Linden Lab has spent $1.3B constructing Second Life and paid $1.1B to creators (up to date)

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Linden Lab has spent $1.3 billion constructing the Second Life digital world, which debuted again in 2003 within the first period of the metaverse.

And Second Life continues to be round right now. Philip Rosedale, founder and former CEO of Linden Lab, and Brad Oberwager, government chair of Linden Lab, spoke with me concerning the magnitude of the funding that has gone into the Second Life platform and the income paid out to creators. Actually, Linden Lab has paid out $1.1 billion to creators since 2003.

Roblox famous that a few of the numbers on this story weren’t correct comparisons, so we’ve up to date the story with their very own responses and glued inaccuracies (up to date 12/21/24 at 1:57 p.m.).

These numbers characterize an enormous digital enterprise that’s good to recollect as all of us proceed to debate the metaverse, the universe of digital worlds that sci-fi of us would like to see linked collectively in the future as the subsequent era of the web.

Second Life is a spot for creators.

In fashionable discussions concerning the web, Second Life — which was impressed by the 1997 Neal Stephenson novel Snow Crash, the place the time period “metaverse” first appeared — is commonly dismissed. Actually, individuals usually take into consideration Roblox, Fortnite and Minecraft as right now’s frontrunners for the metaverse.

However Second Life continues to be round with a comparatively small variety of customers compared to the frontrunners (Roblox has 89 million day by day energetic customers). These customers are devoted and so they have been on the platform for a median of round 14 years, Oberwager mentioned. Second Life additionally has an economic system of about $650 million a 12 months, constructed on the shopping for and promoting of digital items created inside Second Life.

And since Linden Lab shares 90% of transactions with creators and solely takes a ten% minimize, the overwhelming majority of the cash generated by means of commerce is paid to the creators themselves. It is a testomony to the energy of the creator-based economic system and our residents who help them, Oberwager mentioned. That 10% minimize allows Linden Lab to make use of round 160 individuals.

“I started looking into our numbers and it turns out we have eclipsed some pretty big milestones,” Oberwager mentioned. “While Roblox is 500 times our size (in daily active users), they have only paid out 10 times more than us in terms of payouts to creators last year.” (On a trailing 12 months foundation).

Linden Lab founder Philip Rosedale (left) and executive chairman Brad Oberwager.
Linden Lab founder Philip Rosedale (left) and government chairman Brad Oberwager.

As of June 30, 2024, Roblox has shared $2.8 billion with the group since 2018. Throughout the identical interval, Second Life has paid out about $500 million. Which means in that point that Roblox paid out 5.6 instances as a lot as Second Life.

Roblox mentioned it paid out $803 million to creators in 12 months ending June 30, 2024. About 20,000 Roblox customers take part in its DevEx program. Oberwager mentioned Second Life has paid out $79 million previously 12 months ending June 2024.

Roblox has about 145 instances extra customers than are in Second Life (which is someplace round 600,000 gamers). And Roblox has a 27% income share for these creating video games. And for these creating avatar gadgets and paid entry experiences, Roblox shares as much as 70%.

Roblox famous these shares don’t keep in mind the instruments, internet hosting, distribution, platform charges, and different providers Roblox gives which is completely different from conventional fashions. These providers are included within the share that Roblox takes as its payment (Linden Lab didn’t embrace these both).

Linden Lab has been round longer (Roblox was based in 2004, whereas Rosedale began Linden Lab in 1999). It has had extra time to speculate, whereas Roblox has had a extra spectacular progress fee. However the comparisons are enlightening.

In consequence, Linden Lab’s calculations about its economic system are fairly spectacular in comparison with Roblox. About 30% of Second Life creators earn over $1,000 yearly, in comparison with 0.2% for Roblox. And seven.4% of Second Life creators earn over $10,000 yearly (in comparison with Roblox’s 0.07%). Roblox mentioned It will be extra correct to match in opposition to the 20,000 within the DevEx program. Oberwager mentioned Second Life’s quantity to match in opposition to is 26,000.

By Oberwager’s calculations, this implies creators in Second Life are 100 instances extra more likely to earn over $10,000 than on Roblox. And they’re 27 instances extra more likely to turn out to be a millionaire. Oberwager thinks this can be a massive assertion about equity and alternative. Second Life’s payout system creates an egalitarian setting, the place mid-tier and top-tier earnings are much more accessible.

Neither firm has accomplished its 12 months but so the numbers for now are tough comparisons. However Rosedale mentioned it’s price noting that Second Life turned worthwhile inside six years, and through that point the corporate had solely raised $25 million and it nonetheless bought to profitability in 2005.

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Second Life is a spot for expression.

“We have spent over a billion dollars investing in Second Life as of this year. What we’ve spent is not what Roblox has spent, but it’s not far off,” Oberwager mentioned. “The reason why our payouts are close is we’ve spent all this money to support the creators.”

