Site icon Ryan Schultz

Editorial: Fasten Your Seatbelts, It’s Going to Be a Bumpy Night!

YouTube Poster

Yesterday’s announcement that Sansar is moving to Steam was a big shock, but it should not have been so unexpected. It’s clear that Linden Lab is under increasing pressure to show a profit from Sansar, after plowing years of work into the platform without getting much back in return. They simply can’t keep relying on the profit from Second Life to build Sansar indefinitely. Eventually, Sansar has to pay its own way.

Some people will say (in fact, they are already saying) that Sansar is not yet fully-featured enough to be on Steam. High Fidelity made the mistake of putting its product up on Steam well before it was ready, and it got savaged in the user reviews. Is Linden Lab really ready to take this fateful step now, rather than wait another six months or a year to further polish the platform? Why the sudden pressure to do this now, before the end of this year?

What surprises me is how quickly and easily Linden Lab is jettisoning its SandeX exchange. The delicate and intricate balancing of the Sansar economy was something that LL staff put a lot of time, effort and energy into (even going so far as to create a subsidiary called Tilia, which focused on payments and the compliance work associated with operating virtual economies). All of that work, or at least a good chunk of it, gone.

Obviously, integration with Steam was considered to be a higher priority than the SandeX, which was considered a key component of Sansar. Which leads to the question: What other major changes to Sansar are going to be required before its launch on Steam? 

Yesterday’s announcement has probably raised more questions than answers. Several content creators have already announced on the official Sansar Discord channel that they are taking a break, cashing out their profits, and watching from the sidelines as all this plays out over the next few months. Which is exactly what Linden Lab doesn’t want.

And, of course, the even bigger question is: What happens if moving to Steam doesn’t bring a significantly larger audience to Sansar? (You could argue that High Fidelity’s launch on Steam has so far had very little impact on its usage levels, aside from the monthly spike of users attending regular stress testing events.)

As Bette Davis says, “Fasten your seatbelts, it’s going to be a bumpy night.” A bumpy night not only for Sansar, but for all the competing metaverse platforms in this overcrowded and uncertain marketplace.

Mark my words; there are going to be winners and losers, and it will not be pretty. I predict that one or more of the blockchain-based virtual worlds will be among the first to fail, given the current grave state of the cryptocurrency markets, but really, anything can happen at this point.

Oh, and by the way, in response to those people talking about how Linden Lab tried—and failed—to get Second Life on Steam way back in 2012, Eliot, Sansar’s Community Manager, said on Discord today:

I also saw some people commenting that trying to get SL on Steam didn’t work out. Well we’ve learnt from that experience. The announcement we made comes after months of negotiation with Valve. We have an active dialogue with them on this

So, it would appear that this move has been in the works for quite some time, and it’s not an impulsive decision by any means. But no matter how well they plan, it’s still going to be a bumpy ride. Stay tuned. And fasten your seatbelts!

Liked it? Then please consider supporting Ryan Schultz on Patreon! Even as little as US$1 a month unlocks exclusive patron benefits. Thank you!
Exit mobile version