The Perks of Virtual World/Social VR Premium Memberships: Are They Worth It? What Do You Get?

Second Life (which I still consider to be the perfect model of the mature, fully-evolved virtual world that the companies creating the newer social VR platforms would be wise to study) has two levels of membership: Basic (free), and Premium. How Premium membership in Second Life works: for US$99 a year (or $32.97 quarterly, or $11.99 monthly), you get a set of benefits and perks over free, Basic user accounts:

Second Life Premium Membership (source)

VRChat is another platform that decided to offer a comparably-priced paid premium membership level last December, called VRChat Plus (which I first wrote about here). Now, upon first reading of the perks such a membership would offer me (see below), I was less than impressed (probably because I have been spoiled by all the goodies Second Life Premium memberships offer me in comparison).

Among the (relatively) small number of features for VRChat Plus users is the ability to set a user icon to display in a circle next to your user name:

But in conversation with Voices of VR podcaster Kent Bye last night via Zoom, he raised a point that I had hitherto failed to consider, Given my well-documented, one-man, scorched-earth campaign against Facebook and Oculus for, among other things, forcing Oculus headset users to get Facebook accounts and their toxic advertising-based business model which scrapes and strip-mines users’ personal data, why would I not support an alternative way for VRChat to earn a profit?

I stopped to think of what VRChat would be like with Facebook-like advertising, and I positively shuddered in revulsion. So this evening, I pulled out my credit card and ponied up for a VRChat Plus membership (US$99.99), so I now have the familiar “red Ryan” logo displayed next to my username in world (which has sort of become an icon for my brand, as I use it everywhere else, too). If it helps other users in VRChat recognize who I am, then I think it’s worthwhile.

My familiar “red Ryan” user icon

So, I have decided to do a quick survey of the major social VR and virtual world platforms, and find out whether or not they offer a paid premium service, and if so, what you get for your money.

Second Life

My alt Moesha Heartsong, sitting on the porch of her lovely Victorian Linden Home on the continent of Bellisseria (one of the many nice perks you get with your Second Life Premium membership)

Second Life Premium membership (currently priced at US$99 a year) offers you the following benefits:

  • A weekly L$300 stipend (basically enough to buy a nice outfit or pair of shoes for your avatar every week)
  • A L$1,000 sign-up bonus for first-time Premium users (can only be used once)
  • Priority entry when regions/sims are full of avatars (in other words, if a Basic user and a Premium user both try to get into a packed sim at the same time, the Premium user gets priority; this comes in handy at crowded shopping events, and I have made use of this perk often!)
  • A 1024m² virtual land allotment for use towards a nice starter Linden Home or a parcel on the Second Life mainland; this is another benefit I do take advantage of!
  • Expanded live-chat customer support (which I have used on occasion!)
  • Premium virtual gifts (frankly, kinda useless to me)
  • Exclusive access to Premium areas and experiences (such as building sandboxes)
  • Increased cap on missed IMs (which I never use)
  • Increased group membership limits (I make use of my groups ALL THE TIME! A freebie fashionista can NEVER have too many free group slots for store groups, freebie groups, etc. Basic accounts have 42 group slots, but Premium has 70;)
  • Voice morphing (never used it, myself; most SL users never use voice, anyways)
  • UPDATE 11:36 p.m.: Animesh (animated mesh) creator Medhue tells me that SL Premium members can attach two animesh items (e.g. pets such as Medhue’s delightful animesh cihuahua), while Basic members can only attach one.

Basically, I have three Premium accounts, with two lovely Linden Homes between them (which I think is the major benefit of a Premium membership). More group space and priority access to overcrowded sims are also perks I tend to use a lot.

Sansar

Sansar offers three levels of premium subscriptions (unchanged from when Linden lab owned the platform), which give you:

  • A 45-day free trial of the Marvelous Designer software (used to create avatar clothing in Sansar)
  • Purchase discounts on Marvelous Designer for when you do decide to buy it
  • An increase in the number of Sansar worlds you can create (frankly, I’m not sure most people bother beyond the free Basic account, which lets you create up to 25 worlds)
  • Expedited user support options

Sinespace

The Unity-based Sinespace virtual world/social VR platform, created by Sine Wave Entertainment, offers a truly overwhelming number of Premium levels to choose from:

Premium users can create larger regions/worlds, have a larger number of regions active at one time, and get priority support and user-created content processing and approval, among other benefits.

AltspaceVR

Surprisingly, Microsoft-owned AltspaceVR doesn’t seem to offer any premium accounts (that may change in the future, though).

