Ariel Erlanger Designs

Thoughts on business and design in SL, company information and news, and some shameless self-promotion.

Thursday, October 18, 2007

Land Buying Primer: Hostage Land Squares

Buying land for the first time is a little scary. It's expensive, it's an opaque process, and once you buy it, you're stuck with it, until you can resell. There are plenty of unscrupulous sellers out there more than willing to prey on the ignorance of a first-time buyer, and even legitimate land resellers are in it to make a profit, not to help you find a good deal. That said, there are good reasons to buy land, especially now. Land is relatively cheap, down half or a third from the terrible highs of earlier this year. LL has apparently committed to keeping the land supply up on the front end. Having land also gives you a real home, space, and prims to build a house, a private place to play, or a place to build. If you're a builder it's especially nice to have your own place to make stuff, rather than relying on public sandboxes. To help you make good decisions and not get screwed, I'm going to write a few articles, not only describing various ways land sellers try to fuck you over, but also answering a lot of common questions about land buying that don't seem to get addressed elsewhere. The focus of this article is a way to get screwed by buying land near hostage land squares. Hostage land squares work like this. The owner of a plot splits it into two or more parcels. One parcel is large and looks normal. The other parcel(s) are tiny, usually the minimum 16m2. Sometimes these squares will be along the side or seperated somewhat, but often they are embedded right in the middle of the plot. The hapless land buyer buys the main plot, not noticing or appreciating the significance of the little missing squares. After you've committed the buy, something strange happens. For sale signs go up right next to or even inside your property. Now this ugly rotating thing is making a nuisance of itself right in the middle of your new land. The catch is, to get rid of it, you have to buy it. And, surprise, it's extremely expensive: That's the essence of this scam: you have to pay far more than that little square is worth in order to get rid of the annoyance of having the giant rotating sign there. In this case the seller is especially annoying, more or less owning up to what they're doing in their profile: [coming soon] Sometimes whole crops of these things spring up: This basically destroys the value of any real land in that sim (which is a reason that LL might think about regulating this practice, perhaps by increasing the minimum saleable area, or making it expensive to hold a large number of small parcels, with some kind of extra tier fee). Sometimes these spots are billed as "advertising space", like buying a billboard, but this type of advertisement isn't cost-effective in SL. The best way to protect yourself is to not get involved with land like this. Use alt-control-shift-P to make sure that the parcel you're buying isn't embedded with 16m2 landmines, waiting to hold you hostage.

Wednesday, October 17, 2007

Prim Efficiency & Openspace

I noticed this little link in my gmail earlier:

which reminded me that openspace sims are unfortunately not economically viable, thanks to a strange decision by Linden Labs.

In case you don't know, so-called openspace regions* are the same size as an ordinary region: 256 x 256m, which is 65,536 square meters. Unlike a normal region, which has a cap of 15,000 prims, an openspace region has only gives you 1,875 prims. In principle this makes it suitable for low-density forest or ocean, with few or no structures. There are some caveats to this -- you buy openspace sims in groups of four, and you have to already own a conventional island to do this. These four sims share a single CPU, where a normal sim has a dedicated CPU, which is the fundamental reason for the decrease -- this will impact physics calculations and so on, and make large groups of avatars even more problematic than usual.

But the economic problem that results is more insidious. Each openspace has 1,875 prims, so a set of four of them total 7,500 prims, half that of a normal region -- but these four regions collectively cost the same as a regular sim, US$1,625 up front and US$295 per month. In a regular island you're getting about 50.8 prims per US$ per month (ppdm), but only 25.4 ppdm for openspace. This ppdm value is one of the least efficient -- you're getting almost the fewest prims per dollar that you can.

This is too bad, because it makes these sims totally unviable economically. If you have been in SL for a while, and especially if you build, you know that area very seldom limits your creativity but that prims constantly do. Even in a conventional sim, you get about one prim for every 4 and a third square meters of land, which is an extremely low density. You almost always run out of prims before you run out of land (and sky), and so in general prims are what should be driving your buying decisions. Landlords who want to rent this land out have to charge rates that should make you cringe.

