators are unable to handle objective criticism of any kind and are only too willing to go crying to their facebook fans when someone has the audacity to point out their seams don’t line up, or the fit of their clothes is outside the norm for the average fashion avatar.

Case in point: I have nothing but admiration for the work of Aikea Rieko, the creator of Plastik, who, in my opinion puts out some great content. But not long ago she altered her profile to state that she did not provide blogging samples to critics. That Pick has since been removed, but I remember it because it floored me. I had been considering asking for a review sample and it completely turned me off — not just from blogging the outfit I’d gone there to find, but from purchasing at the store for a long while after. It blew my mind. Here was one of the better content creators in SL declaring an opposition to having their content truthfully reviewed in a critical blog. To this day, the only reviews listed on Plastik’s official blog are written by Plastik staff.

I know that when I want an objective review I go to the creator’s best friends for my info.

Sure, this is calling Aikea out a little and that’s not entirely fair to her — at least she is honest about her policies. Far more content creators hold grudges and play favorites and scheme behind the scenes rather than be upfront with their feelings on the subject. I use this example because what’s most shocking is that this is a creator that few would/could negatively blog about — the products offered by Plastik are almost always of high quality. For a product line of that level to be insecure and afraid of critical review demonstrates a sincere problem in the understanding of the purpose of consumer review. I understand blog samples being limited to only those blogs the creator finds deserving of samples via the blog audience, the quality of the writing/presentation and/or the tone of the blogger, but to restrict it only to people guaranteed to provide a happy, shiny uncritical review? That’s unfathomable to me.

Maitreya has a similar policy — stating that they don’t take requests for blog samples, but only bestow their product samples on bloggers who have “come to their attention.” Riiiiiight. I love a lot of Maitreya products – and I begrudgingly blog them because I take a great deal of offense to their pricing structure. That said, on the two occasions I had to deal with customer service for Maitreya products, it was handled promptly and politely. But I also take offense to the “don’t ask, we’ll give them to you if you please the crown” attitude toward blogging.

So, I have sympathy for bloggers in their dealing with drama breathing content creators. I have sympathy for content creators dealing with entitled, oblivious consumers and vindictive bloggers who just enjoy saying vile things to generate views. I have had my share of dealing with all of these things, and far more than most.

Despite this imperfect and somewhat exhausting system, there still has to be a place for consumer rights to be aired if Second Life is going to last, even as an avatar customization and/or activity format.

Here’s a depressing postcard from the current state of affairs regarding the new golden child of the grid: Meeroos.

Recently, I had to deal with Meeroo Customer Support.

Because of my involvement in the beta program I was awarded with an ugly green rat as a “gift” for helping them test their systems. One of my friends who still plays with rats said she wanted it because it could be worth L$5 – L$10k on the secondary market. So I dropped the “nest” on her. When she attempted to rez it, it didn’t rez and it didn’t return to her inventory or L&F, even after reboots with cleared caches, etc. Although I’ve never had that happen in SL before, I’ve heard of SL just eating no-copy objects, so I supposed they had to have a system in place for her to find redress (the object had been given into her inventory, so I figured anything that needed to be taken care of would be handled by her).

A few days later, I was IMed and asked if I could deal with a Meeroo CSRep because their system still showed me as the owner. Expecting they’d just drop a new rat nest on me, I said sure.

The CSR asked for a teleport to my property and asked to be taken to my Meeroo stump. I explained that I had only participated in the beta and wasn’t playing the game, so I didn’t have a stump. She then informed me that I couldn’t get a replacement unless I purchased a meeroo stump. I was further told that the nest could not be replaced in its nest form, that only a “birthed” Meeroo could be supplied. All of this was couched in language to blame the Second Life format and not the limitations of the Meeroo system, starting with the beginning of our conversation when she stated: “SL didn’t register the transfer, so the nest is still under your name.”

