Second Life just launched a browser version, but—plot twist—you have to pay for it. Is Firestorm Zero a game-changer or just another subscription nobody asked for? And while we’re at it, why are some residents protesting AI while skin creators are literally using real-life morphs in their ads? Let’s talk about it.
Second Life’s New Browser Viewer: A Game Changer or Just Another Subscription?
Firestorm Zero (aka Second Life in a browser) is now a thing. This means you can log into Second Life without needing a gaming PC, which has been a barrier for a lot of people. Good news? Absolutely. But you have to pay for it.
Now, I get it. Linden Lab isn’t a charity. Running a service like this costs money, and we live in an era where everything is a subscription: your music, your TV, your coffee if you’re fancy enough for a membership-based café (yes, those exist). So, Second Life’s browser access having a price tag? Not shocking.
Firestorm Streaming: A Cool Feature, But Who’s Actually Going to Pay for It?
That’s the real question. If you already have a decent PC, you probably won’t bother. But what if you don’t? What if your laptop wheezes like an asthmatic hamster every time you log in? Or what if you’re someone like my partner, Tunder, who only gets to log in once a week, and it takes 30 minutes just to load a hud? For those people, $1 for five hours might be a no-brainer, a way to actually enjoy Second Life instead of watching the loading screen like it’s some kind of performance art piece.
But if you’re on a budget, things get trickier. Would you rather spend that L$250 on streaming Second Life or a new hair at Truth? (Tough call, honestly.) Some people are dedicated enough to pay for smoother access, but others? They’ll just save that cash and deal with the lag.
Philip Rosedale suggested that as technology improves, streaming costs might drop but that’s a big ‘if’. Right now, it costs real money to use this service, and people are not thrilled about it.
And it’s not just about whether people can afford it. It’s about what they’ll choose to spend their money on.
- Casual users? L$250 for five hours might be fine, especially if you only log in a couple of times a week.
- Hardcore users? If you’re in Second Life 20+ hours a week, that cost adds up fast. At that point, wouldn’t it make more sense to just save up for a better PC?
This is why people aren’t impressed. Second Life residents are already paying for land, shopping events, premium memberships, uploads, and subscriptions to in-world services. Adding another cost just to log in? It’s not surprising people are pushing back.
At the same time, if this brings in more people, it could balance out. Maybe each user spends less individually, but if there are more people overall, it could still boost the in-world economy. Power in numbers.
But again, that’s a stretch. Right now, people just see another cost. The reality is, this is a choice. You don’t have to use Firestorm streaming. If it works for your situation? Great. If not? Keep using your regular viewer.
#### Edit: What Does Selling Out Really Mean?
So, the L$250 sessions for Firestorm Zero sold out. Cool, I guess? I wish I had grabbed a screenshot before that happened, but let’s talk about the real question here: Did Philip Rosedale ever say there was a limited number available? Because I don’t recall hearing that. Was this another “experiment“? (Brad, are you taking notes?)
Now, people are saying, “Well, if it sold out, that must mean there’s huge demand!” But let’s pump the brakes on that logic for a second.
First off, we have no idea how many passes were actually available. Was it thousands? A few hundred? Fifty? For all we know, it could’ve been the same number as an exclusive gacha drop.
Second, a lot of people probably bought it just to try Firestorm Zero out. L$250 isn’t a life-changing amount for most Second Life users (though, given that I have L$100 left in my wallet, some might argue otherwise 😝). But just because people were curious enough to grab a session now doesn’t mean they’ll keep buying more. New and shiny things always get attention, but the real question is: Will people actually stick with it?
The real test? Give it a few months and let’s see if Linden Lab gives us some actual data. Otherwise, “selling out” might just be a fancy way of saying “we didn’t offer that many to begin with.”
Edit 2: “Limited-Time Offer” or Just Limited?
So, I checked the community forum post where they announced Firestorm Zero, and here’s the exact wording: “Limited-time launch offer: 5 Hours for L$250!” Now, let’s dissect that because the word “limited” is doing some heavy lifting here.
Does this mean there were limited spaces available and they sold out? Or does it mean that L$250 is just a launch price and the next batch of passes will cost more? Because if it’s the latter, that is so sneaky.
Linden Lab, care to clarify? Or is this just another “wait and see” moment where we find out the price jumps after everyone gets used to the idea? Either way, that wording is vague enough to make people assume they need to panic-buy before it’s too late: classic marketing trick. Well played, but we see you. 👀
Mobile App Drama: Alive or Dead?
