I still don't understand what's the difference between MMOs and Metaverse. Like it's on mobile? That's all? Peak WoW _was_ a social network something Zuck is dreaming about (and that's while you also have to pay a monthly sub). I've read around and some people say that the difference people can _create content_ in Metaverse but... sandbox MMOs are also a thing for a long time (or just look at Minecraft/Roblox/Fortnite). Or the whole point just to attach your persona to your real name + Meta can monetize everything? But that still just sounds like some F2P korean MMO or a japanese gacha game.
Maybe there is more to that but to me at least 1, the Metaverse sounds more like a "vision" than an actual product (yet VR Chat already exist too if the main selling point is AR/VR) 2, if it's an actual product then it's an MMO reimagined for non-gaming "normal" people
Now, I am not sure if they will get there, but they are investing heavily in the tech required (AR screen tech, SLAM, 3d body reconstruction etc), and even partial success could be enormous. Having spent a lot of time in VRChat, seeing people and interacting with them up close has something very powerful, even if if is just the beginning of the technology. I am very excited to see where it goes in any case.
I really don't think so. But maybe future generations have different ideas. I think VR can make a lot of difference in training (e.g. medical training) but it's not consumer stuff.
I’ve found that VRChat makes for a more pleasant, natural, deeper experience than phone calls or video chat. For me, it really replicates the experience of hanging out with people in real life.
Part of it is that it has the thing where you stand next to the people you are talking to and you can move around and talk to someone else when the conversation ebbs and flows. You can go to smaller spaces where you know everyone, or bigger places with friends of friends.
This mitigates the problem with video or phone calls where you have to sort of mutually agree with the other party that you want to talk and when you are done talking. Instead, you can more naturally flow between different conversations. You can go to a crowd and meet new people, you can go on adventure with your close friend, or go hang out at your regular haunt.
There are a lot of problems with the service, though. One of the big ones is that the onboarding experience is shitty for new players. If you don’t already have friends who play, you’ll just end up with 14 year olds screaming obscenities at you in a public world.
I was on a casual call with ~10 people recently and the way only one person could speak at a time was so unfortunate. Really killed the experience compared to chatting in person.
Zoom mediates almost all meetings at my company. We went full-remote in 2020, and are now heavily international.
Screen sharing is heavily used, but nobody uses cameras except for presentations.
Even aside from our work norms, I have a strong preference for voice-only realtime comms. Video just doesn't add value to me.
There is clearly something different in in-person interactions that makes me do this, and if Meta or someone else can replicate part of that experience I believe that could be very valuable. Think even of the environmental implications - so much energy is spend moving people around, imagine if AR platforms could reduce the number of trips by even a small percentage!
Feeling truly present with someone isn't possible in 2d
Or in VR for that matter...
The best choice they made was to sell a balanced Oculus (high-res and decent battery with low-power compute) as a loss leader rather than continue down the tethered high-powered Rift path.
AR screens, SLAM, 3d reconstruction has well over a dozen well-funded companies gunning for the same result. Several companies are going to lose hard, similar to Magic Leap's recapitalization.
They aren't in the same room, just same screen, but I'm not sure that really has value for me anyway?
On that note, I wonder if a pair of wide angle cameras could be used to create a reasonably convincing three-dimensional live stream via FaceTime. With VR glasses, participants in the call would be able to see each others surroundings in 3D space.
This sounds more immersive, and less goofy than the metaverse. It also seems like a feature that Apple could reasonably deliver with their rumoured glasses.
What, wrong decade?
In terms of tangible results, Meta may as well have pivoted to autonomous vehicles. The only way this pivot makes sense would be if they had actually delivered a headset people wanted.
It’s just easier to get gullible investors to invest in your metaverse VR idea due to Gartner hype cycle rules, which are currently at Peak of Inflated Expectations.
> “the metaverse” can include virtual reality—characterized by persistent virtual worlds that continue to exist even when you're not playing—as well as augmented reality that combines aspects of the digital and physical worlds.
These MMO's are the real absolute ceiling of whatever Meta is trying to do, but that's insufficiently gigantic to justify a pivot of Meta.
So they are pitching it as something that will extend past niche audiences (in absolute numbers they are huge but niche in terms of FB scale).
The incoherency of why non-gamers would be interested in this is revealed in their advertising. For example, a fitness buff talking about how swinging around a foam stick with a headset strapped to her face is the best workout of her life.
I think it's ads.
Metaverse demos have felt super underwhelming compared to e.g. playing Grand Theft Auto 5 for a few hours
"Most of the people who are talking about metaverse have absolutely no idea what they're talking about. And they've apparently never played an MMO. They're like, 'Oh, you'll have this customizable avatar.' And it's like, well... go into La Noscea in Final Fantasy 14 and tell me that this isn't a solved problem from a decade ago, not some fabulous thing that you're, you know, inventing."