It will seem pedantic to clarify this statement, but I feel it’s important. SL, did, in fact, register the transfer. It shows up clearly in my transaction history. What she should have said was that the Meeroo tracking system was unable, for whatever reason, to grab notice of the exchange from SL. One of those statements blames SL, the other accepts responsibility and moves forward to solving the problem.

Even still, why shouldn’t my word have been enough for them to manually update the record in their database with the correct owner? I’m not a teenager trying to use Mom’s credit card at the Gap in this situation – my identity as the owner isn’t in question and she knows she’s talking to me because SL shows my identity to her clearly. It’s one of the few advantages of the system. Sure, Meeroo central may have showed me as owner, but if I say I give permission for the rat’s ownership to be transferred to my friend, that should be the end of my involvement. Right?

No. It turns out not so much.

Before I continue, let me say that I have a personal policy regarding going off on customer service staff, especially in cases of policy. I did express my disbelief over such an illogical system and my displeasure with it, but her company’s idiocy wasn’t her fault, so there was no reason to take her to further task. I don’t believe there’s ever a reason to be abusive to, well, anyone. As angry as I am, the most I can generally muster is really heavy sarcasm. I can count on one hand the number of times I’ve behaved badly to a CSR and they were all cases of extreme emotional distress (like dealing with an uncooperative insurance adjuster trying to double talk me after enduring a natural disaster). There might be a healthy swear word or two thrown into the mix when I’m frustrated, but I am, by nature, almost unable to address that to a person directly. If I’m very provoked, I might huff out something like “That is the stupidest damn system I’ve ever heard” but I cannot fathom saying something like: “you are the stupidest damn person I’ve ever dealt with.” Badly trained CSRs will personalize any expression of consumer frustration and will not understand the difference between a consumer expressing displeasure over policy as opposed to the rep, but that’s bad training and you can’t fix that as a consumer. Their employer placed them on the front line and it’s not your fault they were sent out unprepared for duty. Consumers expressing frustration is one way companies get feedback on how popular/unpopular their policies are. So long as complaints aren’t abusive they are part of the consumer responsibility process.

I bring this up only to emphasize that despite feeling I was being deliberately misinformed and pressured into accepting a system that was disadvantageous to the consumer, I played nice. However, I fully expect a consumer with less experience and lower personal standards might have been voicing their displeasure in far more creative ways than I did. And, while there’s never any excuse for bad behavior, there’s also no excuse for Meeroo CSRs to employ tactics and carry out policies certain to inspire bad behavior.

At any rate, I got the stump, returned to my property L$250 poorer, and waited for the situation to end so I could go to bed. Unfortunately, the girl continued to try and “be right” explaining (without prompting) that the situation was a limitation of SL in dealing with their database, etc. Again, the language was to blame SL and used phrases like “only choice” and “no other way” that set my teeth to aching with the desire to retrain the girl on how to speak to customers. I’m pretty sure my avatar was twitching in sympathy with the nerves in my RL temples, but I just went to my happy place, lay back, and thought of England. Eventually I got the green rat, threw it at my friend, made sure she could rez it, and logged out.

It should be said, and LOUDLY, that there is no limitation presented by SL that would prohibit any product from being delivered to a consumer. That limitation is strictly with the Meeroo database and the coding of their product. Malevay Studios didn’t forsee or didn’t care about replacing products in the unbirthed state to consumers. They also didn’t forsee or didn’t care about returning products to those who didn’t have a Meeroo stump/home whatever (makes you wonder how they replace lost stumps). SL has nothing to do with these self-imposed restrictions. Shoving responsibility for them onto SL is nothing short of misinforming consumers.