VRChat

VRChat Plus offers you the following perks (with more promised soon):

  • A nameplate icon: With VRChat+, you can personalize your nameplate with an icon you create! Snap a pic in VRChat or upload your own image on our website.
  • You can send a picture with an invitation to a friend to join you at your location
  • Free slots for up to 100 favourite avatars (as opposed to 25 for basic users)
  • “A limited edition VRCat Badge to display on your profile” (Really? Really?!??)
  • A higher trust ranking in VRChat’s Safety and Trust System

As I said up top, this list is a bit sparse, especially compared to what Second Life offers (and yes, you can be an anime girl in SL, just as easily as you can in VRChat!), but of course, there’s zero VR support in Second Life.

Rec Room

Rec Room offers something called Rec Room Plus at US$7.99 a month, which includes the following benefits:

  • You get 6000 tokens (r6000) monthly, delivered in installments of r1500 per week
  • One four-star gift box per week
  • A 10% discount in Rec Room stores that accept tokens
  • Exclusive access to the RR+ section of the item store
  • 100 saved outfit slots
  • The ability to sell premium inventions/keys for tokens

NeosVR

NeosVR uses Patreon levels to hand out perks to various levels of paying users (more info). For example, at my current “Blade Runner” level ($6 per month), I get:

  • Access to private channels on the official Discord Server
  • Patreon supporter badge in Neos
  • Early access to Linux builds
  • Early Access to Patreon only content (exclusive experiences, work in progress experiences before they’re public)
  • A Neos Mini account with 25 GB of storage
  • Your name in the stars! (your name will appear in the sky in the Neos hub)
  • 30 Neos Credits (NCR) monthly, accumulates

(Note that there is an even less expensive level, the “Agent Smith” level, at just $1 a month. Please check out the NeosVR Patreon page for more details.)

ENGAGE

The ENGAGE educational/corporate/conference social VR platform offers a free, “lite” version, and a premium, “plus” version for €4.99 a month, which gives you space to save your presentations, among other benefits. (They also offer enterprise and educational rates on request.)

Blockchain-Based Virtual Worlds (Cryptovoxels, Decentraland, and Somnium Space)

Of course, the various blockchain-based virtual worlds sell everything using whatever cryptocurrencies they support (for example, a custom, non-randomly-generated avatar username in Decentraland will set you back 100 MANA, Decentraland’s in-world cryptocurrency (which is about US$36 at current exchange rates). It’s just a completely different model than the “freemium” ones offered above.


Thanks to Kent Bye for giving me the idea for this blogpost!

Social VR Research Alert: You Can Participate in a Clemson University Research Survey of LGBTQ+ Users of Social VR Platforms

Back in October of 2019, I wrote a blogpost about a research study being conducted by Clemson University on the use of social VR. Well, Clemson University’s Gaming and Mediated Experince (CU GAME) Lab, led by Dr. Guo Freeman in their School of Computing, is conducting a survey of LBGTQ+ (Lesbian, Bisexual, Gay, Transgender, Queer, etc.) users of social VR platforms—including conducting interviews in AltspaceVR, Rec Room and VRChat, if you wish!

If you are a member of the LGBTQ+ community, and you are interested in being interviewed for 60 to 90 minutes about your experiences in social VR, particularly with respect to self-presentation and social support, then you are invited to fill out this online form (more information about the research study can be found here). The form states:

We are a group of academic researchers at Clemson University who are conducting a research project about social VR. We are interested in interviewing individuals who identify as LGBTQ+, and understanding their experiences.

No personally identifiable data will be asked or collected, but we’ll ask general demographics questions (age, location, race, etc). You do not have to answer any questions that you do not feel comfortable answering.

If you have experienced any social VR platforms / applications / environments (AltspaceVR, Rec Room, VRChat, etc.) and are willing to be interviewed, please fill out the form … and we will contact you for more details about this research project.

Here is the link for a document with more information about the study.

Feel free to email us at dacena@clemson.edu if you have any questions.

Interviews are to be scheduled during the month February, and can be done via telephone call, Discord (text or voice chat), Zoom (voice or video chat), or even on the social VR platforms AltspaceVR, Rec Room, or VRChat!

If you are interested, here is a the website (including a list of current research publications) by the Clemson University GAME Lab.

Are you a member of the LGBTQ community and use one or more social VR platforms? Clemson University wants to interview you! (Photo by Sharon McCutcheon on Unsplash)

Editorial: My Social VR/Virtual World Predictions for 2021

Photo by Hulki Okan Tabak on Unsplash

Every year, for the past couple of years, I have traditionally drawn up and published a list of predictions on where I see social VR and virtual worlds going over the next twelve months. As someone who keeps an eagle eye on the comings and goings of the various companies that are building the ever-evolving metaverse, I’m pretty well placed to be able to make some educated guesses.

However, you should be aware that my track record as a prognosticator is truly lamentable; more often than not, I have been proven dead wrong. For example, I rather sarcastically predicted that Cryptovoxels would fail, hard, and it has done nothing but flourish (something which I am happy to see and report on here on the RyanSchultz.com blog). So, what do I know?

