Gurley is skeptical of avatar-based work meetings, having done eight such board meetings pre-Zoom.
“And we've done them. Philip and I have done eight of those board meetings with avatars, and that was pre Zoom.”
Gurley says Second Life grew from zero to $70 million revenue in under eighteen months.
“I think the company went from 0 to 70,000,000 in revenue in less than eighteen months. And so you had this vision and excitement about what was possible.”
Gurley notes Second Life creators were cashing out $100 million annually from the platform.
“The creators were cashing out a 100,000,000 a year last time I had access to the number. So Philip gave the GMV, but they were taking out a 100,000,000.”
Gurley explains Minecraft and Roblox succeeded with simpler primitives and child demographics versus Second Life's complexity and adult focus.
“One, primitives are simpler. And so the creator tools at Second Life, you could do amazing rich things, but they were a little harder to use.”
Gurley says if he could redo Second Life, he would let the currency appreciate instead of fixing it.
“And that's why earlier in this conversation, one thing, if I went back on Second Life, I'd probably not stay with the fixed currency. I'd probably let it explode.”
Gurley says Second Life went from zero to 70 million dollars in revenue in under eighteen months.
“I think the company went from 0 to 70,000,000 in revenue in less than eighteen months.”
Gurley says decentralization wasn't a limiting factor; Second Life creators were cashing out $100 million annually.
“If I made a list of 25 things that I think inhibited us from getting to a higher place, I don't think I'd put decentralization on that list.”