After some venting, my friend also passed along a notecard of a customer service conversation between a high profile person in the Malavoy Studios organization and a third party customer. In that particular situation, the person had several items and Meeroos disappear only to be told they had no choice but to go to Linden Lab — that Malevay Studios was not responsible for replacing the objects (the person was later properly addressed by another CSR who took care of the situation). Apparently as far at the initial contact was concerned, all that back and forth scripted tracking between SL and the Malavoy database wasn’t for the protection of the consumer at all. Interesting point of view from a company claiming to be committed to providing top service to their customers. Maybe they were just having a bad day, but it’s curious that was such an early response from one of the top names associated with Meeroos, especially when you consider that such problems must certainly have been anticipated in the early stages of release.

I’m unable to find an official policy on the replacement of lost objects on the Meeroo site, although it might be buried somewhere in the dismally written lore — I can’t do more than scan that page. I’m also unable to find any area that addresses why Meeroo nests can’t be replaced except in their “birthed” form (conveniently, the form in which Meeroos consume food that has to be paid for with L$).

I’m not familiar enough with breedables to know how common it is for a company to be unable to replace a unit in the unbirthed state, so feel free to let me know if the other products do this as well. Pressuring your customers into accepting altered products for replacement is hinky at best.

Meeroos have tried to brand themselves as being a far more community-oriented and customer friendly breedable than past breedables, but they’ve already updated their policies to distance themselves from CS issues and have opted to hide behind a ticket system rather than hire additional staff. I can respect that to a point — ticket systems are good for keeping track and having a “paper trail” to follow. But that doesn’t mean you shouldn’t have “on duty” CSRs to address immediate concerns, or issues that fall outside the norm.

There’s also a lack of commitment in educating consumers about their clunky product. Malevay appears, instead, to be choosing to rely on a badly written user manual that only addresses a fraction of consumer concerns and other players in the community to help new members learn how to enter the “game.” This is problematic when you realize that much like the SL fashion community, the Meeroo community is highly populated with fangirls and sycophants who will trounce anyone for expressing a concern or try to get a hard question answered in group chat. I dropped the Meeroo group after beta closed, but I’d seen enough during beta to confirm that I wanted nothing to do with most of the people who spent time in that group chat.

Recently, according to most of my sources, there is increasing concern over the Meeroo “Regard” point system. Information provided to users is sketchy and somewhat contradicts, leaving players unsure if there is actually a plan for Regard, or if Malevay is just making it up as they go along, hoping to capitalize on the competitive nature of instituting a point system without going to the pesky trouble of actually outlining the purpose of the system (or even having one).

During beta, it was expressed by the creators that Regard would play a key role in limiting “power breeders” from taking over the game and/or secondary market and that special rewards and traits would be based on Regard. They seemed to have walked that back a little, no doubt having realized that power breeders put a good amount of money into their product, but have not clarified in any official capacity that I can find. In notecards (distributed with permission) between creators and concerned parties, the Malevay position has been to state that they don’t intend to provide details of this aspect of the product because “figuring it out is part of the game,” but allude that they might have more to say in the future.

Guys? Figuring out the rules to a game is not part of the game. Rules are provided so people know how to play a game, then players figure out strategies and discover new aspects of play. Maybe Malevay shouldn’t be creating games if they’re that unclear on game concepts. Telling people Regard might count, or might not seems deliberately obscure and misleading to capitalize on confusion. You don’t have to tell people “benefit X is unlocked at Y points” but you should tell them if something new is, in fact, going to be unlocked upon reaching a proper score.

There were even comments made that Regard would only be used for reward merchandise, although that was not specified either. Is Regard going to only be something that contributes to getting a discount on coffee mugs and mousepads, or some decor product that has nothing to do with the game? Building a point system into a game that doesn’t have anything to do with game goals should be something players know from the start. Enticing people to invest money and time in something without giving them all the facts is a crummy way to run a lemonade stand.

Hiding behind “it’s part of the game” is a convenient dodge that customers shouldn’t be letting this company get away with. Under those conditions there will never be any obligation to clarify which aspects of the game are important or what will lead to reward. It also, obviously, cloaks errors from being recognized by players and provides no leverage on behalf of the consumer base to having them addressed.

