Terms like “best-selling” and “most-watched” are used in place of “high-quality,” but it is simply a marketing trick intended to play into hype. While it is true that quality things tend to be watched or consumed at higher rates than things of poor quality, don’t put the cart before the horse. Many times (and, arguably, most of the time) the success of something is directly related to how well advertised and marketed it is. Just because a million people buy something horrible doesn’t mean it suddenly ceases to be horrible. It just means the advertisers did their job. Just think about how many movies/books/albums you’ve paid for only to find out it was a pile of junk.
My cousin, Steve Metze, asked me how one could make money selling virtual things. Well, the entire Second Life economy is a lot like the US economy, only it’s based on the Linden (L$), which is their version of the dollar. Now, if it was just play money I wouldn’t be excited about it in the least. But it’s immediately transferable into US dollars, which gives it real world value. Second Life has a dynamic market that dictates the value of the L$ based on how much money is in the system and being exchanged at any given time. Honestly, it’s very complex and there are economists who would have a lot of fun mulling the whole thing over. It’s really a little beyond me, but I’m just learning. The important thing to note is that you can sell your L$ for US$ at any time.
To answer my cousin’s question, there are an almost infinite number of ways to earn money in Second Life. Some people create and sell things, some people perform duties and earn it, and some people just simply ask for it or give it away. From a designer/artist/creative perspective, it’s really cool because you can create just about anything and people will buy it in L$. Then you take your money and do whatever you want with it, including selling them for US$.
For example, a couple days ago I created several virtual framed prints out of pictures that I either made in Photoshop or snapped with my camera. I put them on display and yesterday a guy came through and bought two of them. He can now take them and put them in his virtual home, or a virtual art museum, or take them out and just look at them, or just throw it on the virtual ground…whatever he wants. They’re his prints, so I don’t care what he does with them. For me, the money I made paid for my rent and then some.
You could, for example, create a theater for people to watch a film you created. Charge an entrance fee (just like a real theater), and the user can sit in your theater and watch the movie. Charge L$20 for each person who wants to watch it, and they can watch it at their leisure, and you don’t have to do anything but set it up. The money is earned whether or not you’re there to receive it, and it starts to build up. And eventually, you just sell your L$ for US$. (It’s also important to note that they can’t download your films because they’re streaming through Second Life, not streaming to their hard drive like watching it in a web browser.)
I recently got in a discussion about Second Life (a virtual world in which you can live, work, and play) because I just got into it a couple weeks ago. For the longest time I — a born and bred video game enthusiast — completely ignored it because the concept just didn’t seem that interesting to me.
Boy, was I wrong.
As far as gameplay is concerned, it’s very simple and straightforward, which makes it accessible to just about anyone. You don’t need to be a video game player to enjoy this because it’s NOT a video game. Sure, there are places you can go where people are shooting each other and playing all kinds of games, but those places are the exception, not the rule. It’s really more of a 3D chat room than a game. And it’s really more of a game than a 3D chat room. It’s almost undefinable because it’s such a new concept.
If you ever enjoyed playing the Sims, chatting in chat room, walking through an art gallery, building your own home, designing anything in 3D space, watched a live concert, or wished you could fly, you’re going to love Second Life.
© 1999-2022 Eric P. Metze