For example, let's look at the link in the ad above. If we do a little digging we find a price structure here. The price per month for half a sim is, as advertised, US$55, for which you get 937 prims spread over 32,768 sqm. In addition you have to sink US$245 in up front. The same number of prims in the mainland put you in the US$25 tier, less than half. And it would be unusual to spend more than about L$8/meter up front, which works out to be US$120 -- again less than half. Not a good deal!

It's vexing that LL makes space like this available because it's one more way that inexperienced land buyers can get screwed. I'll be posting various other ways to get screwed buying land later today or tomorrow.

* Note that this Linden blog entry is pretty old, and predates the most recent increase in price.

Tuesday, August 28, 2007

Financials

One of the reasons I made this blog in the first place was to discuss issues having to do with my business -- what decisions I've made, what has worked, what hasn't worked, and what I've learned. To help do that I'm going to lay out the financial basis of Æ Designs. Nobody I've seen so far in this little cottage industry has actually gone their financial details, that I've seen, and I hope that actually seeing the numbers for sales and seeing the costs of such things as tier payments and vendor rentals will prove interesting and useful to others. In late May, when my sales started to increase to the point that they were paying for SL, I started tracking my business' sales in detail. Generally I do this at work (shh!) and so I used my old friend, Microsoft Excel. What I do is pretty simple. I take the information from the SL website's transaction history at http://secondlife.com/account/transactions.php: ...and I simply copy and paste that over into a spreadsheet I've designed:

