Earlier I discussed the pitfalls of Second Life's clunky and overcomplicated interface. My opinion hasn't really changed.
But what's even more distressing are the reports of unreliable servers. Many Second Life users dump countless hours into creating and acquiring different items, including physical objects and clothing (see a particularly hideous example on my avatar here). Many users make and sell objects through the game's economy, meaning that people have invested real US dollars into their Second Life experience.
But what's even more distressing are the reports of unreliable servers. Many Second Life users dump countless hours into creating and acquiring different items, including physical objects and clothing (see a particularly hideous example on my avatar here). Many users make and sell objects through the game's economy, meaning that people have invested real US dollars into their Second Life experience.
So imagine the anger of thousands of seething users whose inventories have abruptly disappeared. While the last documented instance of this happening was about a year ago, that doesn't guarantee that future problems won't arise.
In my experience with massively multiplayer environments, the integrity of one's avatar is essential above all else. People will slave away for days, weeks, even months to acquire particular physical traits to distinguish their avatars from the masses. World of Warcraft, for example, has driven some of my friends to spend dozens of hours combing the fields and forests of the in-game world in search of rare clothing and equipment. It's not just an aesthetic issue; it's a matter of pride and distinction.
But at least you can't break your wallet over WoW; the player-driven economy is driven by in-game currency which cannot be purchased with actual money.
But when Second Life can't even keep track of its users' belongings, it doesn't bode well for the developer's commitment to its fans.