This article led to some animated discussions over on the cryptosnark subreddit on Reddit (memorably named r/Buttcoin). I would encourage you to take a look at the full discussion thread yourself, which features an interesting side discussion of Second Life, but I will pick out a few choice quotes to share here (please keep in mind that this is a community of cryptoskeptics, not necessarily fans of NFT metaverse platforms!):
[More like] Desertedland.
I’m a land owner on DCL, was super bullish on it when I bought in last year (and before Facebook renamed to Meta and there was the metaverse craze). However, I just can’t see how it can scale. The game is laggy as f*** every single time you load it, got even worse during the craze period. How the heck can a virtual ‘world’ scale when majority of the users can’t even ‘walk around’ the ‘world’ properly?
Now it’s just a ghost town.
It’s pushed as a pet project by certain vested interests who have sunk lots into this, so they need their money’s worth (cough GRAYSCALE cough). Grayscale went full stupid on this, they even created a Trust offering for MANA similar to Grayscale BTC trust where people could hold MANA in traditional IRA accounts
My son’s Minecraft server has more active players.
Tried to use it once. Bounced after it presented me with a $250 gas fee for trying to use a virtual vending machine. That was about an entire ETH at the time. Sold what little MANA [Decentraland’s cryptocurrency] I had, a couple hundred bucks at the time… which would’ve been worth about 20 thousand at its height. I’d even started designing assets for it. Was gonna buy some land and make a go of it, but Ethereum being a terrible inefficient network killed my momentum. Can’t help but be a little bitter about it.
Tried using Decentraland on both a 2020 Microsoft Surface and an older laptop that could run World of Warcraft, [and I] couldn’t even walk around because the system demands were so high. If they are selling their ecosystem to gamers then they are going to require A LOT more development to make it actually fun (i.e. more to do than just poker and microtransactions). If they are selling to the everyday consumer then they are going to need to cut down the hardware requirements to entry for anyone without a $1000+ computer. It has potential, but still a long way to go before it sees the everyday popularity that other digital platforms enjoy.
Just to clarify, the article says an “active” user has to make an actual transaction or another smart contract interaction. So there are probably a lot more users who just log in [and] play the game without being counted.
With respect to that last comment, the CoinDesk article indeed does state:
An active user, according to DappRadar, is defined as a unique wallet address’ interaction with the platform’s smart contract. For example, logging onto The Sandbox or Decentraland to make a purchase with SAND or MANA, each platform’s respective native utility token, is counted as an “active use.”
This means that DappRadar’s compilation of daily active users doesn’t account for people who log in and mosey around a metaverse platform or drop in briefly for an event, such as a virtual fashion week. It also likely means that these spaces are not where people are making transactions, such as buying non-fungible tokens (NFT)…
The largest number of daily users ever on Decentraland was 675, according to DappRadar.
So, for example, if I visit Decentraland, wander around the virtual world, but not interact with a smart contract (e.g. buy something like arrows for a hunting game), I am not counted as a user that day. This is a good example of how statistics taken from blockchain transactions do not give the full picture of what’s going on in an NFT metaverse! So this is rather sloppy reporting, which hurts Decentraland.
Decentraland was very quick to push back on what they consider to be an inaccurate way to count usage of its platform:
Lately, there has been a lot of misinformation on the number of active users of Decentraland. Some websites are tracking only specific smart contract transactions but reporting them as daily active users DAU, which is inaccurate.
Lately, there has been a lot of misinformation on the number of active users of Decentraland. Some websites are tracking only specific smart contract transactions but reporting them as daily active users DAU, which is inaccurate.
