The future is now......So I say to my friends each time I tell them about two of my favourite online games, Second Life & Entropia Universe.
Most of them awe when I talk about making millions just by playing a game. And even if it sounds far fetched, it’s the simple truth. These particular games offer the participant a chance to make money using creativity and skills.
While in Second Life the main attraction is to create things yourself and sell them to make money, in Entropia Universe its about getting that massive loot while doing an activity like crafting weapons, or mining the ground for valuable resources.
In this post, ill compare some important aspects of these two games. For an easier view, I will refer to Second Life as SL and Entropia Universe as EU.
Credits = Real Money!
One thing these two games have in common is that to buy things inside them you will need to pay real dollars for ingame credits. While in games like World Of Warcraft you only pay a monthly subscription, in SL and EU you have to buy credits from the publisher. SL also has a subscription that allows you to own your own land and a second character. EU has no monthly payments.
If you want to convert the credits you have earned/bought into real money, in SL you need to sell them to other players, while in EU the publisher itself makes the exchange.
This is important, because in SL the credits value tends to be dictated by how much players are willing to pay for them, while in EU the credits are tied to real life dollars.
User Made vs Already Made
One of the biggest gaps between SL and EU is the content. Content in SL is purely made by players. Linden Labs provides a land section that is available for credits.
The rest you can make using an advanced 3d construction system, based on building blocks called “Primitives”, and with the use of a complex script system to make things work. With enough imagination and skills, you can be making lots of credits in no time.
In EU, all content is provided by Mindark. This can be frustrating at times, especially when you play a game like SL where you see the most amazing things built by players, like jetpacks, cars, and fully scripted slot machines.
On the other hand, Mindark servers and databases are clean. The good thing about not giving players a chance to make their own items, avoids alot of trash and content overload. This I believe is what makes EU stable, while SL needs a daily maintenance and extended downtime periods.
Stability
SL is frustrating at times. Lots of lag, database mistakes, rollbacks, malicious scripts that take the game down and flood the databases, getting stuck on an area without being able to get out for hours. While their construction system is quite amazing… Players make so many things and upload so many content, that the game is constantly down due to overloads. Eventually, you will get annoyed by this and simply log off and go play another game.
EU is the opposite. It rarely goes down, 99% of the time servers are up, and has small maintenance periods, which usually are used for Version Updates (upgrades).
Business Opportunities
The main attraction to these worlds is money. Let’s face it, playing a monopoly game is fun, but gets boring. While if there is real cash involved, it’s a whole different story!
You can make a fortune in both games. The difference lies in the approach.
In SL, you will need to make use of creative skills or real estate management to make a good sum of cash. Being it by creating items like clothes, furniture, houses, or just buying and selling land. There is a very successful player that has made over a million dollars by buying land, equipping it with houses, gardens and the lot… and selling for a higher price.
In EU, the way to make money is to buy and sell anything you can get your hands on. But prices are quite different then SL's. While in SL a small land area costs about 50$, in EU any land area has a cost of 25000$ and its rising. And as for items, most clothes you see in SL cost no more then 5$, clothes in EU can cost up to 2000$.
The problem is, most items you buy in Second Life aren’t tradable. You buy once and they stay in your inventory until you terminate your account. But in EU, you can resell items you buy and make a percentage. Many players have this approach, which causes a high inflation in the items. Not many months ago, virtual guns were being bought and sold for 4000$... and nowadays they cost 14000$. In just a few months! Amazing at the very least.
Express YourselfSexy hot naked girls. Orgies. Bondage machines. Raw virtual sex. Scripted emotions, genitals, poses. This is the true market of Second Life. If there’s something that generates lots of income its this. You need to have at least 18+ to play the game, so no harm there. If you are -18, then there’s SL Teen, where this kind of content is not allowed.
SL is all about expressing yourself thru actions, clothing, character skin and body. Its common to see huge lands with thousands of displays full with clothes and skins. You can pimp yourself up in anyway you want, you can even transform yourself into a furry kitten if you like. Its all about fantasy and roleplaying, making justice to the term “player”.
In EU you can’t remove your underwear. The clothes are old school looking, there’s a basic number of emotes, some of them absurd. Painting a piece of clothing can cost up to 1300 dollars
(!) and the avatar meshes are outdated and look odd when the avatar talks or smiles. If you want surgery it will cost you, the success rate is low, there’s only a few surgeons ingame capable of doing it, and none of them has unlocked the full range of modifications available. With today's gaming technology, there's no reason to keep things so basic.
Technical SupportSL support is good. They have a daily newsfeed, future events and updates scheduled, even an official forum that is moderated by official people from Linden Labs. Transparency is the key word here.
But Mindark is mysterious. The technical support rarely gives an explicit answer to players questions, changes are made to the system without previous warning, and if a player gets hacked, 1 out of 10 times he gets his possessions back. This can be very frustrating, and in turn takes away any trust that a new player has on the game. It should be different, afterall, things are
very expensive in Entropia.
The average player ends up depositing thousands of dollars to get hold of some decent gear, clothing and estate. Then if for some reason he has problems, and asks for help… He will most likely get an automated excuse from the support saying they cannot help. There isn’t even an official forum.
Its understandable in a way... Real money makes them cautious. If Mindark helped everyone and told people about their decisions and ways of management, people would end up using that information against them and abuse the system. To prevent such problems, they tend to keep players in the dark.
What Lies AheadGamers tend to play games once and never look at them again. No matter how fun and impressive a game is, it gets pointless. Either because you’ve reached the top and there’s nowhere else to go to, or because you’ve made so much monopoly money, you own everything and you are still as poor as you were in real life when you started.
The future is always uncertain, but these two games have been going for a few years now. While others have failed, they kept on growing. Its likely that both will grow even bigger, as they are based on real money. That is key to maintain the interest of players.
Personal noteThe most curious thing is that after one and a half years playing Entropia Universe, I can’t get enough of it. Its addictive, my items grow in value, my character is stronger then ever and I don’t feel the slightest boredom.
I have a name that people know, made many friends and even business connections to the other side of the planet thru it. It acts as a door to the world, opening many possibilities.
Ill be staying for a long time, that’s for sure.
J.