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Second Life Competitors:  Be Heard or Be Ignored
 
This article is both a follow-up to "Who Will Provide Linden Lab serious competition to Second Life?" and a response to feedback provided by Dusan Writer (AKA Doug Thompson, CEO of Remedy Communications).
 
December 18, 2008
By Eric M. Scharf
 
Dusan,

I appreciate your post and the great detail you put into describing the very real effort that exists to create competition for Linden Lab's Second Life virtual world technology.

I have no argument with any part of your response. It is spot on, and I concur with all of the examples you have put forth.

There is one missing ingredient, however, to your argument that might have prevented this discussion from taking place in its entirety, had I simply accounted for it in my original article. That missing link is good old-fashioned advertising (which can make all the difference in the world between making a real effort to create competition and actually having become a real competitor).

If the competition, free or otherwise, is not making a daily, aggressive attempt at some furious flag-waving to get the attention of the unknowing-public-at-large, then, those hundreds of developers, who are pouring themselves into building what may be great Second Life competitors, potentially become no better than the hundreds of researchers who toil away for years and years on "great-but-unknown medical cures" for pharmaceutical companies, until those medications are mercifully announced by those companies and potentially approved by the FDA.

Regarding the "free" virtual world tech being developed, free is nice, but we-the-people, in general, are brazen enough to expect more. Free, without a blinking red light, may just become free fall. Existence, without enough people knowing about you, just becomes a silent blip in history. We
the peoplehave not come so far in our evolution that we are finally willing, as a collective, to give up our desire to have a "cool new thing" delivered to us on a silver platter. People still apparently want to be deluged with hundreds of Internet ads, magazine / newspaper articles, TV commercials from Best Buy, Verizon, and Sony, as well as CNN breaking news updates to find out "what's next."

Even though I cringe at the mere mention of it, I know you remember VHS versus Beta Max. I know you remember the very early beginnings of Windows versus Mac OS (before it was even called such a name). Beta Max is gone (but not forgotten, as I have been led to believe it still exists in healthy numbers in Japan), but Apple remains as the embodiment of what happens when a company is encouraged to focus on the quality of its product at every turn (and the existence of Microsoft reminds us that things were not always as crisp and delicious at Apple as they are today).

For those blog visitors new to the basic story, Second Life began as a heavily-frowned-upon hobbyist idea, with a pretty good-sized initial investment (like at least 15-20% of all software-driven projects, garage or corporate-based, in the world today). It could be argued that investors and potential investors alike were more interested in Phillip Rosedale (Linden Lab CEO) than the idea of Linden Lab or Second Life itself.
 
Nonetheless, through timely trade show / behind-closed-doors demonstrations, word-of-mouth, and "some" advertising, Second Life flooded the marketplace to the point where, just like with VHS and Windows, no one was complaining about quality, feature sets, or lack of competition; just applauding Second Life's very existence, accessibility, what you could accomplish, and at a relatively low cost (relatively, because, at the time, there was no highly-visible or recognizable competition to Second Life, thus, people, in general, were more than thrilled to pay the price at least initiallysimply to "have" to this cool new thing).

Second Life did not begin as the embodiment of perfection, nor has it reached perfection, nor will it ever do so, nor will any other marketplace product, for that matter. Did it start with a perfect business model or roll-out plan? Does any product, really? Once a product builds enough of a following, critics and users alike, naturally, begin to subjectively pick the product apart, listing positives and negatives.

I am a perfectionist who runs a tight ship in everything I do, and I know all about being ungrateful, per say, towards a first-of-its-kind-product and wanting more-better-faster improvements, especially with even a hint of competition on the horizon. I am the farthest thing from a product apologist. All a product can do is evolve, and it can only evolve through the war-like interaction of two historically-opposed forces: (1) the product creator's desire to enhance and add features to keep customers happy and grow the business, and (2) the product customers who want-want-want, no matter what kind of strain those demands (lower cost-better features-making the Second Life code base available to the public) place on the product creator.

When the reaction times of product creators are slower, of course, than the time frames of the demanding product customers, the breaking point results in the very real effort that exists to create competition for Linden Lab's Second Life virtual world technology. But, again, the demanding product customers have, by leaps and bounds, been developers, not the rest of society; the average Joe's and Jane's who are, generally, only aware of Second Life.

No one can argue your points, Dusan, just the missing ingredient: how competition, just like in any other industry (auto, computer hardware, food, clothing, and shelter), needs to be seen-and-heard by customers to truly exist in the eyes and ears of customers. If you do not advertise, and do so in a subjectively big enough way, you will be ignored (with rare exception), not because of your quality level, and not because people do not wish to see or hear or pay your price, but because no one knows you exist.

The competition cannot afford to wait to be noticed, like a UFO, by the masses (the customers, not the developers). There may never again be another Mozilla, and, while it is the right of the free competition, for example, to dream of being the next Mozilla, that is a dangerous game to play when the difference between existence and myth has never been slimmer (and our discussion does not even include a debate on usability / GUI quality). I think you and I both know that not all of the competition to Second Life has agreed to collaborate towards a common 3-Musketeers goal.

"Is the enemy of my enemy my friend . . . or my enemy?"

Again, your points are very much appreciated, Dusan
not only by me but all of the people who drop by The Genuine Article from time to time. Second Lifelike any other product that has been at the top of the heap for a whilehas never been more ripe for some good, solid competition. Let us all hope the competition decides to throw a serious coming out party "someday, while we are young," and soon. Someone from the competition, in fact, should send you a check for being such a good promoter.

Thanks and Happy Holidays,

Eric M. Scharf