My biggest problem with Second Life isn’t even its craptastic graphics, its spectacular pointlessness, its user-unfriendliness (just who was that monstrosity of an UI designed for? Even Microsoft should be crying), the completely LSD-induced environment, or the fact that the IQ of most users doesn’t even seem to approach double digits.
No, not even the spectacular dissonance between the hype, the serious business facade, and what actually is going on there. That’s tolerable. After all, players on Argent Dawn somehow put up with all the night elf lesbians in Goldshire, not to mention all the angsty, vengeful refugees from Lordaeron whose biographies look like carbon copies of each other with just a few names changed.
Not even the utter lack of Genuine People Personalities™. The angsty refugees and witty draenei prostitutes whose behavior goes “against everything the naaru stand for, and for everything a human might lie down for” may not be the best this version of Azeroth has to offer (in fact, there are some pretty mature and interesting roleplayers out there), but it’s better than nothing—as long as there is a clear degree of in-character/out-of-character separation. “Avatar rights are not human rights”, indeed!
No, my biggest complaint can be summed up by one quote from H. G. Wells: If anything is possible, then nothing is interesting.
Linden’s motives were apparently benign, although they did and still do mostly support SL for the purpose of making money out of it. The problem is that the not-players took the “anything is possible” idea too far. Since this not-game essentially has its own toolset built in into the main UI and worldbuilding options are displayed everywhere by default, people started adding all kind of crazy stuff into it. TV Tropes said it best about the trope that describes the setting:
…Basically, every concept or creature that has ever touched upon on popular culture is not only real, but has a vested interest in the main characters. It is, perhaps, a Fanfic Chop Suey about all of popular culture. However, despite the rampant weirdness, everything superficially appears to be identical to the present day.
Except for the “main characters” part, the “Planet Eris” trope describes the world of Second Life to a T. Utterly random, without any internal logic whatsoever—and since it’s possible to make just about anything there, it crosses the line and everything becomes pointless. It deprives you of your in-universe hard work in making something possible and just presents it ready-made. Of course, “virtual words are supposed to be fun, not hard work”. But there needs to be some motivation, a sense of excitement, and most importantly, the process of acquiring virtual assets should be fun too.
WoW managed this—and that despite never being marketed as anything other than a game. Leveling is fun, mostly. Acquiring in-game money is fun, and Blizzard tries to make sure it remains so (although I admit, extorting real money out of users for the permission to improve the world is an ingenious move on Linden’s part—not so fun for the average not-player). Maybe too much, hence all the complaints from hardcore gamers about “dumbing the game down” in expansions and patches—it never occurred to them that the parts that are unrewardingly hard were not supposed to be hard in the first place, but were a result of sloppy game design back then, and Blizzard got better.
The “gamist” aspect of WoW works organically with the “virtual world” aspect. There are perhaps even better solutions, but they’re yet to come. For now, Blizzard’s game has sprung opportunities for social interaction that Linden’s monstrosity can only dream of. Even it is too fringe, perhaps. The majority of the player base are not hardcore raiders who take down Illidan in highly-coordinated attack patterns, but people who see it purely as entertainment, who log in for an hour or two a day just to vent off stress, or who play it at weekends. Blizzard is heading there. The UI is minimalistic yet clear and efficient, and offers opportunities even the developers didn’t foresee. (Using the raid interface for organized roleplaying events, anyone?) In fact, the holidays, “useless” but pretty-looking items and new emotes can be an indirect acknowledgement of the game’s unusually successful social side.
Sure, it’s restrictive. Sometimes too much, the environment is too static. But it’s quite close to the balance between reasonable restrictions that constrain players to the laws of the world and technical restrictions caused by imperfect software. Second Life is pure, unrestricted, open-ended randomness as far as the eye can follow.
In the end, the target audience of virtual worlds are the same as for today’s social networks: ordinary, unsophisticated people, Uncle Joe and Aunt Jane. They just want to enter the world and explore it, and they want everything to Just Work. They don’t want to spend hours just studying the user interface, or wondering why half the other people are naked or transformed into weird animals, why the camera is laggy, and why objects just appear out of the blue. They may not be interested in killing monsters and selling their stuff, or putting up with 15-year-olds with the IQ of plankton not knowing how to spell, and that’s what puts them off the alternative. Still… Blizzard got dangerously close without trying, and Linden tried hard and failed.