He mentioned the purpose of that isn’t to bash Roblox. Quite, it exhibits the completely different paths that corporations can tackle the highway to the metaverse and the way they’ll embrace user-generated content material. Up to now 12 months, Second Life paid out about $78 million to creators, and the general economic system is near 10 instances that quantity. On the whole, Second Life’s GDP has been fairly steady, Rosedale mentioned.

“This means the probability in the long tail of a content creator being successful in the community of Roblox is probably lower because of the numbers being the population,” mentioned Rosedale. “If you’re super passionate about creating 3D content and making money by doing it in a virtual world, you’re probably better off coming to Second Life.”

So far as the place the Linden Lab spending occurs, that’s a tougher query to reply. Linden Lab has to spend to make present gamers comfortable and in addition spend cash to draw new gamers.

“We’re competing with all the other things that people think are social,” Oberwager mentioned.

The place Linden Lab spent its $1.3 billion

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Second Life has a $650 million economic system.

Rosedale stepped down as CEO some in 2008. In 2022, Oberwager acquired the corporate that Rosedale had began, Excessive Constancy, and Rosedale rejoined Linden Lab as a strategic advisers. The largest the corporate ever was underneath Rosedale was round 350 workers. Throughout its completely different cycles, Linden Lab spent cash on completely different sorts of tasks, some that didn’t pan out.

Greater than a decade in the past, underneath CEO Rod Humble, Linden Lab began diversifying and creating its personal video games for gamers to play exterior of Second Life. And it additionally appointed Ebbe Altberg as CEO in 2014. Altberg created a undertaking referred to as Sansar as a form of sequel to Second Life, with VR experiences that existed through internet hyperlinks quite than inside a digital world. However Sansar in the end failed and was spun off, whereas Altberg died from an sickness in June 2021. Later, Oberwager acquired Linden Lab.

“It feels now like we have more people working on the core components of Second Life than we did before,” Rosedale mentioned.

Oberwager mentioned the corporate continues to put money into its world. He mentioned that AI goes to affect each business and he foresees it impacting digital worlds within the type of affecting non-player character habits and the method of making issues on the earth. Rosedale mentioned that AI might be useful in dealing with hassle tickets and categorizing what must be fastened, however people should finally make things better.

Evaluating revenue within the completely different worlds

Second Life earners compared to Roblox's.
Second Life earners in comparison with Roblox’s.

The per consumer revenue is fascinating for Second Life. Primarily based on 2023 numbers, about 21,152 have generated revenue inside Second Life. About 6,446 have revamped $1,000 previously 12 months. About 1,580 have revamped $10,000. A complete of 139 have revamped $100,000, and 14 have revamped $1 million. These numbers are usually not so distant from Roblox’s.

Many creators on Roblox are hobbyists. Of the tens of millions of creators on Roblox, 20,000 are a part of the DevEx program, with the median creator receiving $1,645 in the course of the twelve months ended June 30, 2024. Roblox mentioned that it ranges the taking part in subject for builders by providing frictionless infrastructure, international distribution and growth applied sciences at low upfront price. In contrast to different platforms the place builders incur bills for app retailer charges, cost processing, storage, internet hosting, infrastructure, moderation and security options – that is all coated by Roblox. It’s price declaring that lots of Roblox’s customers are children.

This isn’t to say that Linden Lab has a significantly better enterprise than Roblox. Quite, it tells us about completely different paths to the metaverse.

“If you want to think about a sustainable metaverse world that people are going to live in, you want to see a higher level of spending per individual, a more blended mix between creator and consumer, something that looks more like a farmer’s market or Etsy or something as a business,” Rosedale mentioned.

In contrast, the enterprise of Roblox right now consists of some winners and extra losers, form of just like the triple-A recreation enterprise right now, the place the chances of any given individual’s success are fairly low.

The spending per day by day energetic consumer in Roblox is round $12. In Second Life, it’s round $190. The problem is that the price of buying a brand new consumer in Roblox might be fairly excessive, Oberwager mentioned. Roblox challenged this notion, stating that its gross sales and advertising and marketing prices are low because it has not needed to spend some huge cash on consumer acquisition. Oberwager mentioned Second Life has spent nothing on buyer acquisition.

Roblox famous {that a} latest survey of the developer group discovered that the first motivator for many Roblox creators will not be financial acquire. When requested about what motivates them to develop experiences on Roblox, having enjoyable ranked 4 instances larger than monetization. 

The advantage of Second Life’s gamers is that they aren’t churning out a lot. They’re devoted gamers and so they each create income and so they spend cash. That’s a reasonably high-quality consumer. Rosedale mentioned a lot of the spending now could be devoted to creating the world extra accessible to extra individuals.

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