Insights from Second Life for Metaverse Economies
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Introduction
What we’ve been noticing
Launched back in 2003, Second Life is an early example of a complex metaverse and digging into its history provides useful insights for those building the next generation of metaverses. Despite predating Bitcoin, it has a currency, the Linden Dollar, that is tradable back and forth for US dollars. It has a complex, user-run, economy with a $650 million annual GDP as of 2022, making for a larger economy than several countries. The company behind the game, Linden Lab, takes a fee from trades in their economy, providing a good test case for transaction-fee-based revenue models (though they do also have optional subscription fees as well).
Key Topics this Article will Cover:
Introduction (above)
Analysis of the Economy
A. Land Allocation
B. Monetary Policy
C. Taxes
D. Real Estate
Economic Issues and their Impact
A. Free Content
B. Power Allocation
Conclusion
Analysis of the Economy
A. Land Allocation
Land is an important metaverse component with many potential implementation pitfalls, some of which can be avoided by learning from Second Life. Early on, Linden Lab sold land to users at an extremely cheap fixed price. This led to frequent speculation by “land barons” who would buy up land (sometimes using automation tools) and resell it later for a profit. Efforts to limit cheap land sales to only new, landless players were frequently circumvented through the use of multiple accounts.
Linden Lab currently uses auctions for facilitating all land sales, which helps allocate to the highest bidder, rather than those who buy the fastest, however it can still exclude new players. Linden Lab also instituted a Land Use Fee, which charges players a monthly fee based on how much land they own. This ongoing cost somewhat dissuades speculators who do not intend to build on the land and pushes ownership more into the hands of those who will build. However, the fee is just based on land size, without accounting for differences in land value based on location.
This could be improved through a Land Value Tax method that ties the ongoing fee to an estimate of the valuation of individual land plots. Though some of the variations in pricing between plots are reduced through the implementation of free teleporting for all players. Previous versions had limited or paid teleporting, which created additional benefits to having land in a specific location.
The total quantity of land is (usually) not limited and scales up with players, which can satisfy the demand of new players as long as they don’t care about being close to a particular area. This focus on accessibility vs value accrual through limited supply and locational benefits through travel time differs from some more recent metaverse launches with limited land.
Another component to consider is that Second Life’s lack of zoning restrictions led to conflict between players using land in ways that clashed with their neighbours. In the worst cases, some players leveraged the appearance of their land to extort neighbouring property owners.
B. Monetary Policy
Another important area of Second Life’s economy to examine is its monetary policy for Linden dollars. The currency’s role is as a medium of exchange, which is relevant for understanding currencies chosen in other metaverses and crucially distinct from metaverse tokens that focus on equity-like value accrual. This makes price stability important for Linden Dollars and other mediums of exchange currencies as excessive inflation can devalue savings and deflation can reduce spending (both of which can lead to players leaving).
Price uncertainty in the early years led to pricing problems for participants and the creation of a currency board in 2006 that would sell Linden dollars. This created a price ceiling where Linden Lab would sell an unlimited amount of currency at the ceiling price to keep the price from rising too high and the circulating supply of tokens would then depend on player demand.
A common reason for price volatility for medium-of-exchange tokens in metaverses is speculation (despite not having a method for value accrual to these tokens), which can require methods, like a price ceiling or other threats of sell pressure, to dissuade speculators from excessively pumping the token price.
An important reason Linden Labs did not just peg their currency to another (like the US dollar) is that they wanted to retain the ability to stimulate activity through inflationary rewards. Early players would receive a recurring stipend of Linden Dollars and while this has currently been mostly reduced to rewards for subscription-paying premium members, there are still some old accounts that continue to get these rewards. These inflationary distributions must be carefully limited to ensure they are balanced out by sinks (mechanics like transaction fees that take L$ out of the economy).
C. Taxes
The in-world economy is almost entirely player-run, with participants creating the buildings and virtual goods. Linden Lab taxes these transactions as part of its revenue model, showing that this can be a viable monetization method. Note that participants are earning Linden Dollars directly from other participants in exchange for an item or service they value, not from the game for activities that don’t provide value, as seen in some play-to-earn games. There was a particular case of rewarding non-skilled labour where players would pay others to “camp” (leave their avatar) on their land in order to increase their traffic score for search visibility, but the funding still came from players with demand stemming from misaligned incentives to game the traffic system. Game designers should consider what markets they may be created depending on how they structure various incentives and mechanics that impact businesses in their economy.
D. Real Estate
Within the Second Life economy, real estate construction is the largest industry. This is a case that shows a tradeoff between complexity and proving employment opportunities in virtual economies. A metaverse project with an intuitive and easy building process would mean more construction by end users, rather than paying someone else to build it. Skill-based specialization leads to more robust economies than ones that are generally accessible but makes it harder for participants to pivot if their profession becomes less economically viable.
What else did you miss?
Economic Issues and their Impact
A. Free Content
B. Power Allocation
Conclusion
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Kiefer Zhang | Associate Consultant
E: Kiefer.Z@EconomicsDesign.com | W: EconomicsDesign.com