Editorial: Linden Lab’s New Sansar Dollar Conversion Policy Penalizes Musical Performers and Other People Who Receive Tips in Sansar

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Photo by Sam Truong Dan on Unsplash

Yesterday, Linden Lab finally relaunched their Sansar Dollar Conversion page since their shift away from the SandeX, as part of their launch of Sansar on Steam. However, there are a few new stipulations that people need to be aware of before they try to cash out their Sansar dollars:

Today’s the day. Our Sansar Dollar Conversion page is officially live!

What this means, in a nutshell: creators like you can once again convert their Earned Sansar dollars into US dollars.

How this differs from our old Sandex system:

  • Earned Sansar dollars represent the Sansar dollars you’ve made from selling items in the Sansar Store. Only Earned Sansar dollars are eligible to be converted into US dollars. Earned Sansar dollars can be converted into USD here.
  • Sansar dollars that were bought, received as a gift, or received through a promotion do not count as Earned Sansar dollars. As an exception, any Sansar dollars you have before today have been automatically converted into Earned Sansar dollars, regardless of how you acquired them.
  • When spending or gifting Sansar dollars in Sansar, you automatically draw from non-earned dollars first before spending any Earned Sansar dollars. This is to maximize the amount of Sansar dollars eligible for conversion when the time comes.
  • As stated in our December blog, the conversion rate from S$ to USD will be S$250:$1. Anyone who has created their Sansar account before December 31, 2018 will receive a legacy conversion rate of S$143 to $1 until December 31, 2019, after which the conversion rate for all accounts will be S$250 to $1.
  • We’ve also re-enabled the Process Credit page to allow you to initiate moving USD to your PayPal account. Please allow up to 30 days to complete a request.

One thing that strikes me immediately is that this new policy unfairly penalizes musical performers and other people who receive tips or gratuities in Sansar dollars from audience members. From now on, income received as a gift does NOT count as “earned Sansar dollars”, and will not be able to be cashed out as U.S. dollars. I think that this is a short-sighted decision on Linden Lab’s part, which might negatively impact the use of the platform by musical performers and other entertainers.

Also short-sighted is the decision that Sansar dollars “received through a promotion” would no longer be eligible to be exchanged into U.S. dollars. This means that, from now on, any contest prizes of Sansar dollars can no longer be cashed out of the system.

On a more positive note, it does look as though people will now be able to move their earned U.S. dollars to their PayPal accounts, which is something that many people have long been waiting for. However, it’s not clear whether or not non-Steam users will be able to buy Sansar dollars via their PayPal accounts, or if they are still restricted to credit cards (from what I understand, Sansar users who downloaded the client from Steam are able to use PayPal to buy Sansar dollars using their Steam wallet).

What do you think? Please feel free to leave a comment on this blogpost, or join the RyanSchultz.com Discord and voice your opinion there.

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Editorial: Linden Lab, Sansar, and Steam

UPDATE 7:35 p.m.: I screwed up. Since I wrote this editorial, I have discovered that Linden Lab has, in fact, been responding to at least a couple of the negative reviews on Steam since January 1st, 2019. (Also, I learned that thumbs-down reviewers can disable comments and follow-up on their reviews.) So I am just going to say, thank you and bravo, LL! I was wrong, I will admit it, and I stand corrected. But what I said below about LL needing to promote Sansar via advertising still stands. And Linden Lab needs to keep on top of the negative reviews on Steam! Some of them raise valid points that need to be addressed.

I have really, really not enjoyed writing this particular editorial, and I’m not looking forward to being painted (again) as a Sansar basher by a certain percentage of my blog readers. Just to make it perfectly clear, and deflect that criticism before it starts again:

I want to stress that this is only one person’s opinion, not an official Sansar spokesperson’s point of view. I still remain a strong Sansar supporter, but I would be neglecting my duties as an independent social VR/virtual worlds blogger if I simply posted nothing but “good news” about Sansar, as some people want me to do.

There are indeed many truly wonderful things about Sansar, and I want Sansar to be a success! And please keep in mind that Sansar is still a BETA platform, and in constant development. There has been much good progress over the past two years. But I still feel—STRONGLY—that Linden Lab should have waited six months to a year before releasing Sansar on Steam. And I stand by my statement, and I feel I have supported it with my arguments. 

