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Ask HN: How is the “metaverse” concept different from the Second Life boom?

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21–30 of 381 posts

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#21
In the most recent episode of the Exponent [1] Ben Thompson and James Allworth make the interesting argument that it's intended to recreate the enterprise-to-consumer transition that PCs made but for VR technology. That is to say that very low price-sensitivity enterprise money will end up funding dramatic technological improvements in VR that can then be more effectively deployed to capture consumers.

[1] https://exponent.fm/episode-196-forecasting-the-metaverse/

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#23

It's a vision for when VR/AR transitions from being heavy clunky hardware with niche use cases and early adopters, to lightweight powerful hardware with wide use cases and majority adoption. Similar to how mobile phones started out with a small group of adopters, then technologically evolved enabling more use cases, got small enough to fit in our pockets and now everyone has one. https://en.wikipedia.org/wiki/Technol…

I wouldn't use a non-FOSS platform or experience for non-corporate reasons. My employer wants me to use a particular hardware? Fine, but I'm not using my money for it, I won't like it, and I'll break it every chance I get.

The idea that I will work and play in the metaverse is forever and eternally blocked by which particular group of assholes is trying to wrangle me. If it's a group that allows me the same access they have, which enable me to wrangle the tech and myself? I'll pay triple the premium, just to stick it to Zuck and other proprietary scum.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#24

It's a vision for when VR/AR transitions from being heavy clunky hardware with niche use cases and early adopters, to lightweight powerful hardware with wide use cases and majority adoption. Similar to how mobile phones started out with a small group of adopters, then technologically evolved enabling more use cases, got small enough to fit in our pockets and now everyone has one. https://en.wikipedia.org/wiki/Technol…

I wouldn't use a non-FOSS platform or experience for non-corporate reasons. My employer wants me to use a particular hardware? Fine, but I'm not using my money for it, I won't like it, and I'll break it every chance I get. The idea that I will work and play in the metaverse is forever and eternally blocked by which particular group of assholes is trying to wrangle me. If it's a group that allows me the same access th…

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Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#25
post #18
post #8

Do you mean the Facebook metaverse or the general concept? I can't comment on Facebook. The current discussion surrounding the 'metaverse' often describes something that is more open, almost like the internet. Whether or not this happens in practice remains to be seen. I think the idea is that you may be able to teleport between worlds(servers run by companies or other entities) and carry some amount of your state wi…

Whatever anybody thinks "metaverse" means now, what it really means, Facebook is going to change it permanently or go out of business. They have to be able to define away every negative aspect of their new metaphorical identity or they'll be used to undermine every future development of FB. Meta was created out of a life or death situation (perceived or otherwise), so they have to gain control over their future so th…

We're all talking about the Metaverse instead of whatever else is going on with Facebook. So it changed the public narrative. However, the latest earnings report was fine, so rumors of Meta's demise are quite exaggerated. Their other web properties will remain profitable for a long time.

I see many others here calling out FB's pending decline, but I don't see anyone offering a clear thesis for how it happens. It could simply be wishful thinking. Locking down iOS doesn't mean Meta can't do targeted advertising with all previously collected data. Less effective, sure, but not meaningfully so.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#26
post #22

Second Life didn't have the resources of a (approx) trillion-dollar company to pour into a solution by a CEO convinced it's the future. That can fix a lot of problems and force a lot of adoption.

A company that already makes the best selling VR hardware by a healthy margin.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#27

It's a vision for when VR/AR transitions from being heavy clunky hardware with niche use cases and early adopters, to lightweight powerful hardware with wide use cases and majority adoption. Similar to how mobile phones started out with a small group of adopters, then technologically evolved enabling more use cases, got small enough to fit in our pockets and now everyone has one. https://en.wikipedia.org/wiki/Technol…

I wouldn't use a non-FOSS platform or experience for non-corporate reasons. My employer wants me to use a particular hardware? Fine, but I'm not using my money for it, I won't like it, and I'll break it every chance I get. The idea that I will work and play in the metaverse is forever and eternally blocked by which particular group of assholes is trying to wrangle me. If it's a group that allows me the same access th…

> I wouldn't use a non-FOSS platform or experience

You are in the extreme minority, if smartphone trends are to be treated as any kind of indication. So your actions likely would not matter to Meta/Apple/Google.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#28
Second Life was limited in many ways, as far as gameplay goes. Ultimately it failed because it was boring, in my opinion. More modern examples of games that approach this concept are Minecraft or Roblox (public company valued at $45B). Roblox in particular is interesting as it created a platform for others to make game experiences and re-sell them, and it's been very successful. Minecraft, too, has had a lot of staying power and has an active community.

The problem with Roblox, is that it's geared for kids primarily, it's centralized and it also has I believe a 30% fee. You have the same issues as you have with the mobile app stores: an excessive take rate and risk of being deplatformed at any time (like the early Facebook and Twitter apps). You don't really have ownership. But it does underscore the idea that if you create the right environment for shared gaming experiences and creativity it can be very interesting and entertaining.

The crypto metaverse is attempting to use digital property rights represented as NFTs to facilitate permissionless value creation and exchange. Just as real world property rights give owners the stability and framework with which to build long-term investments, understanding they can take risks and potentially reap rewards for those risks, the hope is that digital property rights will do the same.

The NFT space is very interesting and the gaming sector in crypto is evolving pretty rapidly. Some interesting attempts I see at creating these experiences are Sandbox (https://www.sandbox.game/en/), Decentraland (https://decentraland.org/), and Treeverse (https://www.treeverse.net/).

I think it's still super early days for this stuff. It's likely that a lot of the current attempts will fail, but I believe this concept is going through its 90s dot com phase, and we'll get a few gems out of this movement that stand the test of time.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#29

It's a vision for when VR/AR transitions from being heavy clunky hardware with niche use cases and early adopters, to lightweight powerful hardware with wide use cases and majority adoption. Similar to how mobile phones started out with a small group of adopters, then technologically evolved enabling more use cases, got small enough to fit in our pockets and now everyone has one. https://en.wikipedia.org/wiki/Technol…

I wouldn't use a non-FOSS platform or experience for non-corporate reasons. My employer wants me to use a particular hardware? Fine, but I'm not using my money for it, I won't like it, and I'll break it every chance I get. The idea that I will work and play in the metaverse is forever and eternally blocked by which particular group of assholes is trying to wrangle me. If it's a group that allows me the same access th…

I respect your opinion and completely understand where you are coming from, but I think you should also consider the amount of technical effort, organization and money required to build something like an open platform/protocol for the metaverse + all the advanced hardware required. It would be awesome if a group of strangers from the internet were able to band together and build this, but let's face it, they will have no where near the resources and talent a place like Meta, Google, Apple or Microsoft has. They have the top engineers on the planet, hardware pipelines and the resources to actually make these ideas become reality.. or virtual reality? :)

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#30
post #17

Don’t read much into the product side of meta. Metaverse is just a hedge, so that if Apple shows us how to do VR/AR “right,” Facebook will have $10B worth of pieces on the board to be competitive, allowing them to avoid another iOS platform risk. Owning a platform provides leverage elsewhere too. Apple will be Apple, but maybe Facebook can be Android, next time around. (As a side benefit, it also helps “rally the tro…

ya obviously it's reasonable that Facebook changed the name of their company for a "hedge"
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