Notice that I have little formulas that calculate the day of the week and the rough time of day of the sale, because I run reports using those criteria later on. I also make note of the product in a consistant fashion: "CP" stands for "Clothespins", "THC" is the "Tiny Hanging Cell", and "CBK" is the "Cubical Barred Kennel". Depending on how the product got sold I might have this data on hand or I might have to look at my vendor reports to get it (more on that later, too). Note too that my stipend (L$400, woo) doesn't get put into the spreadsheet because it's not business-related. When I first got the JEVN system I use I thought it would be convenient to get all my sales data through the JEVN email reporting system but, as we will see down the road, this is really too clunky and unreliable to make much sense of. So I pretty much do that every day. During the month I add all these little sales together and I come up with monthly sales figures that I break down in a few ways. So here are some of the actual figures for Æ Designs in the month of August to date: At the top I collect most of the higher-level stuff for the month, like the total revenue in the month, the average revenue per day in the month, the profit per day, and the amount of time left in the month. I can calculate how many sales I can expect for the rest of the month, and I can give some rough estimates of how much real money I could sell those linden for. In the lower section I break it down by location. Beliayev is the site of my home store and by far and away my best location -- a point we'll return to soon. The other sites are mostly vendors that I've placed, either in a friend's business (the Matriarch vendor is in *SSC*), or in a mall (Meriland is Liz's Fetish Mall, Halfway is the Bondage Playground sales area). I use the "SLX" location to show sales I made on http://www.slexchange.com/. Down at the bottom, in very dim grey, we see some entries for vendors that don't exist anymore. Note that I also list expenses that are associated with each location, so that I can get some idea of the profitability of vendors that I'm renting space for. Since I paid ahead a little bit for some of these vendors they aren't showing any expenses this month, so let's look instead at the overall figures (not just August) and see if there are any problems I should address: Now we have some context and we can look at how profitable all those little vendors actually are. One thing that leaps out is that they collectively only account for 30% of my revenue: the main store is by far my most important location. This is a great lesson for those who are just starting out and who maybe just have a couple vendors out there -- it's well-worth it to have that main location, even if it's just a tiny little place. Another lesson is that many of these vendors are very marginal sellers. Look at the one on Sarah's Island, for instance. I've had that vendor out there for about four months, and in all that time it's only been good for L$2,050 in sales, compared with a cost of L$1,600 to keep the vendor going. The vendor on Brandy's Island is even worse: L$1,200 each way, so it's just breaking even. We can dimly see down below in the dead vendor area why those vendors are dead; the one in Bacchus (an experiment in a mall that I will discuss later) was a clear loser, costing L$1,200 to generate only L$400 in sales in a month, before I shut it down. My philosphy has always been that the advertising value of these vendors is both small and measurable, and that in general unprofitable vendors should be thrown away. It's a theme that will come up again and again -- vendors that are sitting around in big malls with a ton of other vendors, waiting for someone to walk by and purchase something, are just not very valuable, as advertising or otherwise. Next to every vendor I put a little sign that says: If you click it you get a landmark, obviously, but not so obvious is that I have the script that gives the landmark inform me via IM that it has done so: AE Designs Landmark Giver: 2007-08-25 11:33:38 -> LM Giver @ Matriarch <172.59247,> gave landmark to xxxxx xxxxxxxx. Since all my landmark givers let me know when they hand out LMs, and to who, I can figure out in a rough way how good a spot is for advertising, and actually I can connect those landmark handouts to sales later on and see how much real revenue is generated as a result of those LMs. Having all this data makes it a lot easier to make decisions, I think, because I don't have to do any guesswork. For example, I should really be making a decision on whether it's worthwhile to keep that Brandy's Island vendor around. I go back to my logs and I find that in two months of having the vendor, I've handed out 10 landmarks, and exactly one of those people has gone on to buy something. That's not too good! I'm hardly getting any traffic, and the traffic I do get is either not interested in my products or too poor to afford them. Brandy's Island is obviously right at the edge of profitability -- I'll give it maybe another month since it's not actually costing me money, and since the rent is only L$75 a week, but if the sales don't improve it probably doesn't make much sense to keep it around. Collecting all this data lets me make some graphs, too, so I can get kind of a visual of what's going on. For example, there's the overall monthly profit & loss graph: For the moment, anyway, prospects seem good for the business. I've got a sustained sales growth of about 35-40% per month so far, although that can't keep up forever. The costs have stayed pretty level, although those costs don't take into account land purchases, which I instead record on my balance sheet. Land, when purchased, becomes an asset you can sell later, so it's not appropriate or useful to just record the whole cost of it as a giant expense. Tier fees, which are ongoing and that don't count in any way as an asset, I do of course record. If I want a little finer detail I can look week-by-week: In this one I split it up by the line of products. "F" is for furniture, which means cages and stuff like that, and that's in black on the bottom. "A" is for attachments -- the bells and the clothespins -- and that's in dark grey in the middle. "P" means prefabs, which is to say dungeons, and that's in light grey on top. This graph gives you a pretty good idea of my whole business. Most of my revenue comes from the dungeons, but that income is a little feast-or-famine. To even things out a tad I have some other toys, which gives me a little revenue in good times and bad, although it's not a huge part of my total revenue picture. Well, I think that's enough for one day. I hope you found this interesting. This week I'll try to talk a little more about why scripted vendors suck and why I kinda wish I'd never gotten started with them.

Monday, August 27, 2007

Introduction

I'm Ariel Erlanger, and I own a little Second Life business called Æ Designs. I'm hoping to develop this blog into an online guide to what I feel is quality BDSM design in SL, and also of course I'm also hoping to shamelessly promote myself and my little outfit. It also seems to me that there's a bit of a lack of useful information out there for people who are thinking of starting businesses in SL, particularly in the fetishy and highly sexualized industries, as well as a general lack of transparency about businesses that already exist. Since Æ Designs is apparently going to be a viable business, I figure that gives me a little traction out there -- maybe my opinions on style in SL and business development might be valid, and might carry a little weight. I have to say I'm not especially good at self-promotion. When you read or listen to other people talking about their own products, I've noticed that most people go in one of two ways when they evaluate what they've made: 1. They think it's garbage and they can't believe anyone would buy it. 2. They think it's the most amazing stuff ever and they can't believe anyone wouldn't buy it. In other words, most people don't seem to be able to evaluate themselves very accurately, and I know I'm the same way. I always fear, when I'm praising something I made, that I'm falling into that second category, and that my irrational overexuberance is like, obvious to all, and that I'm making an ass out of myself. So it can be a little embarrasing to heap praise upon yourself, but since that's kinda what a blog is all about (that and emo drama) please forgive me in advance if I'm just humiliating myself here.

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