However…

It’s time to address a few issues relating to Linden Lab’s launch of Sansar on Steam. This move was supposed to invigorate the platform, and bring in lots of new users, right? And I quote:

Why is Linden Lab pushing to release Sansar on Steam before the end of this year, rather than wait another six months to a year to further polish the platform and add new features?

We want to get more people in, to help refine the product and make it better. We want to start building a community on Steam.

Re: dealing with any negative feedback on Steam, Eliot will pass that along to the appropriate people to deal with and respond to.

Well, here’s the latest statistics on Steam usage of Sansar:

Sansar Stats 8 Jan 2019

We haven’t seen anything like that initial crush of curious users seen in the first few days. And I’m not the only blogger to notice this, either.

And that’s not the only bad news. I don’t know if you’ve looked at the Sansar page on Steam lately, but there are now 34 negative (thumbs down) reviews to 46 positive (thumbs up) reviews, which is the highest ratio of negative-to-positive reviews to date:

Sansar Steam Reviews 8 Jan 2019.png

The review which was voted “most helpful” by Steam users is by 1029chris:

I’m reviewing this from the perspective of a VR user.

It certainly has potential. The engine is absolutely gorgeous, and runs decently. Some of the worlds blew me away with how nice they looked. But I cannot enjoy them.

Sansar has horrible controls in VR. It is very uncomfortable to use. The feeling of embodiment that I can get in other social VR platforms does not happen here. Your virtual hands noticably lag behind your real ones, they have some sort of weird smoothing. Doing any fast body movement in VR detaches your head, and you can watch your decapitated avatar walk up you. They seem to have designed it with more concern regarding how your avatar looks to other people, rather than how it feels to use. It really takes away from the experience. Immersive VR demands the least latency possible, and they’ve deliberately added a lot of latency so that other people see you move more smoothly. It’s very uncomfortable.

Sansars avatar system is also super restrictive. They don’t let you move any bones on their skeleton, and they do EVERYTHING through bones. I can’t rig my hands since they’re too big, and I can’t rig my head since my avatar has a beak. Sansars face animations are all done through bones, but I can’t rig my beak to human face bones. They need to allow more freedom with their avatars. They say that it’s so restrictive because they want marketplace clothes to fit to avatars, but they don’t allow you to put clothes on custom avatars anyways. All of the avatars that I use on other platforms are cartoony with bigger heads, so none of them can have face animations on Sansar. No face animations means it’s less immersive to talk to me. This strictness stifles creativity for everyone, demanding you to conform to their proportions.

Sansar has a lot of potential, and I wish it the best, but I cannot recommend it in its current state.

The next-most-helpful review states:

Are you a fan of Second Life? Do you like the idea of Virtual Reality becoming a literal virtual world? Do you want to Shop, Explore, Build, And Socialize? Then this game will be a massive let down!

Pros: Explore small empty worlds filled with disappointment! Watch your framerate tank lower than Fallout VR! See a massive amount of effort spent on photogrammetry and the passion of SL’s best artists put to waste~

Cons: If you feel socially awkward around groups of people larger than 1 you might run into issues on a couple of the maps. There seems to be an issue with higher graphics settings not buying you the 2080ti you need to run them. I’m trying to get a hold of LL for that.

Non sarcastic review: It was touted as SL 2.0 during its creation and it’s nothing more than a sponsorship friendly ghost town. aka what all of google/facebook’s companies are becoming in 2018. If you wanted to make your own avatar or build something amazing you will be let down by the restrictions and lack of in world tools. This is an oversimplification of SL’s worst attributes wrapped in a bow and **** out onto Steam in a last ditch effort to get people to look at ads.

Edit: I’d like to warn you all the top positive reviews are from people selling things in app. 😛

However, what’s even worse than scathing, sarcastic reviews like this is Linden Lab’s (almost total lack of) response to them. I understand why you can’t properly respond to vitriolic garbage like what the last reviewer wrote. Another reviewer even went so far as to unfavourably compare Sansar to IMVU (really? really?!??).

But at least in the first few weeks, Linden Lab tried to respond to some of the criticism directed at Sansar, like Lacie’s response to 1029chris:

Sansar Steam 3 8 Jan 2019.png

And this example from early December:

Sansar on Steam 8 Jan 2019.png

And then, Linden Lab stopped responding as the negative reviews increased. As far as I can tell, there have been no responses since mid-December. Why?

