I think this is the money quote. Meta seemed to be under the impression that people want to invent digital versions of themselves just to consume content and engage with brands.
I think this is the money quote. Meta seemed to be under the impression that people want to invent digital versions of themselves just to consume content and engage with brands.
I had zero interest in interacting with brands. It was much more fun to go to a public space and sit there coding using the in-world dev tools - making something like a radar that sent alerts when people visited your parcel of a land, or a comedy UAV, and then explaining what you were doing to a journalist or psychology student or vampiress or predator or similar.
[Edit] added details as they came back to me, many years later
And it was always a toss-up what you'd find in people's little plots of land. Beautiful Japanese garden? Beautiful sex dungeon? Who knows!
After I wrote that last sentence I checked and indeed the "Mountain Dew" twitter account has 777.2K followers. W--T--F--? Am I the lone crazy person?
Doritos has 870K followers. McDonalds has 4.7M followers. Are these all bots? What real live human being actually wants a twitter feed from Doritos?
Somebody who really likes Doritos and wants to know about new flavors, get discounts, et cetera. I'm sure there are plenty of people who fall into that category. Maybe not 870k, but definitely not zero.
The scary answer: people we share the world with. People on the roads with us. People who make decisions that can impact our lives.
My perspective is that I was pretty into VRChat at the time and found no compelling reason to even try the early Metaverse.
That's why they fail. Virtual worlds - almost like real ones - are super-platforms, not applications. The interactions are too varied and complex to reduce to a set of simple primary use cases or personas.
So, if you're building a virtual world that you yourself wouldn't want to use, you're almost certainly going to fail.
maybe all that blather about "the long tail" in the late 90s was halfway correct. the intarwebs allow relatively small communities of people who are interested in a particular thing to do that particular thing. But a small percentage of a very large number can still be large.
if 99.9% of people don't want the hassle of maintaining an alternative identity online, that's fine. but that still means that 0.1% of people do.
if your critique is "the metaverse is laughable because the majority of people don't participate in it" you may be missing the point. if your critique is "it's entirely possible meta over-estimated interest in the metaverse," then i heartily agree.
i think second-life-like online experiences are useful, but they seem to have been over-hyped (to say the least.)
If Metaverse only appeals to a small group of people, it’s a failure. Because it’s supposed to push Facebook forward, and it’s hard for a company to limit its own market. It could be done successfully by spinning the company off, but for whatever reason they just do not want to do that.
And I think fundamentally VR and virtual worlds is just not going to appeal to a mass market of people. There are so many people who are just not interested in spending time in ‘Techno-world’. These people liked Facebook because (a) they talked to their real friends and (b) it was unobtrusive enough to not bother them. A lot of people quit Facebook as soon as they felt it was encroaching their lives too much.
Could you please provide a heap of more context — this reads like conspiracy nonsense upon first glance.
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