Therefore, please take the following three predictions with a grain of salt.

Second Life will continue to be successful and profitable—but it will face increasing competition from newer platforms such as VRChat, and it will no longer be the most popular virtual world

My first prediction is a no-brainer. In my predictions for 2019, I wrote that Second Life would “continue to coast along, baffling the mainstream news media and the general public with its vitality and longevity”, and that still holds true. Linden Lab sold the money-losing Sansar social VR platform to Wookey, and the remaining, profitable company was successfully acquired by the Waterfield investment group.

As of yet, there have been no major changes announced by the new owners; it would appear that Waterfield is content with the way that Linden Lab is running the virtual world of Second Life and the Tilia payment processing business (which has also been picked up by a few non-SL clients). However, Linden Lab’s CEO, Ebbe Altberg, might decide that this year is now a good time for him to step down (although I would personally hate to see him go, as he has been one of the better CEOs in Linden Lab’s sometimes rocky history).

However, I will agree with a prediction made by Wagner James Au of the long-running blog New World Notes, who in his list of predictions stated:

Both VRChat and Rec Room will finally surpass Second Life in peak concurrency numbers.

In fact, we have already seen days and times when the total number of users in both VRChat and Rec Room surpasses that of Second Life. I predict that 2021 will finally be the year that a newer platform will pass the venerable Second Life to become the most popular metaverse.

I am busy exploring VRChat most evenings, wearing my Valve Index VR headset and using my Knuckles controllers, and greatly enjoying the enhanced audiovisual experience it gives me. (I get a big kick of out being able to wiggle my avatar’s fingers!) VRChat now gives me serious vibes of what Second Life was like in its heyday, circa 2006 and 2007: a place which you might not always like, but a place you could not afford to ignore! A place where you are never quite sure what is going to happen.

And it would appear that other popular social VR platforms, such as Rec Room, are also reaping the benefits of the network effect: the more people who join a platform, the better the value it provides. This same network effect helped drive Facebook into becoming the dominant force in social media, and it turned Fortnite into a cultural juggernaut, so it is not something to be lightly dismissed.

The coronavirus pandemic will continue to provide opportunities for social VR and virtual world companies, particularly for remote workteams, conferences, and education

The testing, approval, manufacture, and delivery of COVID-19 vaccines will continue to be slower than originally anticipated, and virus mutations may blunt the effectiveness of some vaccines, and require some to be reformulated in response. All of this means that we are not going to be returning to “normal” anytime very soon.

This situation provides a window of opportunity for metaverse-building companies to sell their products and services to corporations, conferences, and educational institutions. I expect that we will see more announcements this year of conferences taking place with a social VR/virtual world component, for example.

While games and recreation will still form the largest part of the virtual reality consumer market, we can also expect to see more practical applications of VR in areas such as pain reduction, physical rehabilitation, and mental heath support.

And we can expect that more and more corporations will be looking at downsizing expensive downtown real estate and shifting permanently to remote workteams, which will fuel the what I like to call the “YARTVRA” (Yet Another Remote Teamwork Virtual Reality App) market.

Facebook is going to have a very bad year, despite the commercial success of the Oculus Quest 2

The Quest 2 is not a toy. It’s a virus disguised as a toy.

—Cix Liv, The Voices of VR Podcast with Kent Bye (source)

Speaking of Facebook, I predict that the corporate behemoth is going to have a rocky year. On December 3rd, 2020, Bloomberg News published an article on their website, titled Facebook Accused of Squeezing Rival Startups in Virtual Reality (original article, archived link), which paints a rather damning picture of Facebook’s ruthless corporate tactics in dealing with (and stealing business ideas from) much smaller companies.

Frankly, Facebook faces major hurdles in public relations and public perception, a problem that is only growing worse as the company becomes more powerful and more profitable, and seeks to enter and dominate new markets. Many people (myself included among them) simply don’t trust Facebook anymore, and aren’t willing to have their personal data shared among the many companies under the Facebook umbrella, strip-mined for profit, and sold to the highest bidder.

To give one example, recent changes to WhatsApp privacy policies, forcing users to share information with Facebook, have led to many people abandoning the messaging platform. Add to this the recently-announced U.S. federal government investigation into Facebook’s possible illegal monopolization of the social networking market, and the fuss kicked up in the virtual reality community by Facebook requiring Oculus VR device users to sign up for Facebook accounts, and it seems pretty clear that Mark Zuckerberg will be called upon to testify before even more government panels this year. (And you might not know this, but the next time that Mark or Facebook COO Sheryl Sandberg set foot on Canadian soil, they can be compelled to appear before a Canadian parliamentary committee with jurisdiction over tech issues, as a direct result of refusing to show up for hearings in 2019, which were attended by representatives of countries all over the world.)