Right now the reward system is worth nothing and encourages players to buy Meeroos, click on them once per hour for an extended period of time, and then delete them (“release them to the wild” in game terms). Think about that, if you’re building reward in your Meeroos. Without having any idea why, you have purchased a pretend pet, clicked it over and over, and deleted it in exchange for…points. And what are these points good for? You don’t know?

*facepalm*

I’m trying to imagine the response if Blizzard had said they weren’t going to reveal what benefits honor points would provide in their PVP system, or what you’d have access to with arena points.

The two biggest responses I saw to concerns like these while still in the Meeroo group chat were always:
1. “This is new, you shouldn’t be so hard on the product.”
2. “This is so much better than prior breedables, you should be grateful to them for making a better product.”

Dear Meeroo consumers,

Please, try to have enough respect for yourselves to recognize:

1. This product has gone live after a formal beta process and the creators/owners have made, conservatively, in the ballpark of $200k USD judging from an exterior examination of the product data available. This company is no longer entitled to play the dumb blonde *giggle* card. They can and should evolve and adapt their policies to fit their learning curve, but that does not give them a pass on answering the hard questions and accepting responsibility to properly service, educate, and inform their user base. If you give them a pass, you’re insuring that you will get a less enjoyable product.

2. No matter what bad product came before, there is never an excuse for poor customer service other than failure on behalf of the provider. If you think that it’s okay for a creator to provide bad service because someone else did, too, ask yourself if it would be okay if your credit card company neglected to refund you for a failed transaction just because other credit card companies might do the same. You are *paying* for this product and your reasonable expectations should be met, regardless of competing products. By all means, be patient, encouraging, and supportive of the products you like in SL. But when you forget to advocate for your own consumer rights because a bunch of make-believe rats are “sooooo cute” you’re sinking your own ship and assuring yourself that your choices in the future will be more limited and more draconian.

Okay. Juice now. Then sleep.

May 27, 2011

Meeroo Money, Revisited

“Do not call the forest that shelters you a jungle” ~ African Proverb

First things First.

Meeroo Mini Jungle Set

Meeroo Mini Jungle Set

My friends at Meeroo Nook have put out a special Mini Jungle Meeroo Enclosure that is on L$99 special through Memorial Day weekend. It’s 30 or so prims of ferns, ruins, lush trees, and a hypnotic mystical pond in the center. If you have a jungle-y type Sim with or without meeroos, it’s something you might want to grab.

See it in-world at Meeroo Nook:

http://slurl.com/secondlife/Seven%20Veils/151/212/22

Or on the Marketplace.

Now, let’s get down to dimes.

In my previous entry, Meeroo Money, I estimated that Meeroos would make between L$30 and L$50k in their first two months. I got quite a few chuckles in my IMs saying that I was likely giving it way too much benefit of the doubt.

Well, chucklers, you were right. I was way off. But so were you.

Malevay Studios just award their 10,000th player L$10k. So, let’s think about that.

Again, let’s assume the average player purchased a 6-meeroo start pack. Frankly, I think that’s conservative, but I’ll lean conservative. Now, since you can, in theory, play meeroos without owning meeroos or getting them directly from Malevay, let’s assume a 50% direct consumer user base.

That would give us 5000 players each spending at least L$5100 for a total of L$25500000.

That is equal to approx. $100k USD.

If you bump that to a 75% direct consumer user base, that translates to L$38250000, (or $150k USD).

Oh. And the recurring food costs they can expect to get each month?

Well, that’s 30,000 meeroos on the grid (conservative) consuming L$1200/month for every six meeroos for a total of L$6000000 (or $24k USD).

Go forth and create activities, my children. The people of SL are so desperate for things to do that they’re playing a bad crafting game composed of make believe rats with donkey ears and 80′s lyrics trivia.

And they’re paying WELL.

