Ryu ... my apes ... they're all gone ... please help meRelevant.
At least he didn't go all in on Bison Dollars.
Ryu ... my apes ... they're all gone ... please help meRelevant.
But I specifically was promised that every one of my Bison Dollars would be worth 5 British Pounds.Ryu ... my apes ... they're all gone ... please help me
At least he didn't go all in on Bison Dollars.
That was dependent on them kidnapping the Queen, IIRC, which is less relevant nowdays.But I specifically was promised that every one of my Bison Dollars would be worth 5 British Pounds.
I hope it's less relevant. Although I'd guess they'd probably still pay a decent ransom...That was dependent on them kidnapping the Queen, IIRC, which is less relevant nowdays.
No technical reason... but we're dealing with a bunch of corporate eunuchs.There's no reason that Meta's own product cannot give these communities the tools to create the crazy, amazing shit they want.
VR will have a future.Look, people are going to work on metaverses, including Meta. It's going to be years, even decades. Its time will come, and a few pioneers will get going, and then everyone else will wake up and pay attention... and at that point - boom! But it's not in a place now where fusty economics journos and 70-year-old institutional investors are going to get excited in a way they will over the much more graspable idea of AI.
All the problems you mention are valid - but I don't see them as exceptional problems that cannot be overcome with time and development, and many of them are things that industries have already encountered and overcome in the past.VR will have a future.
But the Metaverse ? I am extremely skeptical. It was a bad idea from the get go with a lot of conceptual problems. It didn't fail because of the tech.
- What really is the benefit of connecting all those little virtual realities ? Except for specific multi-user activities people tend to be quite happy in their secluded bubble or with friends when relaxing
- How do you get the necessary interoperability ? Industry would have to agree on standards. And it is more than just "you can see the stuff others made". There is a need to have objects from different virtual worlds made by different companies for different purposes to work together. Good luck with that one.
- How do you make all the different virtual ideas mash together ? While i do imagine people wanting to run a Robo-T-Rex down the street smashing everything, i imagine other not wanting some Robo-T-Rex trampling through their backyard. If the virtual realities are shared, functionality of all elements must be severely limited or you get lots of complaints and problems.
- Who pays for all that nonsense and how do you extract money from it ? Everyone contributing something useful to the metaverse needs a way to monetize it. People only part with hard earned cash for stuff they really enjoy. Some glorified VR chatroom will not be enough and plastering everything with advertising will only reduce the userbase and still not earn enough money. And who even gets the privilege to sell the ads in the shared sphere ?
- What about the infrastructure ? Streaming is already an issue and you can't store the information for an open VR world locally.
- What about user Hardware ? If you develop Metaverse stuff for old VR sets it will look and feel outdated compared to other current entertainment options. If you don't, it will exclude significant parts of the audience.
I am not sure the metaverse as imagined will ever come. It is so much more messy and offers so little extra utility to seperate, more focused VR environments that no one will seriously make it. At best there will be some kind of rudimentary VR hubs connecting those seperate entries.
But the thing is that all of this was obvious from the start. I really don't get why anyone jumped on that particular bandwagon or why no one of those questioned the complete lack of any attempt to adress any of the glaring weaknesses of the concept over the years.
It's really just the same principle as the real world. There's your house, you own, you decorate, agree who comes in and what the rules are. Out there is the street, where there are all sorts of other laws and expectations. Or the local bar and other people's houses, where they set the rules.I don't see how "private" parts of the metaverse are much different from separate, disconnected VR spaces you could visit. It's the public ones and the interconnectivity that makes the Metaverse a seperate concept. And i just don't see enough utility here for anyone to actually fix all those problems.
Let's think education. Just as a note here, Higher Education has been increasingly looking at a future where the days of campus attendance are history. Students may need probably some forms of attendance for practical skills, but that could just be a student turning up and doing some stuff intensively for a few weeks instead of a whole year.Really, what is the Metaverse even supposed to be good for ? Where exactly is it supposed to deliver a new and superior experience to all those existing and coming alternatives that are each vastly simpler to make ?
VR is integral to the concept of the metaverse, and it's pointless to discuss the metaverse without mention of VR. The point I'm making is that the development of VR is already heading towards the concept of a metaverse.We are not talking about the value of VR. VR has many uses, will become widespread, continually improves and has a promising future.
We are instead talking about the Metaverse. So it is less about the VR classroom or the self-decorated virtual home (which will both exist) and more about the benefit of embedding both into the same environment even if that means that restrictions and constraints for one have an effect on the other.
Even for socialisation separate VRs promise to be more stable and easier to adapt to the event.
It's delivering The Future ala Snowcrash. Just don't ask how, when, by who, or if anybody actually cares.I don't see how "private" parts of the metaverse are much different from separate, disconnected VR spaces you could visit. It's the public ones and the interconnectivity that makes the Metaverse a seperate concept. And i just don't see enough utility here for anyone to actually fix all those problems.
Really, what is the Metaverse even supposed to be good for ? Where exactly is it supposed to deliver a new and superior experience to all those existing and coming alternatives that are each vastly simpler to make ?
I think their point is that while VR is integral to the metaverse, the metaverse isn't integral (or even desirable) to VR. You can have all of these things without metaverse integration being shoehorned into it.VR is integral to the concept of the metaverse, and it's pointless to discuss the metaverse without mention of VR. The point I'm making is that the development of VR is already heading towards the concept of a metaverse.
"It's the future! You don't want to miss out on the future!"It ain't heading in that direction because it has any particular benefit for the user. Quite the opposite. Hence why all the advertising waffle is so incredibly vague, just a cloud of aspirational buzzwords and undetailed promises, just like the advertising for crypto and NFTs.
The one that comes to mind for me is a crypto advert showing a bunch of suited people walking in an endless circle. Then someone spots another route and heads off, looking all aspirational and future-facing. The voice-over says something like, "Crypto is changing the way we think about finance! Face the future and create new solutions with crypto!""It's the future! You don't want to miss out on the future!"
"It's the future! You don't want to miss out on the future!"
I feel like some of these problems had already been discussed and resolved to some degree outside VR in the case of Second Life.- What really is the benefit of connecting all those little virtual realities ? Except for specific multi-user activities people tend to be quite happy in their secluded bubble or with friends when relaxing
- How do you make all the different virtual ideas mash together ? While i do imagine people wanting to run a Robo-T-Rex down the street smashing everything, i imagine other not wanting some Robo-T-Rex trampling through their backyard. If the virtual realities are shared, functionality of all elements must be severely limited or you get lots of complaints and problems.
- Who pays for all that nonsense and how do you extract money from it ? Everyone contributing something useful to the metaverse needs a way to monetize it. People only part with hard earned cash for stuff they really enjoy. Some glorified VR chatroom will not be enough and plastering everything with advertising will only reduce the userbase and still not earn enough money. And who even gets the privilege to sell the ads in the shared sphere ?
- What about the infrastructure ? Streaming is already an issue and you can't store the information for an open VR world locally.
Second life was in the hand of one single company/developer and running on one single engine. They didn't have to address half of these issues at all. For the rest, well, despite all the novelty and not having any real competitors, they never reached mainstream.I feel like some of these problems had already been discussed and resolved to some degree outside VR in the case of Second Life.