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Ian Lamont's picture
Ian Lamont

The Digital Media Machine

Second Life's population problems

David Carr has written an article about Second Life entitled "Second Life: Is Business Ready For Virtual Worlds?" David is not the first person to write about doing business in Second Life, but he has managed to dig up some interesting information relating to Second Life's true population and technical infrastructure. If this information is accurate, it casts serious doubt on the potential for Second Life to be an effective medium for conducting mainstream, enterprise business activities such as meetings, mass product demonstrations, and large-scale virtual conferences -- at least in the short term.

David's article contains two pieces of information that are relevant to this discussion. First, Second Life's true population (as opposed to the number of registered "residents") is relatively tiny. Second, its infrastructure is unable to handle large numbers of users. Here's the information he obtained about Second Life's population:

The peak number of concurrent users hit 33,000 in mid-February, compared with 5,000 at the end of 2005. In a recent blog posting titled "Fearless Predictions," chief technology officer Cory Ondrejka projected that concurrency will top 150,000 by the end of 2007.

Later in the story, David says that there were there were 57,702 premium account holders, who subscribe to Second Life in order to own land and take part in other commercial activities. Linden Lab, the company which operates Second Life, has in the past promoted the use of "residents" and "Recently Logged In" users as a measure of population, which resulted in some mainstream press outlets helping to hype the service, but also prompted some sharp criticism from outside observers.

I think the concurrent users/paid subscribers figures are more accurate measures of true population. And while 30,000 or 50,000 people is nothing to sniff at, in the grand scheme of things it's a drop in the bucket. Let's put SL's true population in perspective. According to a study released by the Pew Internet & American Life Project last year, there are about 84 million Americans with home broadband connections. In addition, Americans seem to be quite savvy about the concept of virtual places -- another Pew report notes that more than five million Americans are taking virtual tours in cyberspace on a typical day. In other words, the number of paid subscribers to Second Life -- people from all over the world who likely spend lots of time in this virtual environment -- is less than one tenth of one percent of the number of Americans who enter virtual worlds on any given day.

The other point that David raised in his article relates to Second Life's infrastructure. Not only is it unable to handle traffic spikes or large numbers of concurrent users, but also further outages or disruptions are practically inevitable, given Linden's expectations about Second Life population growth. Here's what's running Second Life:

The Second Life system runs on 1,800 Debian Linux servers dedicated to simulating activities in the virtual world, with multiple copies of the simulation software on each server. As of mid-February, there were 6,400 simulators software devices that track activity in production, with each of them representing 16 acres of land. Linden has another 200 servers for supporting systems, including MySQL databases, Web servers and test simulators. These numbers come from vice president of technology Joe Miller, who notes that Linden is currently adding three racks of servers per week, with 41 servers per rack, in an effort to get ahead of a backlog in orders for new land ...

... There is still one centralized database for tracking user accounts and account balances, and for executing the transactions to transfer Lindens from one account to another. That remains one of the major chokepoints in the system, according to [Linden senior developer Andrew] Meadows. The database team wants to break it up into smaller components, so that the workload can be spread across more servers, but they're still figuring out the best way to accomplish that, he says.

More than 120 new servers added every week? MySQL databases helping serve up graphics data, real-time, to tens of thousands of users at once? A single point of failure for Second Life's mission-critical payment transaction system? Does this sound like a solid IT infrastructure, one meant for mainstream corporate use and something that scale to hundreds of thousands of concurrent users?

Of course it doesn't. What it looks like to me is a cool idea that galvanized a relatively small group of power users, PR companies, and the mainstream business press, but is now dealing with the reality of technology limitations, and the expense required to expand this virtual world.

There are other problems too -- allegations of financial scams and other risque activities, a frustrating UI -- but Second Life's technical troubles will continue to plague visitors to the virtual world in the coming year.

That's not to say Second Life is doomed. I am a firm believer in the potential for virtual activities to help distance education, and 3D technologies to transform the way mass media is produced and consumed. Certainly, the fact that millions of people every day are taking virtual tours suggests a great opportunity for Linden Lab/Second Life to capture part of that market and a significant number of users. Five or ten years out, Second Life may be able to capitalize on these trends. But in the short term, Second Life will continue to experience growing pains, and struggle with building its community.

What People Are Saying

Second Life problems

As a recent new-user of SL, I concur the fact that it is frought with problems, including an inept system of resolving either billing, financial, or technical issues. Constant lagg, crashes, as well as inventory occasionally getting dissed(lost) are very common. At first-I figured it might have been my graphics card- its 3 yrs old. However, it playes most online games with ease, as well as serves me well with many advanced graphics apps, including Maya and Vue extreme. If I had not had VERY extensive gaming experiance, SL would have been a major crying experiance. Even then, I had to spend a horribly excessive amount of time dealing with finding and manipulating my inventory,as well as actually even moving around in SL, where every building, avatar, or hairpiece will have an effect on you, thereby making your avatar challenged at even getting you anywheres at times. Actually, the people, places and socializing are wonderful many times over, and SL has a tremendous concept, feel,and freedom to it. I have really begun to enjoy it as of recently. However, until the optimization of the codes, servers, and general 3d systems involved are brought into the relm of State of the Art, SL will NOT appeal to the general public, or to major corporations seeking to connect with an untapped consumer soarce. Hmmmmm-could be like herding cats for awhile.....