April 25, 2011

Meeroo Money

Horse sense is a good judgment which keeps horses from betting on people. ~W.C. Fields

For a long time now, I have been talking about how creating/establishing things for people to do is an untapped gold mine waiting to happen in SL.

In 2008 (maybe a little sooner, maybe a little later, but generally around 2008) the majority of the Second Life population turned from geeks/inventors/creators into consumers. For better or worse doesn’t matter. It happened. Although some of these consumers try their hand at making horrible things and trying to sell them, they are not content creators in the realistic sense. Consumers look for things to do and things to buy. Fashion and wearables are the obvious winners in this category because avatar customization represents an independent market. You don’t have to own land to enjoy a pair of cute shoes. Furniture, houses, chess boards, music venues, etc are all dependent markets because you have to own some chunk of virtual space to make them happen.

Breedables are the closest thing SL has to a gaming market right now. Unless you’re completely ignoring all the hype being poured into this segment of the community, it’s hard to miss how much Linden Labs is thrilled to be able to show consumers there is something to do in their sadly lagging format. And although Breedables have been a dependent market up until this point, there’s reason to believe that tide may be about to start nudging into a turn.

Unfortunately, to date, Breedables in SL have been useless oddities to those of us with, say creativity or a useful sense of purpose (and/or any real gaming experience). So Breedables have been regulated to a niche community comprised of mostly (a) bored housewives and their virtual partners who consider taking care of make-believe pets to be a bonding experience, and (b) people who want to make money in SL but lack the commitment/skill to make anything of market value on their own. There’s a (c) which is just people who like to poke around with math and see if they can outwit the gene programming, but there are probably three of those geeks out there, so I don’t think they should count (you know who you are).

Most breedables are script-heavy, primmy, laggy, and money-grubbing — which is not attractive to anyone with a Minecraft/WOW/Eve account or even a 1970s pong machine.

At its best, a breedable should be part crafting, part neopet, and part lemonade stand. The current offerings (which include bunnies, fish, cats, dogs, horses, dragons, etc) are lackluster crafting games that make Cafe World look good. Their neopet pyramid scheme market models all seem to be based on trying to suck as much money out of users as they can while offering as little customer service and effort as possible (the “variety” in the products generally involves different shades of eyes that take two clicks in Photoshop, or making an object shiny, etc). As for the lemonade stand element, it’s just depressing. If you don’t believe me, go grab a friend and find a breedable auction. You can listen in voice to an “auctioneer” plead for people to buy a make-believe critter for two hours. TWO HOURS of people who can’t pronounce difficult words like “cyan” trying to convince you that you NEED to BUY THIS HORSE.

Despite this, however, everyone I know who is involved in breedables makes money in SL. Sometimes just enough to pay their tier, but I have one friend who made enough to purchase her own SIM. That’s an awful lot of make-believe critter money.

All of which brings us to Meeroos.

Meeroos are an interesting game changer. I haven’t messed around with my beta meeroos enough yet to decide if I want to play the game when it goes live, but I have seen enough to know that it sets up a whole new frontier in SL as a game and activity format. Several of the ideas being used by the Meeroos are things I’ve been talking to friends about for quite some time now and I’m happy to see them manifested into a real product.

While I think Meeroos still suffer from the “too many prims” disease of all breedable products, they’re moving in the right direction with grid-wide interaction and HUD-based controls. Eventually, this sort of activity shouldn’t require any in-world product, but this is a good bridge. The very primitive “trivia” minigame is also a good step and they’re tapping into the competitive gamer mindset with concepts like leveling and achievements. I could do without guilds, but the social-hungry segment of SL butterfly girls will be all over that, too. These small steps appear pretty tame by any real gamer standard, but in terms of SLers desperate for something to do, it’s hitting all the right notes.

