Second Life is banning gacha style transactions next month
The popular—and lucrative—loot box style economy is gone due to a 'changing regulatory climate'.
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It may be approaching its 20th birthday, but Second Life is still enormously popular: It still attracts daily player counts of over 50,000, and its self-contained economy was worth $500 million back in 2018. A big part of that economy is the trade in cosmetics, which vendors create themselves using software like 3D Studio Max. Inevitably, gacha mechanics are rife, with players able to pay, for example, $9 for a chance to purchase cosmetics worth considerably more than that.
But that's about to change. Due to a "changing regulatory climate" Second Life studio Linden Lab has announced that starting August 31, chance-based content purchases—gacha, in other words—will be banned entirely. Vendors selling gacha content will need to "re-tool their products" or else face enforcement starting September 1. This re-tooling will presumably involve eliminating any randomisation and just selling owned items the old fashioned way: with a plain old transparent price attached.
"We did not make this decision lightly and we understand that it will impact creators as well as event organizers and certainly the shoppers," Linden Lab's announcement reads. "We look forward to fun creative ways of engagement that will come instead."
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