Proposal for Strategic Business Partnerships with Second Life Creators
tracked
Christy Rain
Executive Summary
The current economic landscape of Second Life is facing critical structural challenges, marked by a noticeable wave of recent region closures and defunct locations. To reverse this trend and secure long-term revenue growth, Linden Lab must fundamentally shift how it views and treats its high-value content creators. This proposal outlines the vital necessity of establishing formalized business partner relationships with Second Life Creators—specifically those developing premium Adult regions—moving away from a basic provider-resident dynamic toward a mutually beneficial, corporate-creator partnership ecosystem.
See attached PDF.
Log In
Oatmeal Linden
marked this post as
tracked
Hello Christy! Thank you for the suggestions. We are marking this as tracked for any future considerations or changes to our current programs and policies. We invite you to review our recent blog posts about new partnerships we are forming with Second Life's content creators, and you may find links to all of our current policies in the wiki.
Dana Enyo
Whew! I read all that, and as a non-RL-business person I don’t understand it all. Some pieces do ring true for me, like the banning of bots. But I don’t know why the big focus on Adult regions; I see lots of activity in Moderate and General regions every day.
And I don’t know what "high value creator" means. You limit this to "specifically those developing premium Adult regions" which means just builders and terraformers, so I guess all of us who make other things are not "high value" to you.
For me, a huge value of SL is that LL does NOT deeply involve itself in what we do; in fact, I'm sad that I really can't tell RL friends that "SL is all built by us" anymore. The more SL is run by its residents, the better I like it.
Timothy McGregor
"High-value content creators"
What is a high-value content creator? This sounds a bit self aggrandizing to be honest.
___________________________________
"The current economic landscape of Second Life is facing critical structural challenges"
How do you know this?
___________________________________
"A comprehensive survey of the current grid reveals a stark polarization between high-quality immersive spaces and neglected, vacant land. Crucially, independent observation and discussions within the community highlight that a substantial number of historically significant and high-traffic locations have gone defunct lately, leading to a wave of region closings. When premium regions close, Linden Lab does not merely lose a single tier fee; it loses the entire consumer ecosystem that anchored itself to that location."
What survey? "Independent observation and discussions within the community" amount to conjecture at best, anecdote at worst. How many "historically significant, high traffic locations have gone defunct lately? (Define lately)
___________________________________
"Adult content and premium adult social/roleplay hubs remain the single largest consumer draw across the entire grid."
You may not be wrong about this, but I think it's on you to prove the claim nevertheless.
___________________________________
"Premium creators build the environments that incentivize users to purchase Premium memberships, buy Linden Dollars, and spend hours on the platform. It is because of these high-quality, meticulously designed regions that adults consistently pay Linden Lab to participate in the virtual economy."
For a brief moment here I thought you were referring to Bellisseria, because that is one of the largest motivators for going premium. The other incentives are perks offered by the Company to the Resident in exchange for the premium subscription price. This has zero to do with resident/third party content creators. Content creators of course do incentivize residents to buy Linden Dollars and spend time on the platform. That's a given.
Timothy McGregor
"Top-tier creators are not merely "residents" consuming a service;
they are decentralized developers creating the primary product that Linden Lab sells. They are the true lifeblood of Second Life."
I disagree with this statement. I'll avoid repeating "Top-tier" because again, self aggrandizing. Resident content creators are indeed a crucial factor in the Second Life economy. That was intrinsic in the platform design from the beginning. We do not create the primary product the Linden Lab sells, however. Linden Lab sells land, currency services, grid services, financial services - all the things that content creators and consumers need to create and consume the content.
___________________________________
"Instead of Linden Lab allocating internal capital and paying corporate sta昀昀 to build, maintain, and populate first-party regions, the most cost-effective and culturally authentic strategy is to sponsor and empower existing independent creators who have a proven track record of quality"
No. Please god no. As built, Bellesseria is one of the most successful initiatives in the history of Second Life. Same must be said for Bay City. The Linden/Community initiative for Blake Sea is also a great success story. But asking Linden to sponsor independent content creators and offer steep discounts on regions and resources is a rabbit hole I don't think any reasonable person would want to go down.
Also, something like "premium exclusive access controls" is probably risky. If you prevent free accounts from entering these regions entirely, you prevent DISCOVERY of these regions by the very people you claim these regions would incentivize going premium. Kind of a catch 22 here.
___________________________________
"Absolute Bot Eradication & Platform Bans"
You had to throw that in there didn't you?
nigelbytheway Resident
In my view, the decline of Gor in Second Life began when region ownership became increasingly expensive. While Linden Lab charges everyone in US dollars, the reality is that overseas owners are affected by exchange rates. A full region costs around US$229 per month. For an American, that's simply US$229, but for a UK owner it can be anywhere from £170–£190+ per month depending on the strength of the pound. Years ago, when the pound was much stronger, that same region effectively cost many British owners around £135–£145 per month. Across multiple sims, that difference adds up quickly and has undoubtedly contributed to the closure of many Gorean communities.
Linden Lab has effectively accepted that non-US residents will pay increasingly higher real-world costs for region ownership, making no meaningful effort to offset the impact of unfavourable exchange rates on international customers.
Gor has not disappeared entirely, but it is a shadow of what it was during its peak years. High land costs, unfavourable exchange rates for many non-US owners, the rise of combat-focused gameplay over roleplay, declining immersion standards, and the closure of long-established communities have all contributed to a much smaller and less active Gorean population today. The communities that remain tend to survive because they still prioritise storytelling and roleplay over simply winning the next raid.
Toothless Draegonne
I'm pretty sure this happens already.
x
xDancingStarx Resident
"Linden Lab must fundamentally shift how it views and treats its high-value content creators"
=> What are "high-value content creators?"
"A comprehensive survey [...], independent observation and discussions within the community highlight that a substantial number of historically significant high-traffic locations have gone defunct lately, leading to a wave of region closings."
=> How many were closed? What were their traffic numbers? Were they replaced by others? What are examples? What were the reasons for their closure?
What I would agree on: Adult social/roleplay is an important factor in SL.
But you are more specific and say "Premium adult social/roleplay hubs" are an important factor.
But in reality: A "hub" often is just used by people to meet. I don't see the proof that this can only be provided by big, costly projects. An "adult social/roleplay hub" can be (and often has been) a simple skybox, and they are huge traffic magnets. People will keep coming as long as they can meet people and have an environment to play.
Example: Your arguments would make it easy to say "Gor died because people could not afford sims anymore." Which is just not true. It was the community that made Gor alive, not what you would label as "high value content creator." Of course financing sims was often not easy, but for many years Gor had been an absolute traffic magnet despite sim prices. The reason for the decline were not sim prices. It was that people stopped coming.
In my opinion the solution is not to create places that people stop coming to, but to get more new users to stay on the platform and make it easy for them to discover the places that would interest them.