Second Life is an

Second Life is an outstanding concept that's very flawed in its execution. First, it has yet to solidify the most basic component: user experience. Any popular place in the game is lagged to shreds, even on excellent computers with good broadband. Sims like Midian City, the Xcite store or any reasonably busy dance club are virtually unnavigable.

Secondly, it's way too expensive for what you get given these user experience problems. For about the cost of most MMORPGs, Second Life will let you build the in-game equivalent of a trailer home in a trailer park and, if you never want to leave it, you won't have much lag.

But any steps further than that are costly -- easily rivaling the cost of utility bills or rent in real life.

They just hiked the price of an island again to $1,600 and $300 per month. There is no sold public data to help people willing to make this leap develop this real estate and market it. Then, when you read articles like these, if you're working strictly from observation than every fiber in your body should tell you "Don't buy one." I'm not saying I want to buy into a video game and make a killing -- but I'd like to break even or operate at a modest loss while having a lot of fun doing it.

I see islands all the time completely developed with empty buildings and apartments...

I really don't think Second Life is going to get done what we would expect, but I can't wait to buy into a next-generation virtual world that can.

Second Life Blogs

Interesting. I am trying to figure out if the news about Philip Rosedale is perfect timing, or bad timing, for us, since we just made a major commitment to the Second Life community.

WIth the strong Second Life community, and the growth of blogs, especially Second LIfe blogs, we recently took the plunge. Our company, www.125Exchange.com is a free ad exchange service for bloggers. We help blogs freely attract more readers by being the middleman service where blogs can exchange their ads with related category blogs.

Approx, three weeks ago we added our 44th category for Second LIfe blogs. We planned to have 200 Second Life participating blogs in the Exchange so there would be ample traffic for all member blogs to share. Our projection at that time was that we could achieve 200 members blogs in 120 days.

Currently, Second LIfe blogs are joining the banner ad exchange almost daily and progress appears to be OK. I hope this news doesn't put a damper on our plans since bloggers really appreciate and benefit by our free ad exchange service.

I would appreciate any insight that experienced Second Life readers may be willing to offer so that we can adjust plans accordingly. I guess either post your thoughts here or email me at Blogs@125Exchange.com Thank you.

Robust Second Life community?

Its three months later and not looking good. Linden Labs has put a lot of new property up for sale (needs cash?) which has resulted in a lot of older property being sold at huge losses - 20-30% drops in price per sq meter. Problems since December have, on average, been worse, not better than before, and large groups are full of members that haven't logged on for months. Everyone knows there are more and more bots - robot avatars used for scamming, stealing or just simply building up usage false numbers. While Linden Labs knows full well that the bots take up on-line resources, penalize real users and are flat out criminal on occasion, they do nothing. Why? Because the bots are a significant portion of those usage numbers on their splash screens.

I don't mind losing a hundred or so - it is the price of a meal for two at an Annapolis restaurant and I enjoyed building the builds - but that it was unnecessary that I or many others lose so much just to feed the Linden Labs cash problems because they planned poorly and can't roll back to the truth is somewhat irritating. Some island owners have lost thousands because of misplaced trust that Linden Labs had their customers' interests in mind when they make their decisions.

Your blogs should do well, though. So many things to complain about, so many people looking for a venue to complain (Linden Labs isn't real high on the whole unregulated feedback thing), your blogs should increase better than SL...

More than a year into SL and the only thing I'll have left is the T-shirt.

You really don't understand

You really don't understand what a Second Life user is. You mentioned that there is only 50K paid users who are allowed to own land ins SL. The 50K are Linden Lab premium users, paying a user fee to Linden Lab. Those folk are allowed to buy property from Linden Labs.

However, Linden Labs only ownes 25% of the total landmass of Second Life. The rest is owned by private investors - such as the famous second life millioniare Anshe Chung. These land owners reveive fees from users who rent or buy property from them. These users are using Second Life, but paying fees to people other than Linden Labs.

Relying on the number of Linden Lab premium accounts as the only statisic to gauge the user base is inaccurate. One would expect better research and understanding of Second Life before reporting.

Interesting article! MySQL

Interesting article!
MySQL as a DBMS. This is a true key of productivity.

Maybe

If you're a web developer. This kind of application requires massive scalability. They should be using oracle.

Mysql doesn't allow for rollbacks, it has short index limits, and doesn't efficiently handle large databases. Stored procedures are another biggie, as they're essentially stored queries on mysql that can't execute any functions, making them useless for parcelling simulator server processor time onto unused database time.

Until something better

Until something better replaces SL, SL is still the best and most developed virtual world.

Get used to it SL, when you're on top you must learn to live with criticism.

It'll be interesting to see

It'll be interesting to see how Sony handles these problems with its take on virtual life called "Home", announced today at the Game Developers' Conference.

I agree with KJ ,these new

I agree with KJ ,these new virtual worlds are going to have teething problems at the start just like Entropia Universe did creating a real cash economy inside there game ,now they have real world banks bidding to buy virtual banks in there and things have been running solid for a number of years,I personally don´t think that SL are that far behind so give them a chance to find there feet.