So … remind me. Who is this all about, again?

NB – this post comes without pictures because I can’t show the pictures I’m going to talk about.  But you’ve all seen them – the opening shots when you load the Second life browser.

In the past, before the internet was much more than staring transfixed at a computer screen for five minutes while a jpg downloaded line
by
line
and everyone though blink was a pretty neat effect, I was teaching communication studies to sixteen to nineteen year olds, for exams known as A levels in the UK.  And one of the first things we would discuss with them was identifying an audience.  Because, if any form of media is to be successful, you need to define your audience.

And that’s not rocket science.  It was simply one of the first things we taught our students.  And they would nod, and give the right answers to all the questions even though some of them – when it came to tackling their practical projects – would veer hopelessly off course. But, you know, this was the easy stuff.  The basics.  And you could track it this way … “This ad/tv programme/magazine is aimed at these people so we need it to do A, B, C.”  Or tack it back again … “Because it contains X,Y, Z, this ad/tv programme/magazine must be aimed at those people.”

So why, when I look at the opening screens that Linden Lab is putting on the opening screen for Second Life – the very first thing new users see, the thing regular users see day after day, do I find myself asking, again and again, “Who the hell is this trying to reach?”

The images are, I understand, meant to show off the new depth of field that can be obtained in Viewer 2 (and, I think, Kirsten’s Viewer.  But this effect isn’t the standard one; we don’t all (thank heavens) walk through a world that looks anything like this.  So the pictures are failing at a very, very basic level – they give a completely erroneous picture of Second Life that no new user is likely to experience or, indeed, anyone who isn’t interested in a particular photo effect.  So this is geek saying to fellow geek, “Hey, this is a really cool tool!” while the rest of us are left profoundly unmoved.

Is that really the target audience?  The small proportion of people who want to try out advanced photographic techniques in Second Life?  Is this who we are trying to reach now?

Because let’s look at the content of some of these images.

Let’s start with the one of a female sitting on what appears to be a bench in a classical garden.  The background is blurred, throwing her into sharp contrast.  The windlight settings are perhaps overdone, making everything red so that even reflected light is rather red-tinged.  But that’s not the problem.

I think we’d all agree that one of the things that attracts a sizeable demographic of Second Life is people who want to create and remake their own avatar, to pick the perfect skin, the perfect hair, the perfect clothes. Playing Barbie, as we say … and that’s fair enough.  Having a picture of someone doing precisely that might prove a draw to new users who could be similarly motivated.

But this one is clad in fishnet gloves and fishnet stocking – in fact it looks like a red fishnet body stocking overlaid with some unevenly applied black material.  She looks tarty, an image compounded by the eyelashes (visible on the one eye shown through her hair) that seem to be clotted with an overly heavy use of mascara.  Around one finger she is wearing a very ill-fitting ring that would, in reality, drop off her finger as soon as she turned her hand over.  If this is meant to be the female face of Second Life, then heaven help us.

Romance! That’s what Second Life is all about! Well, probably not for many of us.  But at least it could be an audience to target, to sell Second Life as the new place to meet your partner …

So let’s look at the opening photo that covers romance.

Two figures sit on a picnic table.  Not sure why it’s the table and not a rug on the ground but let it pass, let it pass.  They’re not sitting together though, certainly not snuggling.  They sit at opposite ends of the table, facing each other.  And their posture is terrible.  The girl’s skirt is falling through the table revealing her glitch pants (hard to avoid, I know, but it can be done) while the boy sits in a slightly stiff posture.  But the problem is … he looks like a doll.  He looks like Ken.  There’s a waxy quality to his hand and skin and above all to his jacket that makes him look doll-like, compounded by the fact that this technique robs his face of any expression whatsoever, even the expression of gentle interest that is the default Linden one.

What man, however eager for online romance, is going to come to an environment where he looks like Ken?

And this photo reveals another problem of the technique, the inability to render landscapes decently.  I am sure that the trees here are among the finest Second Life can sell.  But the trunk of the tree to the right of the frame is over-coloured, while the leaves at the top of the picture look flat and papery

At all events, I don’t see this picture as appealing much to the lovelorn. Or, for that matter, to anyone else.

The landscaping problems are compounded in the beanstalk picture. Here the colours look muddy, the shadows are ill positioned (where exactly IS the light source anyway?) and the objects are blurry.  This is presumably a photo to show the awesome and wonderful things that exist in Second Life, but the angle is so high that the central image of the bean stalk looks tiny. It’s also shiny, and the figures dancing (?) on the leaf look like those little representations of figures on a table football game.  Well, there may be people out there whose sole desire in online gaming is to look like a figure in a table football game, but I am willing to submit that there are very, very few of them,

But above all, in this picture, the trees look terrible.  When I was a child, my father had a wonderful model railway set where trains would drive through artfully manufactured miniature landscapes. The tree would be tiny stiff little things with upright trunks and tops that were a mixture of painted wire and cotton.  Looking, I’m afraid, exactly like the trees here.

So – we’re reaching out to the model railway fans and the table football market for new members? Enterprising, but slightly niche, I’d say.

And surely the model railway fans would be far more attracted by the awesome picture of the railway lines that Second Life used to have on its opening screen, rather than an image of the trees that could line the model railway line?

Seriously – this photography technique is at odds with the Second Life landscaping. It exposes the weaknesses. It puts them on the front page. It says, loud and clear, “Come and play this game because inworld it looks like crap.” Wich, of course, is simply not true.

We can see the same effect in one of the more interesting pictures – the giant modernist statue with the blue domed building in the background to the right.  But the distance again tends to belittle the image, the trees are again such as would delight the heart of the nostalgic model railway enthusiast and the lighting is so strong (as in the beanstalk picture) as to bleach all colour from the surrounding landscape.