Let’s have a look at some of September’s data:
56,697 MAU [monthly active users. i.e. the total number of unique visitors in one month] 1,074 Users interacting with smart contracts 1,732 minted Emotes 6,315 sold Wearables 300 Creators received royalties 161 created Community Events 148 DAO Proposals
For better data: DAO grantee DCL Metrics tracks Decentraland’s Daily Visitors looking at the catalyst server visits and provides a similar data point as DAU. https://dcl-metrics.com
The DCL Metrics website allows you to pull up charts showing statistics over the past 90 days: Unique visitors per day (the blue chart on the left) and parcels visited per day (the purple chart on the right). Over the past three months, DAU (daily active users, i.e. the total number of unique visitors to Decentraland in one day) ranges from 5,871 to 11,965 users, with a slight but noticeable downward trend. On the other hand, there is a slight upward trend in the number of parcels visited each day (perhaps as new venues are constructed?).
Also, according to another, older thread from the Decentraland subreddit, there are webpages you can check to see the number of currently connected users on the various DCL servers (here, and here). However, please remember that these are snapshots, minute-by-minute figures, as opposed to the total count of daily active users. (At the time I checked them today, on a Canadian Thanksgiving Monday afternoon, there were approximately 530 users in all of Decentraland.)
So, watching this whole kerfuffle unfold online, here are some of my thoughts.
First: accurate metaverse usage statistics are sometimes hard to come by. They can be even harder to come by, if the metaverse company building a particular platform decides not to release them (for example, if they are so low that it would prove embarrassing to the company, which is likely working hard to encourage new users to its platform, and don’t want to share any news that makes them look bad).
Case in point, Linden Lab used to provide detailed user statistics for Second Life, then stopped, aside from the rare announcement of their MAU (monthly active user) figures. The company largely left the gathering and reporting of statistics to crafty folks who were able to scrape data from various sources. If you’re looking for some up-to-date SL statistics (as of Sept. 30th, 2022), Daniel Voyager reports:
daily Second Life user concurrency figures (i.e. the number of avatars online at any one time) range from 27,000 to 51,000. with a peak of 55,737 on Feb. 5th, 2022
the official Second Life website regularly gets over 10 million visits a month
27, 453 grid regions (more commonly known as “sims” in SL; please note that, unlike Decentraland, there is no artificial scarcity in virtual land in Second Life, since Linden Lab regularly creates and leases out new land to meet demand)
While we cannot directly compare DCL’s unique daily visitor count with SL’s user concurrency figures, we can compare the latter to the number of currently connected users on the various DCL servers (here, and here). While certainly better than the 38 figure touted in the CoinDesk article, the 530 user concurrency figure for Decentraland pales in comparison to the 27.000-to-51,000 user concurrency figures for Second Life.
Now, let’s focus in on one of the statistics Decentraland shared in its rebuttal series of tweets. 6,315 avatar wearables sold in one month seems to me to be a relatively small number, especially when you compare it to the sales juggernaut that is Second Life (both in-world store sales and SL Marketplace online sales, the latter of which would be the most direct comparison to Decentraland’s Marketplace).
I don’t have exact stats on SL sales (again, they can be hard come by), but a January 13th, 2022 Linden Lab press release stated that “Second Life has had one of its strongest years ever, with a growing user base and booming economy including an annual GDP of $650 million USD with 345 million transactions of virtual goods, real estate, and services.” Second Life’s non-crypto economy appears to be doing well!
Metcalfe’s law states that the value of a telecommunications network is proportional to the square of the number of connected users of the system (n2), and I suspect that this rule would also seem to apply to social VR and flatscreen virtual worlds: the more users you meet on a metaverse platform, the more popular it becomes.
Hopefully, this becomes a virtuous circle, where more users lead to more events, more engagement, and people telling their friends, family, and colleagues about “this cool place I’ve found,” and getting them to join. But it can also lead to a vicious circle, where people eventually stop visiting a platform because every time they log in, there’s next to nobody there, almost zero events happening, and little or nothing engaging to do.
Given the resounding crash of the NFT marketplace overall, and the resulting growing antipathy towards crypto and NFTs after a series of well-publicized failures and scams, even those legitimate NFT metaverses which have actually launched a working platform (Decentraland among them) are facing unprecedented pressures. Both crypto prices and sales volumes for all these projects have crashed, leaving those who bought at the top of the market wondering when they will be able to recoup their investments.