I don't believe that VR will ever become mainstream btw, but AR has huge applicability starting from business but also for people involved in all kinds of sports, especially anything to do with bikes / skis / motorcycles etc...
I strongly suspect Facebook will not be the winner of either use case.
Apple / Disney are much better positioned to capture the "virtual amusement park / mall" space than Meta.
Google / Microsoft are better positioned for the work / leisure time use case.
Conclusion: Meta is screwed.
You actually have to try VR to better understand. Google Cardboard doesn’t count
Rec Room and VR chat are good places to start
It also raises the question of what Facebook's metaverse could do that VRChat and Rec Room haven't. VRChat is the more successful of the two and has achieved the level of success of "video game more popular than you might realise", which for the small dev team is enough for a profitable business.
How do you make it profitable at meta scale? NFTs, loot boxes and cosmetic microtransactions seem to be the prospects raised by people promoting such ideas. But then how is VRChat + microtransactions - your local modder's blatant copyright infringement more appealing than VRChat?
This is what AR and games are all about. Not necessarily what Meta wants to build.
[1] https://web.archive.org/web/20010617162321/http://www.inside...
Probably, at least until we perfect the matrix or 360 degree treadmill tech.
As for your friends, they can sit wherever the fuck they please. They're holograms, or on a more crude version just simulations from an AR/VR set.
Even using your fingers, going from keyboard and mouse (on desktop) to touch (on mobile) was a major change.
It's unclear to me that you need realistic 3D imagery versus new kinds of input devices. Maybe smart knobs will become popular?
You're basically describing Wii Sports, which was a great novelty at the time. For maybe a year or so.
Lack of mundane grinding for exp, rep and mats?
Auto/afk [anything] is a staple in lot of mobile MMOs. Like auto-battle, auto-questing etc. Yeah I don't know why would you even "play" at that point but then again those games are insanely popular. Kinda like "gamifying a game" if that make sense.
I don't think this is even broadly true. We just locked everyone in their houses for the pandemic and people hated it. They want to get out and do stuff and see the world. Not sit on a couch with a screen strapped to their face.
Feel like this is not consensus on a tech forum.
Which is basically just another kind of sitting with a screen strapped to your face. Except less fun.
Work, for most people, is maybe a little too hellish.
VRChat has completely user-made avatars. To support this, they have a robust content moderation system with a fair amount of user control, and bounded performance requirements. Horizon has very limited Mii-like avatars, but with even less customization. This means they don't have to moderate avatars or worry about performance, and also crushes the boundless possibilities of self-expression into a sea of identical corporate art style drones.
VRChat also has user-made worlds. So does Horizons. The difference is that Horizons worlds can only be made out of primitives (cube, sphere, triangle, etc.) This makes it easy to enforce performance requirements and also makes the entire metaverse look like a poorly developed PS2 game. It also runs worse than a well-optimized environment mesh, but apparently Facebook doesn't trust their users to figure that out. Second Life actually shipped with this system originally (in 2003) and later abandoned the system because of these and other problems, but learning from the past is apparently not in vogue at Facebook.
VRChat has a fairly granular safety system, with configurable boundaries, default permissions, friend settings, etc. Horizons has a half-hearted attempt at this but leans mostly on the ominous promise that Facebook is recording everything you say and do, and if someone reports you an unreachable Facebook admin will review your past actions for content violations. This works about as well as you'd expect.
These and other problems are, IMO, all bad decisions, but they're also low effort decisions and that I do not understand. I actually like VR and want Facebook to succeed here (hopefully incentivizing competition), and the department formerly known as Oculus is doing a great job with the requisite hardware. So why, why, given that the entire company has been bet on this, is the flagship Metaverse software of the world's largest social media company lagging behind a random startup making their metaverse in Unity with practically no money?
This seems to be a really common recurring theme in the tech industry and particularly the games industry, and I wish I understood why
Just look at Minecraft, Valheim, any of the recent Pokemon games... A single person or a skeleton crew can somehow always seem to outproduce gigantic companies full of engineers and artists on the same level as the ones from the skeleton crew.
And the VRChat devs actually play their own game, I find it highly unlikely that you could even remotely say the same about Horizon's devs.
e.g., if you're in a business meeting, it automatically runs with your Mii-like avatar, otherwise if you're roaming a desertscape to relax on the couch after dinner, you can be a pink lemur in a cape and cowboy hat. Might as well prep for both contexts now rather than putting off either potential customer.
I never used Second Life, but from that video the metaverse does feel a lot like ActiveWorlds circa 2007.
Just offer VR porn applications, and a lot of people will urge to get a VR headset and a decent computer to support it. For a lot of kinds of media, porn was the killer application.
"No thanks, his headset is always sticky"
But the Metaverse is alive and well, at least if you can detach yourself of that superficial XR vision many people are touting online.
Just look at people buing skins for games and using filters and faceapps for their social media photos and videos.