A classic example of this belittling comes in the picture of the village.  Again, it’s a high overhead shot, making the village look tiny.  It’s hard to see if there are any people there – the distance and perspective would reduce any that are to stick figures.  So the houses – and heaven knows, houses and nesting are a vital part of Second Life –look tiny and uninviting – the whole thing not helped by the sickly green wash over everything, and the reduction of the landscape to blurs and model railway lookalikes.

So who is this picture attracting? Who is it meant to attract?

If it IS prospective home-owners, property renters or owners, then it is a failure. These houses are not particularly alluring – what looks like a rundown French village may have attractions to some, but not to many.  And these houses look more like something you would arrange on a game board than something you would move into, furnish, live in and love.

There are, of course, some inviting pictures.  The one that brings steampunk and modern urban environments into sharp contrast – that looks good.  That’s worth exploring.  That’s the reaction it gets from me, let alone a newcomer … and I live here.   And the urban environment one too, showing a road under a bridge … it might overdo the glow a bit but, in the grimy urban context, this works.  And the shot of Omega is … ok.  Well, it would take considerable effort to make Omega look other than ravishing but …

All this is bringing me back to my initial point.  Who are these screens aimed at? What message are they trying to convey?

The only message that I can see is “Hey, we have a cool new camera technique!” and that is hardly mass market.

But they seem to have applied this technique to a whole string of ideas that are poorly realised.  You can dress your Barbie – fail. You can find romance – fail. You can make a home here – fail. You can find awesome places – mostly fail. You can be in urban environments – success.

As a summation of the possibilities of Second Life, it strikes me as pretty limited.

So … who are the audience they are trying to reach with these opening shots?

I honestly don’t know.

5 comments

  1. This has been an ongoing problem with the advertising end of SL. They have a huge pool of amazingly talented people making machinimas, photographs, events, art…all highlighting the awesome things that can be done in SL.
    And yet they consistently present poorly conceptualized and even more poorly executed campaigns that highlight to everyone familiar with the grid the complete cluelessness of the creators on what goes on there.
    I think the last really effective campaign was the one that drew me to SL back in 2006. And it was not dress-up dolls, or Romance, or any of that – it was someone on NPR talking about their use of SL as a place for those with disabilities to find support and to play without limitations. That captured my imagination. But the discussion was with someone who actually uses the grid.
    If the Lab could figure out a way to RESPECTFULLY utilize the talents of the folks who are doing wonderful stuff on the grid already, they would have a much more effective and relevant message.

  2. I am the first to admit I’m one of those this-is-how-Second-Life-is-SUPPOSED-to-look photography geeks. SL does look (to me) the way I depict it in my photos all the time every day, and that’s how it MUST look, or it isn’t good enough to visit (for me personally). However, that’s because I’m a veteran and way way past the OMG this is so cool, no matter how it looks! stage.

    I totally agree with you on the splash screens. They are very unappealing from a newbie perspective and not much (if any) better from any other perspective. After all, what veteran user even looks at them? They are not interesting, they are just an obstacle to getting logged in. TPVs let you bypass them entirely and I do. Their only possible purpose is to provide a window of what’s to come for people who are still new to the experience and hungry for visuals.

    Though now one of my reasons for photography is preservation (things come and go so quickly here!), when I originally started taking pictures I had only one motivation — to help my non-SL friends and co-workers understand what I was raving on and on about in this new cool graphic environment. They just didn’t understand the appeal at all, until I started showing them photographs of all the places I was exploring. In addition, I’ve always had a personal rule to display photos that were actual representations of what one can see inworld, and not manipulated in any way (beyond minor cropping).

    We all know that when people are new to SL they are restricted to a limited area by their own inexperience. They have no clue yet how huge and diverse the Second Life landscape is. It’s a shame they are not getting better representations of the many possibilities while waiting for the world to open on their screen.

  3. uh oh this is a tricky one.
    Ive been whining forever on about why oh why dont LL make sure people know about what SL is about.
    Its NOT a dating site – but it can be
    Its NOT a game – but you can play games in world
    Its NOT a sex site – but there are adult content
    Its NOT a social site – but there is possibilities for socialising
    Its NOT a [fill in blank] – but [fill in blank]

    Ive been watching the debate of rebranding etc etc and I do think Second Life is a good a descriptiv name.
    What is needed is for LL to step up and explain just what Second Life is (cos apparently some people dont take a hint)

    This is what I normally used to tell newbies when I met them in SL:
    “Second Life is a platform filled with various users. The best way to understand SL is to treat it like your Real Life with added bonuses. Meaning Second Life (or any other virtual reality world) is basicly in its raw form the world digitalised and with a few added bonuses, like flying and moving a huge castle with a click of your finger. You can be what ever you want to be, do what ever you want to do, There are no physical limits in Second Life (virtual world). Only the limitations of yourself and your imagination.”

    That should sum things up really

    Marketing Second Life as one thing is dangerous. Marketing it a dating site or any of the above mentioned + some is a bad bad idea. Informing people what Second Life (virtual worlds are) is in my opinion much better. It give the potential user an insight in what Second Life (virtual worlds) really are all about: Diversity times a million!

      1. I havent seen the actual opening screens (on the login?) but if they are any reflection of what they have on their site the answer would be a clear: “No”
        “Pictures are worth a thousand words” Maybe not so much in this case. Pretty pictures will never show the luster of the facets of a diamond, not that Im comparing SL to such, my meaning is that SL is so many things that a few pictures can hardly do it justice.
        This goes not only for Second Life but all virtual worlds!
        For me it brings the memories of Philip going onand on about you can make money in SL. Well yes you can but it became the top priority for a long time and in some respects still are.

        Is Life all about making money? Honestly?

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