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Second Life. A blank canvas type of game with pretty solid building tools that basically let your imagination be your limit of what you can do and build inside the game.
A HUGE and insane shopping world full of millions of products that be purchased. Woman who love to shop would have an absolutel blast in this game I'm thinking.. especially with all of the cool clothes and shopping stores throughout the world already.
A game where you can be patient (like I have) and earn your in game money... or you can simply convert your money into in-game money at about a 360 to $1 (US) rate.
But I just noticed on the Second Life home page. Money spent in the game just today is currently at $7,158,000+ and counting. That's US dollars. That's in less then one day. So even if the game has just 7 million bucks passing through it every day on average... (and that average might be more) that's still over 200 million passing through this game per month! That's crazy for a game like this. This isn't World of Warcraft for crying out loud. And I understand that all of that money is not pure profit for Linden Labs, the company behind Second Life. But regardless, people have given Linden Labs over 7 million dollars just today to aquire things or in-game money.
That blows my mind. Maybe I am missing something. I guess I just never realized how much money these kindof open world games can truly generate. And this is a game that, for the most part, has no monthly fee folks.
Comments?
- Zaxx
Comments
That's true GL.
To take things further...
I know that stats can be decieving. Especially when a lot of the figures are only predictions or guesses... but the money spent in this game just today has really blown my mind. The homepage says about 7,100 players are online right NOW. And 315,000 total residents in the game. Hmmm. I'm gonna say that out of those 315,000, 25% would be a very high guess at the portion of those residents that have logged into the game TODAY to spend some of that 7 million US dollars. Sooo... say 25% of 300,000 is approx 75,000 players....spending just over 7 million in the game means that it could be pretty safe to say that ON AVERAGE, EACH PLAYER THAT HAS PLAYED SECOND LIFE TODAY HAS SPENT MORE THEN $93 US IN THE GAME! Wow. And that's an average sure. And I think using my 25% makes it a pretty conservative average actually. I don't honestly think there would be that many people out of the total 315,000 logging in "today". (If less people logged into the game today and spent that 7+ million.. then the average bucks spent would be even higher)
Mind-blowing.
Surely I have got to missing something.
Sheeesh.
- Zaxx
Seriously though, I bet someone did the math on eve online, it would be about the same as well. If you use a "3rd party isk buying website" your converting USD into isk at a set rate. The eve online staff I imagine would blow second life out of the water with how much "real currency" is flying around everyday.
=====Dedeko
Okay, after thinking about it.. I think Linden Labs is trying to inflate their "US Dollars Spent Today" to make the game seem a LOT more successful that it actually is. Heh. It only seems like that figure would be real money converted into game money.
I think what that figure really is.. is in-game money that trades hands between players inside the game.
For example I just started this game recently. And I haven't converted any of my real cash into the game. I won some in game money from contests and stuff. Then like today, I went to a casino and played Blackjack 21 at a Blackjack table for a good two hours and made quite a bit more actually. But I went down and up.. down and up with my money and eventually stopped and decided to take my winnings and call it a day after a good while.
But when I was betting, I was betting 100 "Lindens" each hand (At a rate of about 360 to a dollar or something, I was spending a little more then a quarter each bet. So When I placed my bet, it said I gave {the owner of the BJ table} 100 lindens. Then I either won the hand or I lost. If I won, then {the owner of the BJ21 table} gave me my 100 Lindens back and then 100 Lindens more. So money passed back and forth like this for a good two hours. If each time we trade money as I played, then if that was converted into US $ each time as part of that "US money spent today" then that could really add up. Add in all the money that changes hands in game when people buy objects, clothes and other junk from the in game stores and vendors, and it could add up in a hurry.
That has to be what they mean by "US $ spent today". There no way in hell people are converting $200 million + per month into game money. Why do I say that? Well, think about it. We all know World of Warcaft is easily one of the most successful mmos out there by a long shot. And it's monthy fees at $15 per month times even 7 million is only just over 100 million per month. There's no way in hell people are spending $200+ per month of real cash to covnert into game money for this crazy game.
That's what they want you to think when you see "US Money spent today: $7,158,278.00" on their homepage though.
Nothing but BS and very decietful hype. Hehe. A lot of money being traded in the game, sure. But that's a ridiculous and pretty meaningless figure. Means nothing at all really, even though they want you to think it means they are some monster mmo when you look at their homepage.
- Zaxx
Double post. Sorry.
I could of wish that a metaverse style mmo would be a lot more of a game, have customizable avatars like secondlife, and no currency involved than just another place to invest your money or do business with real currency with.
Just my dream though.
-- AVOID THESE MONEY SINKS AT ALL COST --
--
Note: PlayNC will refuse to allow you access to your account if you forget your password and can't provide a scanned image of the product key for the first product you purchased..... LOL
pretty amazing considering I have yet to have met anyone in real life, OR on the internet that has even played the game...
much less..even heard about it.
makes you wonder how much revenue a typical type fantasy/sci-fi MMO would have if it used the same strategy?
"If you want a picture of the future, imagine a robot foot stomping on a human face -- forever."
Bingo. Welcome to marketing.
Nevertheless, there really is an exceptional opportunity out there for a "Sims" experience in the online world. The Sims Online completely screwed it up by not allowing players to import mods. Second Life and There are interesting, but still a premature concept.
Someone will make a disgusting fortune in this space at some point in the future. Mark my words.
It probably is inflated.
Just like nice PR for Project Entropia: Man pays $100 000 for virtual property...
"Jacobs, various news sources reported, was an independent filmmaker and
DJ who intended to run the station as a virtual nightclub and resort.
What no news services (to the best of my knowledge) ever reported is
that Jon "Neverdie" Jacobs worked for MindArk as their "Project
Entropia, US Spokesman." He was a speaker at the Digital Hollywood
conference in 2004 on internet gaming, and his (presumably
self-written) biography says that his responsibilities for Project
Entropia include "business development, marketing and content
acquisition"... So it turns out that the "sale" of Space Station
"Neverdie" was from MindArk to, um, one of their marketing and PR people"
whole story
I tried that game, it's free to have a basic account.
It is really a waste of time. There is NOTHING in it. Beside fool around, chat with people, play a few very simple gambling games, and have fake sex through script. Yes players can design new skin, clothes, jewelries, objects, anything they like, and sell to other players in their "shops". And can design their own houses. Which is why so many people need in game currency to spend. Yet they don't really have any good way to make money in the game, thus everyone just buy. And it is legal to do so. There is even option in the game to buy in game currency.
It's a silly game really.