I know many friends that are very active on social media, and they don't look like themselves anymore.
Sure, this isn't interactive XR content, but it's a whole virtual world that has detatched itself from reality years ago.
But I also want a time machine. And honestly, that seems almost as likely as the metaverse ever being a "thing". The technology simply doesn't exist and we are so far off that pivoting to it now seems...either wildly optimistic or HBO Silicon Valley level out of touch.
I don't know why you'd want to do so for most TV. I like to idly code at 1/4 speed during average shows. Like if the cousins want to watch Moana for the 34th time, I'm not gonna dedicate my full attention the whole time, but I do want to hang out with everyone else in the family.
On the other hand, I've never wanted to pick up a phone while my VR headset is on my head. It's engrossing! But the downside of VR is that it's so isolating. There's no way for me to be half in a head-mounted display. No one can casually look over my shoulder, nor can I causally peek up from my screen when someone says something interesting.
I guess it's a little bit of a different story if it's just the centerpiece of family time, though..
Everyone I know has at least one TV. You can buy a 58" TV at Walmart for $298. That's less expensive than an Xbox or PS console.
The key one, the vestibular system, is overridable non-invasively:
Galvanic vestibular stimulation https://www.wikipedia.org/wiki/Galvanic_vestibular_stimulati...
Vision and sound covered too, though vision can get better with more res and variable focus. Sound can get better with 3d scanning for custom HRTF's matched to the user's ear shape and body (sound reflecting off shoulders etc.).
If you apply galvanic vestibular stimulation to try to "correct" at least the vestibular sense, you will lose your balance and fall over, because you can't fool physics. Even if you're prevented from falling by a harness it won't feel right. The disagreement between your vestibular and proprioception senses will be uncomfortable.
The field is in its "90's internet phase" right now. The tech is still immature, but is rapidly growing in capability and ambition.
Just like most people in the 90's had no idea how "internet" would be used, I think our ability to conceive of VR/AR/XR/metaverse is similarly myopic.
I would give it a 10-15 year timeline before it fully eats the world. But now is the time to build.
Now, my Oculus headset sits gathering dust in a cupboard. Nobody I know wants it because it's so boring using it for more than half an hour.
I don't get it, but maybe I don't have to.
As a total counter example, I'm in my 30s, live with my girlfriend (in her 30s) and we play with our Valve Index together several times per week. We also have friends over for house parties where we play VR together (as well as Nintendo Switch.)
Now, imagine this is still "v0" of VR, that I am playing it on a weekly basis etc with my non-gamer girlfriend, I can easily imagine this being massive in 10 years.
It was probably less than 5 years before Wifi was ubiquitous.
Edit: To be clear, IMO most disruptive technologies are not driven by established mega-corporations.
iPhone?
Facebook Mobile?
(And earlier, Bell/IBM/Oracle)
Facebook Mobile is... I'd have to think hard about what it actually is, so I'm not sure that qualifies as disruptive.
Now the iPhone was disruptive. But although you'd fairly classify Apple today as an "established mega-corporation", it's a lot harder to do so when the iPhone came out. To the extent that Apple can use its market share to wield a powerful bludgeon against those who dare cross it--which is what I associate the phrase with--that market share doesn't exist until the phenomenal success of the iPhone. It certainly couldn't do that on the basis of its OS or computers (indeed, you can argue that it still can't do that today). The iPod, or more accurately iTunes, may have given it that power against the music industry, but that's the closest to any sort of tyrannical power it might have held at the time.
The key feature of Gmail was scale, which allowed it to offer much better spam detection, which allowed it to capture more market share, etc.
Facebook mobile is the idea that you have something (Facebook) that was popular somewhere (PCs), that for strategic reasons (TAM / global penetration, location-targeted advertising) pivoted to a completely different medium, and invested non-trivial company resources in making that happen.
The iPod/iTunes were pretty damn big. And specifically, big in demographics that were ideal iPhone customers. Apple in 2007 was very different than Apple in 1997.
iPhone was a breakout product from a decidedly no-longer mega corp who practically died in the 1990s. I guess they had already made a resurgence with the iPod, but I think iPod leading to iPhone is similar enough that it's the same jump.
A mobile app from a company is a breakthrough product in your eyes?
https://www.cnbc.com/2017/06/21/when-zuckerberg-said-faceboo...
This has been said to be the case (though for the first several waves with a different analogy, for obvious reasons) for every wave of the VR hype cycle since at least the mid-80s.
But it keeps not sticking, and I don't see any convincing reason to believe that the people pushing, or buying into, the hype understand why it keeps not sticking, much less have done anything in the most recent wave to overcome those problems.
If that's the real intent, it seems kind of sad.
i own two vr headsets but don't really use them for more than casual gaming with friends. haven't really seen the killer use case yet
google glass style AR still has the most "futurey" appeal to me
Second Life was launched in 2003
VR is in that phase for multiple decades already.