And for those of you who keep crying about SL being a dying format, let me break out some numbers on you that illustrate the potential still to come:

***NOTE: All of the below is based on publicly available data from the Meeroo webstites and group notices. I have NO inside information from anyone to do with the product.***

Based on a group notice that went out to the Meeroo beta group, there were 17,000 Meeroos on the grid. That was with 1500 beta users NOT yet participating. Simple math tells us that means 2800 people are active in the beta (beta testers got 6 meeroos in their test packs and 17000/6 = 2833).

What kind of income could this translate to for the creators who invested in the project?

1. Pre-Orders
There is currently only one pre-order meeroo package available for sale and it’s priced at L$5100.

** If 1/4 of active beta testers have pre-ordered a package @ L$5100, Meeroos may have made L$3570000
(current exchange rate about $13,750USD).
** If 1/3 of active beta testers have pre-ordered a package @ L$5100, Meeroos may have made L$4760000
(current exchange rate about $18,500USD).
** If 1/2 of active beta testers have pre-ordered a package @ L$5100, Meeroos may have made L$7140000
(current exchange rate about $27,500USD).

2. Launch Packs.
I would think that around launch they’ll probably see people buying an extra pack / extra supplies and/or all the people who waited to get smaller packs in a rush. It is safe to assume another $10k – $15k.

3. Recurring Revenue (food)
1 basket of Nibbles for 1 Meeroo for 4 weeks = $L 225
1 buffet of Nibbles for 6 Meeroos for 4 weeks = $L 1200

Assuming 15000 meeroos in play that means a monthly income from Meeroo food and products between $10k and $13k.

Bottom line:
The Meeroo project should generate between $30k and $50k for the first two months and then between $10k and $15k every month after that. If they are able to convert the game into other formats and/or draw in outside users, that amount could skyrocket. (You don’t have to make WOW money to be happy as a game creator). I have no idea what their initial investments have been, but it still seems like this will end up being a win. SL’s one big strength is that we are a format that is micro-payment friendly and that will aid products like this. Few people will hesitate to drop L$225 on something that will entertain them.

These types of activity products also open up markets for supplement products. My tenants on Seven Veils create products for people who like to decorate habitats for breedables. Their products are purely decorative, but other stores offer scripted objects to make monitoring breedables easier, etc.

I know there is a lot of worry that this step could turn SL into a Farmville type atmosphere, but I don’t see that as a danger. There is already a Facebook and already a Farmville and they do their thing better than anyone in SL has yet offered. While I am happy to use SL to play paper dolls, attend concerts, and decorate my make-believe gardens, I welcome any other activities to keep an active userbase involved and keep the economy exploring new directions.

So, I’ll say it again (only a little more smug this time): activities and gaming offer a profitable new direction for creators to move in and develop new products for; it also gives the bored, frustrated consumer-based users of Second Life something to do outside of clubbing and shopping. There’s just no downside to dem apples.

Filed under: Second Life,SL - Business,SL - Fun,Virtual Living by Salome at 3:59 AM

November 17, 2010

How Can Second Life Stop Being the Paris Hilton Of VWs?

“I don’t really think, I just walk.” ~ Paris Hilton

The twelfth episode of the eighth season of South Park (Stupid Spoiled Whore Video Playset) focused on the unfathomable phenomenon of Paris Hilton. Editorial on Paris aside, the scene of the episode that always resonates with me is near the beginning when “smart girl” staple character Wendy Testaburger, confronted with the reality of Paris Hilton fandom, asks simply. “What does she do?” The only response she gets focuses on what Paris Hilton *is* because the obvious reality is that Paris doesn’t really “do” anything of merit; she gets attention for the sake of getting attention.

Wendy: “I don’t get it, what’s she do?
Friend 1: “She’s super rich.”
Wendy: “But what does she do?”
Friend 2: “She’s totally spoiled and snobby.”
Wendy: (frustrated) “What does she DO?”
Nameless Passerby: “She’s a whore.”

