Here are the goals for the design:
* Express the richness and breadth of Second Life
* Allow us to address a wide range of potential Residents
* Set context for what a potential Resident might do in Second Life
First off, I'm strictly an amateur in design matters, so I respond as an end-user when I say: Waaaaaay too busy for a front page. And way too obscure. And all that black is trying waaay to hard to be hip. (Or cool. Or whatever the word of the day is.)
Look, if you're trying to "address" your potential customers, why not ... address them? Directly? "Are you an explorer? Click here! Serious shoppers, come this way! Creators, this door's for you ... Gamers, find some of your options over here! Learners, we've got some great locations ... Hobbyists, there's nothing you can't do here!"
Verbs, shmerbs. Don't just say "here's some pretty pictures of what you can do," you need to encourage new users to self-select and funnel them into a process that lets them start to do what they like.
SL's biggest problem is retaining new users. Why? Because it's damn hard to find like-minded people, and/or things to do with them. The Community Gateway program is apparently a start toward helping people get through this stage (though your explanatory page is dull as dishwater, seriously!!), but you need to invest more in that approach.
You already KNOW that flinging people inworld and letting them find their own way only works for what, 10% of new users? I know for sure that if I didn't know people in RL who had learned to enjoy SL, I would've been gone in a matter of days.
Call me crazy, but don't you think the fact that your strategy isn't working indicates a need for, oh, I don't know ... a change of strategy?


