Linden Lab really needs to get their PR game in gear here, and get someone to respond to at least some of the most recent negative reviews, to show that they are listening. It might still be a losing battle, but at least they would be fighting back.

And where in blazes is the “significant ad spend” promised at one of the Product Meetings last November, when the launch on Steam was first announced? And I quote:

What steps are you going to take to promote Sansar once it launches on Steam?

Eliot: expect some significant ad spend, expect some original assets. Linden Lab wants to build a community on Steam.

If Linden Lab wants to build a community on Steam, the time to start tending to that community and building positive word of mouth is NOW.

LL seems to be missing in action, while Sansar is drowning in an increasing number of thumbs-down reviews. Do something! Don’t just leave it all up to your users! Start promoting Sansar! Start responding to at least some of these negative reviews on Steam!!!

As I said before, it gives me no pleasure at all to write this. I love Sansar, and I want to see it succeed. But Linden Lab absolutely needs to step up to the plate here.

Editorial: My Social VR/Virtual World Predictions for 2019

Have you joined the RyanSchultz.com Discord yet? Come join 170 avid users of various metaverse platforms, and discuss social VR and virtual world predictions for 2019! More details here


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Time to peer into that crystal ball and make some predictions!

First: Second Life is going to continue to coast along, baffling the mainstream news media and the general public with its vitality and longevity. It will continue to be a reliable cash cow for Linden Lab as they put a portion of that profit into building Sansar. And I also predict that the ability to change your first and last names in SL will prove very popular—and also very lucrative for Linden Lab! Remember, they’ve got seven years of pent-up demand for this feature. (I have a couple of avatars myself that I’d like to rename.)

Second: An unexpected but potentially ground-breaking development in OpenSim was the announcement of the release of a virtual reality OpenSim viewer to the open source community at the 2018 OpenSim Community Conference. There’s still lots of technical work left to do, but if they can successfully pull this off, it could mean a new era for OpenSim.

Third: I confidently predict that one or more blockchain-based virtual worlds are going to fold. Not Decentraland; there’s too much money tied up in that one to fail. But several cryptocurrency-based virtual worlds are starting to look like trainwrecks of epic proportions (and I’m looking at you, Staramaba Spaces/Materia.One). Somebody still needs to explain to me why people will want to pay to hang out with 3D-scanned replicas of Paris Hilton and Hulk Hogan. The business model makes absolutely no sense to me. Another one that I think is going to struggle in 2019 is Mark Space.

Fourth: I also predict that one or more adult/sex-oriented virtual worlds are going to fail (yes, I’m looking at you, Oasis). I’ve already gone into the reasons why even the best of them are going to find it hard to compete against the entrenched front-runner, Second Life.

Fifth: High Fidelity and Sansar will continue their friendly rivalry as both social VR platforms hold splashy events in the new year. (I’m really sorry I missed the recent preview of Queen Nefertari’s tomb in HiFi, but it looks as though there will be many other such opportunities in 2019.) And High Fidelity will continue to boast of new records in avatar capacity at well-attended events (it certainly helps that they’ve got those venture-capital dollars to spend, to offer monetary enticements for users to pile on for stress testing).

Sixth: the Oculus Quest VR headset will ignite the long-awaited boom in virtual reality that the analysts have been predicting for years. There; I’ve said it! And those social VR platforms which support Oculus Quest users will benefit.

Seventh: Linden Lab’s launch of Sansar on Steam will likely have only a modest impact on overall usage of the platform. I’m truly sorry to have to write this prediction, because I love Sansar, but we’ve got statistics we can check, and they are not looking terribly encouraging at the moment. And where is the “significant ad spend” that was promised at one of the in-world product meetups back in November? Now that they’ve pulled the trigger and launched on Steam, it’s time to promote the hell out of Sansar, using every means at Linden Lab’s disposal. Paying bounties to Twitch livestreamers is not enough.