Another thought: the 1.3 billion dollar ecosystem mentioned in the title of the CoinDesk article is a bit misleading, too; this valuation is, as far as I am aware, based on what people actually paid for their virtual lands, avatar accessories, etc. Of course, in the current crypto winter, these assets are probably worth a lot less today. However, since the investors won’t realize a loss until they sell, they can cling to the inflated value of their NFTs (or, as the cryptobros like to say, “hodl”, short for “hold on for dear life”).
Molly White, the creator of the sarcastically-named website Web3 is going just great, has written an excellent article on cryptocurrency “market caps” and notional value, which I recommend you read to get a better picture of what’s going on in this space. It’s all too easy to blindly accept what promoters are telling you is the “value” of cryptocurrency and NFTs. Molly outlines some of the shenanigans used to artificially inflate these “values”, such as wash trading. (And check out her website!)
O.K., let’s just wrap this editorial up with an executive summary: Decentraland is not as bad off as the CoinDesk article might suggest in this misleading article, but compared to other metaverse platforms like VRChat and Second Life, it’s lagging behind in usage, despite its billion-dollar valuation.
Of course, even 8,000 users on a given day is dismal for something that’s supposed to be the future of online communities. And if blockchain is the underlying economic mechanism of the endeavor, it’s outright embarrassing if only a few dozen transactions are happening per day.
In short, it’s a perfect example of the kind of massive disparity between market value and actual users that has been plaguing the Web3 world for years, and could also be indicative of a serious slowdown in appetite for virtual real estate and other blockchain-related assets, including cryptocurrencies and NFTs
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.
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 knowI 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! 😉
Following a big spike in usage in the midst of the coronavirus pandemic, social VR app VRChat has reached a new record of 24,000 concurrent users. Its creators say the surge was driven in part by the launch of Quest 2 and virtual Halloween festivities.
…
Indeed, with more users joining VRChat from Quest and now Quest 2, the app reached a new record of 24,000 concurrent users over the Halloween weekend, CEO Graham Gaylor tells Road to VR. This eclipses the previous record of 20,000 concurrent users in early 2018 when the app went viral on Twitch.
It would appear that a great many people, who would normally socialize in person at parties and bars at Hallowe’en, chose instead to stay home and strap on their VR headsets, due to social gathering restrictions imposed by the pandemic. One poster on the Coronavirus subReddit commented:
Extrovert here and struggling. Thankfully buying a Quest 2 has ACTUALLY been quite the pleasantly surprisingly alternative for me. Especially the VRChat clubs which remind me of my nightlife. I know not everyone can do it but I wish my friends still travelling and partying would give it a shot too.
This new user concurrency figure smashed a two-year-old record, when VRChat suddenly and unexpectedly went viral back in 2018 (largely due to the influence of livestreamers and YouTubers such as PewDiePie), reaching a peak of 20,000 concurrent users on Steam.
You might be surprised to learn that only half of VRChat’s current users access the app via VR headset. Road to VR reported:
Of course it’s worth noting that VRChat is not exclusively a VR game; it supports VR and non-VR modes. Interestingly, Gaylor indicates the app’s share of VR users has actually grown significantly in the last few months. Earlier this year in April around 30% of VRChat users were using VR; in October the share of VR users was up to 43%.
Among the 24,000 concurrent users specifically, Gaylor confirmed that an even larger share of users—52% or 12,500—were in VR.
Adeon isn’t surprised: “Confirms a lot what I see too. I have lots of friends that have an Oculus Rift, but still choose to run the Steam version on it, just because of Steam’s social features, and Oculus requires Facebook to have Oculus friends. That’s one major oversight for Facebook. People don’t want to use the platform if its social features aren’t cross-play with their friends’ setups.”
It’s an oversight—and a paradoxical one: The main point for requiring Facebook log-in, an Oculus developer recently told me, was to encourage users to interact more in VR with their Facebook friends. (Data harvesting for ads being a secondary goal.) But because so many gamers have strong social connections apart from Zuckerberg’s social network, the Facebook log-in requirement can actually disconnect them from many of their friends.
