Second Life is interesting to me - I truly respect the service, but I don’t love it.  That is, I have a lot of intellectual respect for the way they’ve run their business - they’ve been bold, innovative, and relentlessly experimental.  But the service doesn’t grab me emotionally.   I also think that their high technical barriers to participation and the fact that SL is a closed standards system ultimately deters them from reaching mass market adoption.  Yes, they get a lot of publicity and their logins are growing at a fast clip - but I suspect there is a significant amount of churn. I spend a lot of time in the area of virtual worlds - because I think we’re just at the tip of the iceberg here.   

One day, there will be an open standards based platform that makes virtual asset/world creation as easy as choosing templates and widgets for your MySpace page.  In fact, today’s social networking services like MySpace and Flickr already incorporate some smart game design principles, such as levelling up, collecting virtual objects, and homesteading in the form of customization. I expect that virtual items will one day become a far more legitimate asset class and that there will be much improved liquidity for these assets in the future.  It sounds absurd, but there are some basic economic reasons why this concept of real money trade (RMT) makes sense, despite all of the negativity that RMT receives from the core gaming community:
1) Virtual goods can confer real economic utility,
2) It can be much cheaper to buy virtual goods than procuring them via more traditional methods - such as actually spending the requisite time necessary in-game or in-world,
3) Virtual goods can generate attractive investment returns.
The folks who are already making their living in Second Life know this and they are the pioneers for what is to come. What the Electric Sheep Company and Edelman PR is doing with this business plan competition is exciting and I’m happy to be a small part of it.   For the record, CRV is not investing in any of these virtual Second Life businesses - I’m merely a judge.    I’m interested to see how these real entrepreneurs adapt to problems that aren’t idiosyncratic to virtual worlds (the stability of the currency) and ones that are idiosyncratic (how the recent CopyBot problem may mean that only services centric businesses can thrive in Second Life.)   Also for the record, I don’t believe that the current patterns of real estate values in virtual worlds will hold - for reasons that I’ll get into in a later post.