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Monday, October 19, 2020

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Alicia

The reason why Minecraft and ROBLOX both got it right the first time was because they focused on the right things, as Hunter has stated above. They also thought about overall performance and the overall fun of their respective games. Hell, you can also say that Fortnite got it right the first time as well. Content from its creators does help drive a community in the right directions, and also aids potential creators in their endeavors as well.

Unfortunately, Linden Lab never picked up on that and never set restrictions. We all know what restrictions they should have put in, and yet they never do... nor do they care to. Perhaps folks, that's one of the many reasons why Second Life is such a horrible game turned photographic porn simulator that lags to hell and back on literally any viewer.

Pulsar

In a way, yes, something to start with. This also improves your user retention, when you catch them right at the beginning.

It isn't necessarily an activity or a quest, though, but rather the focus, indeed.
As for Roblox, you are caught by the selection of (user-made) multiplayer minigames at first, among other things. There is an huge variety and selection, but you get an idea from the beginning of what Roblox is about.
There are also sandbox games with no set objectives, like Garry's Mod, that are rather fun. Garry's Mod has a ton of user-generated content and it's still popular enough, despite the fact that, unlike SL, isn't free too play and you have to buy it. However, while the game has no set objectives, new players begin with an idea of what they can do and make with it already.

In SL, instead, besides no objectives, there is also no focus. One of the most common questions among newcomers is along the lines of: "so, what now?" or "what do you guys do in Second Life?". Some people, even if they didn't get bored in the first 30 minutes, realized only a long time later that almost everything is user generated. Ditto for other possibilities.

So if you fail to be fun and engaging in the first minutes and your game also doesn't run smoothly and you don't even introduce it with a clear focus, no surprise that it became "100x less successful" than Minecraft.

Dirran Skytower

Second Life lives and dies by content. Second Life badly needs to find a way to entice artists and institutions back. I'd guess I used to spend about half my time in world exploring. Now it happens once or twice a month.

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