Second Life? It's fantastic, but not for everybody. Here's why!
So many reviews, half of them so bad. Makes one wonder how Second Life managed to be around for 22 years if half of its users hate it, right?
Well, here's the catch: no, Second Life isn't an easy platform to join.
By "easy" I mean that if you have the expectation that this is going to be "as easy as Facebook", or, well, to be more precise, "as easy as Roblox"... then the plain and short answer is: No.
Instead, it's a very complex 3D environment, where hundreds of thousands of people interact in a way too vast area (impossible to visit in a lifetime) for random visits to be fulfilling. And because of that complexity, the Second Life Viewer interface is complex, too. Because, in this virtual world environment, you're not just the passive consumer of content: you're the *producer* as well. And that means that all 3D editing tools for interactive content (that includes programming, not only modelling 3D objects) are part of the application as well.
And while models are not exactly movie-quality (with millions of polygons), they are far more detailed than anything such as Minecraft (only cubes) or Roblox (extremely simplified meshes)/Horizon Worlds. On top of that are the dozens of thousands of very talented amateur 3D content creators, who are used to render items with millions of polygons, and attempt to do the same for Second Life — because, well, you *can* do that! The result, of course, is what we popularly call "a lagfest" — the current generation of consumer-grade video cards are not designed to render meshes with million of polygons, each fully textured with four 2K textures (for photo-realistic physics-based rendering), 60 frames per second, on high-DVI (e.g., what Apple calls "Retina") displays.
That's just the tip of the iceberg. Then comes the shock of realisation: there are an almost infinite number of items to be acquired, for the wildest possible usages. The Second Life Marketplace, which only offers a very slight, un-curated view of what is being offered (the majority of content for sale is inside the environment itself) — and even so, it has dozens of millions of items for sale. Back in 2013 (!), some officially released statistics put the number of unique items in the database at 6 billion (yes, with a B). There are many more these days, of course (since all "old" content will *still work*). Open the Inventory in any popular virtual world, and it'll have a few hundreds — perhaps thousands —of items, each neatly placed in the appropriate folder, a simple point-and-click interface to use them. In Second Life, the *average* user has roughly 100,000 items in their inventory — mostly unsorted, since there are far too many categories anyway — with many boasting over 300k(!). Never mind the sheer amount of time required to get all of those — think also about the costs! There are millions and millions of very high-quality freebies — but there are *billions* more of extremely high-end items for sale; and while competition is fierce, and drives prices down (comparable items are much more costly in Roblox, for instance), it's a safe bet that just for your "mildly average-looking avatar" you'll need to spend US$50-100 — often much more. The good thing, of course, is that you don't need to do that in one go — but it sort of accumulates over time (for historical reasons, one item of clothing *usually* costs around US$1, on average).
Each of those, of course, come with their *own* user interface — that is, it's hardly as simple as point-and-click! You get a full mini-user interface as a HUD (heads-up display) which gives you access to more and more and more options. Body and head meshes (sold separately!) are exceptionally complex in that regard; the state-of-the-art heads, for instance, come with (at least) three *separate* configuration systems (HUDs), each giving access to layers and layers of complexity — from the shape, colour, and size of your eyelashes to several layers of lipstick and glitter, and all that while having programmable expressions to suit your mood.
Switch brands, and you get to learn a completely different interface, each as complex as the other, and with a tendency to grow in complexity over the years: the competition is not only in the quality of the designs, but also in how many features get packed in each release. And this is true, from the doorbell on your home, to the flower you wear on your hair. On top of all that, many items can be even manually adjusted — because avatar body shapes are infinitesimally adjustable, so anything you wear or use must be as well.
And you *need* avatars, since this is a *social* world.
So... entering Second Life is not for everybody. Thus the bad reviews: these are from people who simply have no patience for all of the above. It's a huge learning curve.
But it's worth every cent.