Chronicles of Metaverse: The Legacy of Second Life

연합뉴스

| yna@yna.co.kr 2025-03-04 16:29:50

*Editor’s note: K-VIBE invites experts from various K-culture sectors to share their extraordinary discovery about the Korean culture. 

 

Chronicles of Metaverse: The Legacy of Second Life

 

By Noh Seok-joon (Master K-architect engineer) 

 

 

 

The foundation of the modern metaverse was laid in 2003 with the launch of "Second Life," an online 3D virtual world developed by Linden Lab.

 

Unlike traditional role-playing games (RPGs) focused on competition or social networking platforms designed for communication, Second Life was a groundbreaking attempt to simulate real human life in a virtual space.

 

Users could create avatars, interact with others, and engage in various activities, from hobbies and gaming to commerce. They could buy land, construct buildings, start businesses, and even trade virtual real estate.

 

This innovative approach attracted major global corporations like IBM, BMW, Samsung, Amazon, Toyota, and Reuters, which eagerly established a presence within Second Life.

 

Despite its early success, Second Life gradually faded from public consciousness by the late 2000s. As users departed and corporations withdrew, it was forced to acknowledge its decline.

 

▲ This image is captured from Second App website. (PHOTO NOT FOR SALE) (Yonhap)

 

Compared to today’s popular metaverse platforms with tens of millions of users, Second Life retained only 4 to 5 million, roughly one-tenth of their scale.

 

Several factors contributed to its struggles. In high system requirements, the platform demanded powerful computers, making accessibility difficult. About complex controls, navigating avatars and using in-game functions was unintuitive.

 

Another problem was the cost barriers. Many platform features required payment, deterring casual users.

 

As for limited appeal to younger audiences, the core demographic of the emerging metaverse—teenagers and young adults—found it difficult to engage.

 

In addition, early 3G and LTE networks struggled to handle the massive 3D graphics and data processing needs, and with most of its user base confined to the U.S., Second Life failed to establish itself as a dominant player in the international market.

 

Though Second Life ultimately faded, its impact on the digital metaverse is undeniable. It pioneered: Lifelike 3D avatars, diverse virtual interactions, and digital economy powered by a platform-specific currency. 

 

These elements have since become fundamental building blocks of today’s metaverse. Second Life may no longer be at the forefront of the industry, but it remains an invaluable blueprint for the future of virtual worlds.

 

◇ Second Life and Its "Burning Man" Inspiration

 

The visionary concept behind Second Life was heavily influenced by Burning Man, an annual countercultural festival held in Nevada’s Black Rock Desert. Linden Lab’s CEO, Philip Rosedale, drew inspiration from this temporary, idealistic community to design his digital utopia.

 

Burning Man began in 1986 when artist Larry Harvey and his friends set a 2.4-meter wooden effigy ablaze on a San Francisco beach. Over the years, this small gathering evolved into a global cultural phenomenon blending art, society, and self-expression.

 

▲ Burning Man festival, captured from Second App website. (PHOTO NOT FOR SALE) (Yonhap)

 

Each year, tens of thousands of participants — including artists, spiritual seekers, and tech CEOs — gather in the desert to build a temporary city spanning over 8 km in diameter. During the event, attendees co-create a world where art, music, architecture, and self-expression thrive. At the festival’s end, the entire city is dismantled, leaving no trace behind.

 

Philip Rosedale sought to digitally replicate the philosophy of Burning Man through Second Life. His goal was to create a virtual utopia where individuals could express themselves freely, live without discrimination, and engage in a community-driven experience.

 

Just as Thomas More envisioned Utopia in 1516, Rosedale reimagined it in a digital format—offering a Second Life where users could escape societal constraints and create their own ideal existence.

 

The vision of the metaverse aligns closely with both Burning Man and Second Life. It aspires to be a world where iIndividual preferences and values are respected' creativity and self-expression are limitless; and freedom thrives, as long as it doesn’t harm others. 

 

Most importantly, the metaverse isn’t just a game or entertainment space—it is an extension of real life that creates positive impacts and synergies between the physical and digital worlds.

 

 

 

 

[ⓒ K-VIBE. 무단전재-재배포 금지]