Second Life, and those of us who try to support it are often left in much the same situation. Most people can get their heads around the concept of a virtual world thanks to video games, but there isn’t a lot of upsell in words like “platform.” Invariably, new potential residents will take on a Chris Pirillo voice and press the question harder and harder: “But what does it DO?”

This is only going to be a bigger challenge now that the more-accessible SL in a web browser reality is upon us.

In order for Second Life to survive, the reality is that there has to be something to appeal to mainstream consumers. Even shopaholic pixel vanity obsessives like me need something to do other than sit around and look at ourselves. Now that the platform market has developed to a professional level of 3D artist rendering, the notion of anyone being able to join, set up shop, and have their own business is far less likely. Playing lemonade stand with real money got SL a lot of attention, but that bird has flown.

Linden Lab appears to be *finally* trying to address this issue by going the Sims route. Which is a good start. But it’s a fraction of the potential for the platform. However, because Second Life is a product centered largely on user-created content, this comes up against the sticky ethics of promoting one user’s business over another. When I’ve rolled my eyes through the “newsletters” over the last few months, I keep hitting the sides of those concerns. I want Linden Lab to be able to market effectively to new residents (and existing residents) so that they know where to find engaging content. But, as a business owner and a consumer, I an wary of a system that develops around favoring one market or product over another. I’m also mildly concerned about Linden Lab painting themselves into a liability corner on the issue of non-competition or worse — ending up appearing to promote a product that is later revealed to be unethical. There is also the disappointing reality that despite recent improvements, Linden Lab’s in-house staff appears to suck at judging the value and quality of content.

It’s a treacherous tightrope walk.

Hey, Wait, Aren’t All Problems Just Opportunities In Disguise?

Then I thought about the Linden Endowment for the Arts concept. Now, please understand, the only thing that offends me more than the idea of Linden Lab trying to butt into “the arts” in Second Life are the individuals they selected to chair the “committee” to oversee the farce. It is my hope that the whole Endowment for the Arts project is dead, because other than revamping events listings and search to be, well, useful, I don’t want Linden Lab anywhere near “the arts.”

But, what if the idea were slightly altered on a business level? And what if the “endowments” were altered for that specific cause?

Linden Lab doesn’t need to waste their PR giving attention starved housewives a stage where they can read their mediocre poetry, nor do they need to flog the efforts of those who already self-promote to the Nth degree. What they need is to promote and develop STUFF TO DO while maintaining enough quality and ethical control to protect the integrity of their brand and the products offered within their platform.

What I’d prefer to see is a “Linden Lab Challenge” to creators, inspiring and aiding them in the development of products that are specifically aimed at providing the experience of resident activities. It might sound impossible, but it’s not. It just has to be organized well.

Just off the top of my head:

1. Announce the intention to help encourage this sort of product development, along with a “code of conduct” that will be required from all participants. Separate from the normal TOS, this would specifically addresses ethical terms and goals (most products will likely not be adult-oriented, for example and infringing upon existing copyrights will be expressly forbidden so that no one tries to use the system to rip off Cafe World, blah blah blah).

2. Announce the creation of an open database of skilled talent who are willing to be considered for projects so that people can form their own teams. For example, there might be a good coder or sculpt maker who is interested in getting involved with a project team, but doesn’t themselves have an idea. In order to be listed, people would be screened for previous experience, etc, or be required to make something — there are any number of ways to insure you’re getting someone with at least a minimum level of talent and skill.

3. Allow concept-oriented individuals to submit general open proposals for potential development. Keeping the process open will give the community confidence in it and avoid backroom deal conspiracies that will discourage otherwise eager participants. It could even be coded to allow residents to vote on their level of interest in the project (hey, the JIRA system has to be good for SOMETHING). Details can be withheld to protect the concept, with the initial proposal being a simple pitch:
General Idea: “This project is for a strategy based game for three or more players with a play system that is kind of Stratego meets Mahjong.”
Team Needs: “Scripting is covered, but I will need a sculpt artist and a technical writer.”
Resources Sought: Development Area (size requirement), upload fees.