Some people thought Project Zero/Firestorm Zero meant the mobile app was dead, but nope, it’s still very much alive. Linden Lab hasn’t abandoned it, and that’s good news.
Why? Because while Second Life will always be a desktop-first platform, having a mobile option makes sense. It’s not about replacing the full experience, it’s about giving people another way to check in when they need to.
Now, whether the mobile app will become a must-have tool or just a niche convenience? That depends on how Linden Lab handles development going forward. Right now, people are using it, but it’s still not where it needs to be.
Better Voice Chat? Yes, Please.
Now, this is a change I can actually get excited about, because I hate typing. I would much rather jump on voice than sit there punching out a response letter by letter. It’s faster, it’s easier, and honestly, it just feels more natural.
So, the fact that Second Life’s voice system is finally getting a real upgrade? That’s huge. WebRTC voice promises less lag, better clarity, and actual moderation tools which, if you’ve ever had to deal with someone blasting nonsense over voice, you know how badly that’s needed.
No more awkward delays, no more robotic cutouts, and hopefully, no more yelling ‘CAN YOU HEAR ME?’ into the void. If Linden Lab pulls this off, voice chat might actually feel seamless for once, and for someone like me, who would rather talk than type any day, that’s a win.
Second Life’s Official Discord: A Useful Mess?
Second Life now has an official Discord server. That means there’s now a dedicated space where you can chat with Lindens, get updates, ask questions, and probably watch some heated debates unfold in real time. Sounds great, right?
Well… maybe.
See, I like chatting. I like group chats. That part? No problem. But Discord servers? With a million different channels, all separated into categories, subcategories, pinned messages, and who-knows-what-else? It just looks messy.
And notifications? Even if I mute a server, it still tells me I have unread messages. What’s the point of muting something if it still insists on reminding me I haven’t read something? It’s like having a pile of unopened mail glaring at you from the corner of your desk.
That said, I get why people like it. It’s fast, organized (for those who don’t mind the chaos), and already part of a lot of people’s daily routine. So, while I might struggle with keeping up, I can see how this will help make Second Life more connected outside the platform itself. Whether I personally warm up to it? We’ll see.
AI, Skins, and Second Life’s Ever-Changing Rules
After the whole A/B testing fiasco, Linden Lab quietly updated all their Terms of Service across social media now allowing them to use resident content for marketing and promotions. They’re also encouraging residents to post in the official groups, which probably means they’ll be using community-created content a lot more in their advertising.
And that raises an interesting question. If residents are essentially supplying Linden Lab with free marketing material, how are they credited? How do they even know their content has been used? While exposure can be valuable, without transparency, creators might not even realize their work is being leveraged for Second Life’s promotion.
This is something worth discussing because residents already contribute so much to this platform, shouldn’t they at least know when their content is featured and maybe even get a little something in return?
At the recent Roundtable, several residents showed up with ‘No to AI’ signs, voicing their concerns about its impact on Second Life. Philip Rosedale acknowledged the growing debate and promised to organize a dedicated meeting solely about AI, as it’s a complex issue with different levels of concern.
AI is a hot topic now, and it will likely remain one for years. Linden Lab won’t be able to please everyone, but they could start by addressing the most obvious issue: skin creators and their Photoshop and AI-enhanced advertisements.
To me, it’s ironic that AI usage is being questioned when skin creators openly use real-life morphed images to market their products, making them look nothing like their actual in-world versions.
How can Linden Lab push Second Life as a top-tier platform for digital art if some of its most visible products are edited to the point where they don’t reflect the actual user experience? If Second Life is serious about showcasing its creator economy, they need to start regulating misleading advertising, beginning with skin creators who rely on enhancements that make in-world representations irrelevant.
This is where Linden Lab needs to take action. AI in Second Life will continue to be a hot topic, but skins and other major avatar products should be held to a higher standard.
If it’s for Second Life, then it should look like it belongs in Second Life. No real-life photography, no AI-enhanced trickery, just the actual in-world product.
That debate is far from over, but hopefully, this time they actually listen instead of running another “test” that no one asked for.
Promoting Second Life as a Creator Platform…
Great Idea, But Let’s Not Ignore the Ugly Side…
I love the idea of positioning Second Life as a money-making platform for digital entrepreneurs. It already pays out more per creator than Roblox (gasp, I know, right?), but nobody outside of Second Life seems to know this.
But here’s the thing. Second Life’s creator economy isn’t perfect.
