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Originally Posted by Malachi The only reason that I've been able to figure as to why there are so little entrants into the Second Life space is that it has just failed to meet the market desires much like its nearest analog: There.
There is a wealth of information at MMOCHART.COM but the chart I find most compelling is the relative contributions to MMO subscriptions by game as attached. I'm not sure if I can even find the bars for SL or There in that chart. In short, SL type MMOs are viewed as money pits at present. Considering that SL Alpha took perhaps 10 developer-years to create, market entry would be trivial for anyone who thought they could make a buck off it; I don't think anyone presently does. And the more corporate cash that gets thrown at SL, the worse the business case for it looks. |
I agree with what you're saying, but MMOchart is normally 6 months to a year behind. The chart you linked to is from July 2006, a month after the massive influx of unregistered accounts actually began.
I don't know what they track - probably some 200-300,000
SL users are actually paying members (a number very competitive with COH, EQ2 and a couple other MMOs). The rest are on freebie accounts. If you count freebies (and especially freebies who never log in),
SL would be up close to the WoW numbers for total "subscriptions".
But it'd be a bogus number.