4. Once team members have found one another and decided on compensation terms (which would have to be included in the final proposal), the full team submits a projected timeline to Linden Lab for approval of resources. Up until this point, Linden Lab has no ties or interest involved. They’ve merely allowed for content creators and idea folk to find each other.

5. Based on the quality of their previous work, the appeal of the concept, and/or other factors, Linden Lab can choose which project they’re willing to green light themselves. Linden Lab can require deadlines to check on progress and place restrictions to avoid exploiting the system (stop laughing, they really could). If a Homestead or SIM is provided, for example, it can be restricted to only team-members so that the college exploit doesn’t get re-established.

6. Once a project is complete, the final product can be evaluated. If Linden Lab rejects it, team members will be free to go out on their own and promote to the best of their individual ability. If, however, Lab wants to embrace the product, it can set it up in newbie welcome areas or other such places, at their discretion. Additionally, the only “sale” of the product would be limited to Marketplace and a Linden-designated shopping area for a limited time, like say, six months or a year. Linden Lab would get a small cut of the product sales for the agreed upon limited time, during which they will be providing shop location as well as the marketing benefits that come along with something like that. (A second database where team members can hire screened agents to handle customer service could also be developed, or handling customer concerns could be addressed in the terms for making a proposal).

7. It could be arranged that new sign-ups get a no-transfer limited demo version of random selections of these products in their inventories. So new members can try out some of the games and see what they enjoy. The games could deactivate 10 days after their first rez, encouraging users to go purchase their own. Likewise, it could be agreed that when a member upgrades to a paid account, they get to choose one of these types of products (fully functional) to be delivered into their inventories at no cost (or, in lieu of that month’s stipend, etc), with proper arrangements made with the development team for any compensation all of these are possible.

There would have to be real effort put into establishing the policies of this sort of a system, but the reward potential is much more favorable for both content creators and Linden Lab. People that don’t demonstrate skill can still have an idea and find people to develop it with. Being able to gather a team is, itself, a big weeding out process. If you can’t sell the idea to enough people to get them to want to work with you, your product concepts obviously need some work. On the other hand, if you’re a sculptor who wants to focus on artwork, being able to interface with idea people and spend a little time developing a product might provide you with income streams within the format to develop your own personal art and free you from the tedium of running a business.

Linden Lab wouldn’t be expending anything but qualified personnel for screening and checking in on deadlines, the limited areas and resources for development, and the marketing. The marketing they appear ready to do anyway, the resources are better spent on this than on “the arts.” and the personnel could, hopefully, be offset by the benefits of sale cuts, paid account upgrades, and/or customer retention.

I’ve used games as the focus of the example, but, obviously, any activity-centered project would be valid. Still, it’s hard to ignore the virtual world / gamer mindset when we talk about how to attract new users.

Transparency would be key to maintaining the integrity of the program in a way that would encourage qualified individuals to participate instead of the general flood of mediocrity that dominates the current market, as well as to fend off the fear of conceptual presenters that their ideas could be stolen. It would also protect Linden Lab from the foolishness of that sort of issue.

The right heads put together could hammer out a good system; it’s hardly a unique concept and if I can type this out in a half-hour, I’m sure spending a few weeks letting the lawyers sweat over it will improve it (or destroy it because, you know, lawyers).

It would engage creators and the community. It would create a central database for skilled users that could, over time, become like its own Second Life skilled labor employment listings. It would give Linden Lab some limited control over things to promote that encourage new sign-ups in a way that is fair to both their bottom line and that of the development team (not to mention consumers in general). It could also make the grid just more frakkin’ fun.

Most importantly, when the rest of us are asked what Second Life does, we’ll have something better than the Paris Hilton response. That alone would be an enormous relief.

Filed under: Second Life,SL - Business by Salome at 5:49 PM
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