That to one side, VRChat’s usage growth is impressive. I would not be surprised if its monthly active user numbers have also surpassed that of Second Life as well.
I have been enjoying my self-imposed vacation from the blog. It’s given me an opportunity to step back, enjoy the all-too-brief Canadian summer, and reflect a little bit. I’m going to start easing back into blogging over the next week. There’s certainly no shortage of things to write about!
Yesterday, Gindipple shared his most recent compilation of Sansar user concurrency statistics, and while they do show a slight increase in the average number of users over time, it’s clear that users have not exactly rushed to embrace Sansar in the way that Linden Lab has been hoping:
It’s now almost two years since Sansar opened its doors to the public, and general user concurrency is still only in or around the mid-20s level. This has raised questions of Sansar’s sustainability, and whether the Lab have set any goals for the platform that need to be achieved in order for it to be continued, etc.
Landon McDowell, the Lab’s Chief Product Officer, and the person most directly in charge of Sansar’s development, responded thus to one of these questions:
I am not going to put any date on the board. I think we’re taking this day-by-day, week-by-week, month-by-month, release-by-release, and we want to see what is happening and what is resonating and what isn’t … I believe steadfastly in the future of virtual worlds, that what we’re doing here is really important … Are we happy with the result? I’m not happy with the result; I would want a million people in here today, and we’re obviously not there.
But in terms of sustainability, I think we know what our limits are, and we are proceeding accordingly. If we have 50 people in here in a year then yeah, I’m going to be really massively disappointed. I think everybody here is working hard to make this an absolutely monumental success … I feel that everyone that’s here is here because they’re digging something about what we’re doing, and I want that to spread like wildfire quite frankly. So we definitely have hopes and ambitions.
But again, I’m not going to put a dot on the board of, “this date and this time, this number of users”. I think we want many more users in, and we want them relatively quickly, and we go from there.
While it is good news that Linden Lab appears to have no internal make-or-break date for Sansar, the fact remains that the company is putting time and money into a platform that, so far, is not attracting a lot of use.
The elephant in the room of social VR, not just for Linden Lab but for all companies in this marketplace, is sustainability. Many companies are pouring resources into various social VR platforms, in hopes that they will be able to relight the same spark that ignited over a decade ago with Second Life. Most projects have not had a great deal of success yet. The few social VR platforms which have attracted some attention to date (VRChat and Rec Room) face a daunting transition to an in-world economy, plus a slew of technical problems trying to shoehorn their experiences into wireless VR headsets like the new Oculus Quest in order to reach the broadest possible potential audience. Add to that rumours that Facebook is reportedly working on a major social VR initiative for all its Oculus VR hardware users, which will likely upend the current marketplace. The road ahead is rocky indeed.
Oculus Quest support: As has been previously indicated, this is not currently on the cards. The Quest processor and general capabilities are seen as being unable to handle to quality of content LL want to provide without massive amounts of auto-decimation, which can be problematic. However, as the capabilities of emerging VR systems continues to improve and Sansar improves in terms of performance limits, the hope is that the two will converge at some point in the future.
And that convergence may come sooner than you think. It is interesting to note that at least one eager early adopter has reported that he is able to use the PC streaming app ALVR to play Sansar on the Oculus Quest. (“PC streaming” refers to the use of sideloaded Quest apps to enable your desktop computer to stream VR games directly to your Quest. You’ll have to sideload the app onto your Quest, and then install a coordinating PC program before you can start playing. These programs, such as ALVR and VRidge, are new, highly experimental, and currently require a certain level of geek skills to set up and use. But they will no doubt become easier to use over time.)
However, as Landon McDowell says, I’m still a fervent believer in the future of virtual worlds. I still believe it’s a question of when and where, not if, social VR takes off and virtual worlds have a renaissance. High Fidelity’s recent pivot towards business users is just one example of a social VR company adjusting its sails to meet evolving conditions. Expect more such shifts as the market grows and changes.
Stay tuned! As I often say, things are getting interesting!