Its twentieth anniversary may be approaching, but Second Life is still very popular: it still attracts more than 50,000 players a day and its autonomous economy was worth $ 500 million in 2018. Much of that economy is the trade of cosmetics, which vendors create using software like 3D Studio Max. Inevitably, the gacha mechanics are full, and players can pay, for example, $ 9 for opportunity to buy cosmetics it is worth much more than that.
But that is about to change. Due to a "changing regulatory climate", Second Life studio Linden Lab has announced that as of August 31, purchases of content based on chance ( in other words, gacha) will be totally forbidden. Vendors selling gacha content will have to "reuse their products" or will have to face the application from September 1. This new tool will supposedly eliminate any randomization and only sell proprietary items to the old one: with a transparent price tag.
"We did not take this decision lightly and we understand that it will affect both the creators and the event organizers and certainly the buyers," said Linden Lab & # 39; s announcement reads. "We look forward to fun and creative ways to get involved."
That’s one big thing: some Second Life institutions like The arcade rest completely on the revenue from gacha mechanics, and as one user points out in Second Life forum thread dedicated to the issue, 30 days is not much time to completely renew a business model. According to The Arcade website, there are events scheduled for September, December and March. These are complicated issues, with the most recent Arcade event featuring a handful of global sponsors (these sponsors, including Chez Moi, are Second Life companies specializing in different types of cosmetics).
Linden Lab’s move is dramatic, but it comes amid growing unease over gacha mechanics and booty boxes and the debate over whether they are gambling. The most notable recent case is FIFA Ultimate Team, which EA Sports President Peter Moore considers not a game, but rather like "picking up cigarette cards in the 1920s and 1930s." Battlefront 2's booty boxes helped bring the mechanics to their full potential in the crosshairs.
In connection with this, Second Life gacha suppliers were the target of widespread piracy in 2017, as Steven reported at the time.