And Facebook? If they thought 2018 was a bad year, I predict that we’re going to see even more scandals uncovered in 2019 by news organizations such as the New York Times. And more people (like me) will decide that they’ve had enough of being sold to other corporations and data-mined to within an inch of their lives, and jump ship. The public relations people at Facebook are going to face a lot of sleepless nights…

And, still on the same topic, we might yet see the launch of a new social VR platform backed by Facebook, after they decide to ditch the lamentable Facebook Spaces once and for all. Maybe it will be based on Oculus Rooms; maybe it will be something completely different. But despite my negative feelings about the social networking side of Facebook, they still have the hardware (Oculus), the money, and the reach to be a game-changer in social VR. (Just not with Facebook Spaces. At this point, they should just kill the project and start over. Any improvements will be like putting lipstick on a pig.)

Finally, I predict that the RyanSchultz.com blog will head off into new and rather unexpected directions (that is, if the past 12 months’ activity is any indication!). I never expected to cover blockchain-based virtual worlds, or Second Life freebies; they just kind of happened.  Expect more of the same in 2019, as various new topics catch my interest.

Are Freebies Hurting The Second Life Economy?

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Photo by Don Agnello on Unsplash

I still find it somewhat ironic that I have done a complete, 180-degree change of direction in this blog: going from swearing that I would never cover Second Life at all (because hundreds of other bloggers do it already, and do a much better job than I ever could), to actively carving out a niche for myself, blogging about the various steals, deals, and freebies in SL.

My Second Life freebie coverage actually brings a fair number of readers to my blog, probably the biggest percentage of viewers overall when compared to my other categories of blogposts. In fact, my blogpost about free and inexpensive mesh heads and bodies for female Second Life avatars has now had a whopping 1,598 visitors—my third most-popular post ever.

So, I guess you could call me a freebie expert, or a freebie fashionista if you prefer. And this December has been the usual bountiful bonanza of advent gifts and hunt prizes. But sometimes I stop and ask myself: this is steady rain of freebies actually hurting the Second Life economy, and the livelihoods of SL content creators? In other words, are people not making as much money as they could and should be because of the abundance of free and inexpensive items in-world and on the SL Marketplace?

At first glance, the answer would appear to be “yes”. There has been steady rumbling from various quarters that many vendors are not earning the income that they used to. But are freebies really to blame for this?

I would argue that freebies, if handled properly by the store, can be an extremely effective way to promote a brand. For example, an attractive, well-made free item placed at The Free Dove (which usually includes a SLURL in the package) will often prompt my visit to the mainstore location to see what other products are for sale. In fact, I first learned about the store Alaskametro through their mini hunt at The Free Dove last summer (sadly, I have learned that The Free Dove has decided to stop having designer mini hunts as of January 2019). I had never heard of Alaskametro before, even though I had been an avid consumer in Second Life for over a decade at that point!

You could argue that the reason that powerhouse Second Life brands like Scandalize, Addams, and Blueberry became so well known is via freebies and inexpensive hunts, like the current reindeer hunt currently taking place at various stores on the Scandalize sim. (Technically, it’s not really a “hunt”; some store owners like Scandalize didn’t even bother to hide their reindeer.)

You pick up one colour of an item of clothing for only L$15, try it on, and like it so much that you land up going back to the store later to buy more colours, maybe even the whole fatpack! I’ve done it. You’ve probably done it too. Admit it.

Savvy marketers know that freebies and cheapies can effectively drive traffic to their stores, and increase overall sales. True, many of the people who pick up a free item won’t (or can’t afford to) buy a full-price item. But enough do so to make it worth the store owner’s time and trouble to create and promote freebies. Why else would a store like Alien Gizmo’s regularly offer free L$200 gift cards to their customers?

So, no. Freebies are not the reason for an economic downturn in the SL economy. If anything, freebies are helping content creators get the word out about their brands, and thereby earn more money.

In fact, I seem to remember a closed (i.e. not Hypergrid enabled) OpenSim-based virtual world (I believe it was Avination) which strongly discouraged vendors from offering freebies, thinking that the policy would lead to more people actually buying goods and leading to greater vendor profits. Well, I’m not sure if that was the main reason that Avination eventually closed (they had a couple of fraud scandals, and OpenSim grids tend to be rather precarious enterprises at the best of times), but I’m pretty certain that a ban on freebies didn’t help with user retention any.

My point here (and yes, in a very roundabout way, I am trying to make one!) is that freebies are a good thing. Freebies promote brands, encourage newbies to become full-fledged consumers, and lubricate the SL economy. So get out there and pick up some freebies today! Tell’em Ryan sent you 😉