Well, 2005 was pretty good overall, but who cares, right? I always thought that it was more fun to look to the future than to wallow in the past. I've been on vacation for the last 2 weeks, and have a few more days before I get back to work, but there is nothing like taking long, cold walks on a north pacific beach looking for the tell tale signs of razor clams (blood stains) to get a young man thinking about his company's future.
Don't worry, I'm not the only one thinking about this stuff – there was a fair amount of discussion going on in the office before I left about what Linden Lab should be doing in 2006. The discussions seem to be revolving around the idea that we might “tip” in the coming year. Tipping refers to the explosive change rates that some social phenomena exhibit suddenly and mysteriously. Think SL going from 100k to 1 million residents in a month or two.
Now, obviously, 1 million customers would be awesome in terms of pure business numbers. I wouldn't mind being able to retire at 26 (although I suspect it might be a bit boring). However, I would guess that anyone who reads my scribblings knows that we are not quite ready for that. We are keenly aware that there are a few places where we are short. First of all, our servers would collapse under that load. Secondly, the product it's self needs more work to be mainstream enough to “tip” - we need to make a more polished, easier to use Second Life, and in case competition shows up (which we think is very likely this year) we need to continue to innovate in our feature set.
Now, we have limited resources. Not as
limited as we did at the start of 2005, but we learned with 1.7 what
happens when we try to do everything at once – not enough. This
creates a tension between Scaling, Polish, and Innovation. We can
either divert all our resources and do a lot of one, or try and
balance them out and do some each of them.
If we work on a single goal, it will be scaling. This is by far the most critical – as long as we keep the servers up and running, we should be able to stay flat on user acquisition – we can re-architect the system to the point where we can scale to our target number, and then start working on polish and features again. We probably won't “tip” this way – but we can guarantee a tip won't burn the grid into the modular flooring of the colo.
Unfortunately, while scaling is critical, it is also boring. I know that some residents are getting a little disenchanted with what they feel is a slowing rate of feature addition. The early adopter dream of the metaverse is the platform, the open, infinite feature set world where everyone has their own completely customizable domain. Linden Lab has talked up this goal now for a few years, but lately, it has been hard for the end-user to see any progress made in this respect. The early adopters and long time creators get bored, and use SL less. Losing our hardcore residents won't help us tip.
Similarly, new users are often discouraged when first using Second Life with what is sometimes called the “learning cliff' (learn to fly before you hit the bottom?). There is a lot that can be done that will help new users – I've touched on buying new land before, but our UI is still pretty dense and scary. There are some features that 90% of the people in Linden Lab don't know how to use, and yet we want people to have a good experience inside of 1 hour. Then we go adding MORE features, and trying to squeeze the UI widgets wherever they will fit. We will never tip if we can't do a better job of getting new users hooked faster.
I think we need to do all of it. But we need to maintain the proper tension between them all. Scaling is going to be our top priority, but we can not ignore innovation and polish if we want to tip. Finding the right balance will be one of the most difficult challenges we face in the next 12 months. I think the content team will be able to help with this a lot, so I'm really looking forward to this next year, it will be an exciting one!





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