So, these are my three predictions for 2021 (and I reserve the right to add more as they come to me). What do you think will happen this year? Feel free to leave a comment on this blogpost, or join the free-wheeling discussion on the RyanSchultz.com Discord channel, and share your predictions with the 460-plus members there! We’d love to have you become a part of our cross-worlds community!

Editorial: Shifting Gears

Photo by Tim Mossholder on Unsplash

Yesterday’s blogpost (and its response) has got me thinking, in the wee hours of this morning, about other people’s expectations, and trying (or failing) to live up to them. Not to mention the expectations which I, knowingly or unknowingly, place upon myself as a blogger. Every blogger has his or her own biases and quirks; God knows I have many. And even a cursory inspection of my output shows how often I have gone off on tangents in my three-and-a-half-year blogging journey.

My writing about social VR, virtual worlds and the metaverse on this blog has been an unusual combination of broad-brush strokes about as many different platforms as possible, combined with a geeky deep-dive into specific worlds (Sansar the first couple of years, and now Second Life). One example of such a deep dive would be my recent month-long coverage of Advent calendar freebies in Second Life, something which my many faithful SL readers no doubt appreciated, but which probably left some of my regular, non-SL audience out in the cold, scratching their heads.

As I have written before, I consider Second Life to be the perfect model of a fully-evolved, mature metaverse platform, where we can see hints of what will happen to newer platforms over time (such as the implementation of an in-world economy where players can buy and sell user-generated content).

But I also expect that 2021 will be the first year where other metaverse platforms (notably VRChat and Rec Room, but also other products) will begin to consistently outpace Second Life, both in terms of monthly active users (MAU) and in terms of user concurrency figures. Over New Year’s Eve and New Year’s Day, VRChat shattered its previous user concurrency figures, reporting over 40,000 users online at the same time. Last weekend, Rec Room hosted 45,000 concurrent players. In other words, depending on the day and time, you can find more people in Rec Room and VRChat than in Second Life.

Both VRChat and Rec Room are now very well positioned to finally snatch the mantle of Second Life for the title of “most popular metaverse platform” (as hard as it is to define what that means). This might not have happened as quickly as some observers had originally predicted, least of all the PR pitch-boys at the corporations building these platforms, but it will happen nonetheless. It’s inevitable. Yesterday’s boasts become tomorrow’s reality, in some cases.

And it is not that Second Life is bleeding users, or that it is in any imminent danger of being shut down; I estimate that SL still attracts anywhere between 600,000 and 900,000 active monthly users (that is, people who sign onto SL at least once a month). It is still a highly profitable platform with a highly committed userbase, and under its new management, the Waterfield investment group, it is likely to remain a profitable cash cow for many years to come. Second Life is not going anywhere.

But, now that Linden Lab has finally shut down its physical server farms and moved Second Life entirely to the cloud, I don’t really foresee a lot of changes or improvements being made to what is already a winning formula—and I don’t see many of SL’s users clamouring for any major changes, either. Over time, competing platforms will no doubt offer advantages which the aging SL codebase cannot be tweaked to provide (the most obvious one being support for users in virtual reality).

And, over time, some of Second Life’s user base will migrate to other platforms, little by little, bit by bit. This SL diaspora will continue to enrich multiple metaverse platforms, much as it already has over the past decade. The seeds first planted by Philip Rosedale and his peers will continue to root and grow in various places, some probably quite unexpected!

All of this preamble is my very roundabout way of saying that I will be significantly reducing my coverage of Second Life in 2021. I will be putting that time and energy into writing about other metaverse products instead. Yes, I know I keep saying that, only to get pulled back by the latest fabulous freebie! Second Life is great fun, and I have enjoyed being your Freebie Queen. But frankly, SL is not where most of the interesting new stuff is happening. It’s happening in places outside of Second Life, and it’s high time I turned my attention to them.

It’s time for me to re-shift my focus to the newer platforms which are seeking to become the next Second Life. It might be an iteration of something that already exists, or it might be something brand new that seems to come out of nowhere and take everybody by storm. Whatever happens, I want to report on it!

I’m sure many of my Second Life readers will be sorry to hear this news. I will still be around, and I will still be visiting various places in-world, but I will largely leave the writing and reporting about SL to the hundreds of bloggers who do a much better job with their focused, deep-dive coverage! And I will continue to take as wide a view as possible—a big-picture perspective—of the constantly-evolving metaverse of which Second Life is a part.

Whichever camp you find yourself in, thank you for sticking along for the ride! No matter what happens, it promises to be an exciting adventure.

2021 promises to be a wild ride!

This change in focus will take effect immediately. Buckle up and keep your arms and hands inside the vehicle at all times! 😉