Remember Hivid? People were paying for stolen movies inside Second Life. And what about shopping events? Some are great, but some are just money grabs (watch this video). They charge creators a fortune to participate and promise riches that don’t always come.
So sure, let’s promote Second Life’s economy, but let’s also talk about the risks.
- Copyright laws still apply. (No, you can’t sell items with a Nike logo just because Nike isn’t in Second Life.)
- You can’t DJ with your Spotify playlist and take tips. (That’s called illegal streaming, not a side hustle.)
- Not every shopping event is worth the price. (Some make more money off creators than creators make selling items.)
Instead of sweeping these issues under the rug, Linden Lab should be educating new creators on the legalities and risks of making money in Second Life.
Because being able to use your creative skills to make a profit is amazing. Second Life is one of the few virtual platforms where you can actually turn creativity into income. But a lot of people have never been self-employed in real life. They don’t know what it means to run a business, and because this is a virtual world, there’s this attitude of “nobody will know” or “it’s just pixels” when it comes to legal and ethical issues.
I have personally approached Linden Lab leadership with ideas on how to support and educate creators, but guess what? Radio silence.
And now, suddenly, they want to tell the whole world what a great platform Second Life is for creators? Well, how about making sure it’s actually set up to protect them first?
Millionaire in Second Life? Sounds Nice, But Where’s the Proof?
Philip Rosedale says you can become a millionaire in Second Life, but conveniently skips the part where he explains how. No roadmap, no stats, not even a vague “here’s what we’re doing to make that possible.” Just a bold claim with nothing to back it up.
Real talk: how many people have actually hit that millionaire mark purely from Second Life? If we’re talking Anshe Chung, she did it when the virtual land rush was wild, and competition was nearly nonexistent. Try that today with sim prices through the roof and a saturated market—good luck.
Sure, MadPea, Maitreya, Blueberry, Addams, Lelutka … those brands are crushing it. But they’ve been around forever, built empires, and dominate their niches. For someone starting fresh? Unless you’re sitting on a brilliant, in-demand idea, making millions in Second Life isn’t just hard, it’s borderline fantasy.
I’ve talked to creators who earn a solid full-time income in Second Life, but millionaire status? That’s a whole different beast. So yeah, saying “you can become a millionaire in Second Life” without anything to back it up? That’s a bit rich. (Pun absolutely intended.)
Promoting Second Life as a “get rich quick” platform is just ridiculous. Sure, you can make money in Second Life, but it takes real work. The competition is fierce, and if you don’t have the right mindset, you’re going to struggle. Second Life is not an easy platform. And let’s be clear, I’m not being negative here. I love Second Life. But let’s be realistic about what it takes to succeed.
Final Thoughts: Cautious Optimism
Some of these updates could be game-changers, but whether they actually work for the community is another story. Firestorm Zero is promising, but will people be willing to pay for it? The mobile app is still evolving, AI is going to be an ongoing debate, and Second Life as a creator platform has incredible potential, but only if the right issues are addressed.
At the end of the day, it’s all about execution. Let’s see if Linden Lab follows through, or if this all just ends up being another round of big ideas with no real impact.
Now, I want to hear from you! Would you pay for Firestorm Zero, or does the idea of another subscription turn you off? Do you think Linden Lab is doing enough to support Second Life creators, or are they benefiting too much from community-driven content without giving back? And where do you stand on the AI debate – necessary evolution or something that needs stricter regulation? Drop your thoughts in the comments and let’s keep the conversation going.
Update 20/03/2025 based on Wagner’s Patreon post here.
After seeing the survey results, I can’t say I’m surprised. With only 118 responses (one of which was mine “None of these options interest me,” in case you were wondering), it’s hard to draw any big conclusions, but it does suggest that there isn’t overwhelming enthusiasm for paying to stream Firestorm. And honestly, I get it.
Why throw money at yet another subscription when we already have enough expenses in Second Life? If you need better performance, you’re better off saving for a new PC rather than paying by the hour for a streaming service. And as for the ad-supported model? No, thanks. I’ve been paying for YouTube Premium for years just to avoid ads. Plus, if this involves Second Life brand advertising, that just means creators will be charged even more on top of the already high Marketplace, land fees and too many other fees to list here.
At the end of the day, this feels like a solution looking for a problem. If Linden Lab moves forward with this, I suspect many users will either ignore it or find ways around the ads.
What do you think? Would you pay Firestorm Zero, or does this seem like an unnecessary expense? If they introduced an ad-supported version, would you actually sit through the ads or find a way around them? Let me know your thoughts. (Also added a poll here)
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