Day 2 here at the MetaMeets conference in Dublin and some ideas on the future. While we are seeing millions and millions of people jumping into Facebook games, the uptake on 3D Immersive Online is more or less flat. Why?
1. Wrong Target
While SL defined a kind of virtual online experience, the Virtual World as a consumer offering is not scalable. The "land" concept benefits mainly the platform operator and not the content creators--who pay more for that resource than in general they can recover (ok, some people beat the casino, but most don't). The fetish about being a "land owner" or the belittled role of being a "resident" are not compelling to mainstream audiences.